WO2021036577A1 - 控制虚拟对象的方法和相关装置 - Google Patents
控制虚拟对象的方法和相关装置 Download PDFInfo
- Publication number
- WO2021036577A1 WO2021036577A1 PCT/CN2020/103006 CN2020103006W WO2021036577A1 WO 2021036577 A1 WO2021036577 A1 WO 2021036577A1 CN 2020103006 W CN2020103006 W CN 2020103006W WO 2021036577 A1 WO2021036577 A1 WO 2021036577A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- virtual
- target area
- virtual object
- virtual environment
- area
- Prior art date
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input 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
- A63F13/2145—Input 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5258—Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/533—Controlling 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5378—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04815—Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
Definitions
- This application relates to the field of computers, in particular to the control of virtual objects.
- users can manipulate virtual objects in the virtual environment to perform activities such as walking, running, climbing, shooting, and fighting.
- activities such as walking, running, climbing, shooting, and fighting.
- the user wants to control the virtual object to perform different activities the corresponding user interface UI control on the user interface needs to be triggered.
- UI controls corresponding to various activities performed by virtual objects on the user interface There are UI controls corresponding to various activities performed by virtual objects on the user interface, and the UI controls corresponding to various activities are located in different positions of the user interface.
- the direction button is located on the left side of the user interface
- the running button is located on the right side of the user interface.
- the embodiments of the present application provide a method and related device for controlling virtual objects, which can solve the problem that when controlling virtual objects to perform various activities in the related art, the UI controls corresponding to the activities need to be triggered, and the user cannot quickly control the virtual objects to perform various activities. problem.
- the technical solution is as follows:
- a method of controlling a virtual object including:
- the user interface including a virtual environment screen and an interactive panel area
- the virtual environment screen is a screen for observing the virtual environment from the perspective of a virtual object
- an apparatus for controlling a virtual object including:
- a display module for displaying a user interface including a virtual environment screen and an interactive panel area, the virtual environment screen is a screen for observing the virtual environment from the perspective of a virtual object;
- a receiving module configured to receive a shortcut operation on a target area on the user interface, the target area including an area belonging to the virtual environment screen and not belonging to the interactive panel area;
- the control module is configured to control the virtual object to perform corresponding activities in the virtual environment according to the shortcut operation.
- a computer device comprising: a processor and a memory, the memory stores at least one instruction, at least one program, code set, or instruction set, the at least one The instructions, the at least one program, the code set or the instruction set are loaded and executed by the processor to implement the method for controlling a virtual object as described in the above aspect.
- a storage medium is provided, the storage medium is used to store a computer program, and the computer program is used to execute the method for controlling a virtual object described in the above aspect.
- a computer program product including instructions, which when run on a computer, causes the computer to execute the method for controlling a virtual object described in the above aspect.
- the user can control the virtual object to perform the corresponding activity by performing shortcut operations in the target area, without the user triggering the UI control corresponding to the activity, and without the user memorizing the function and location of the UI control. Realize the control of virtual objects to perform corresponding activities in the virtual environment according to shortcut operations.
- Fig. 1 is a schematic diagram of an interface for controlling a virtual object to open a sight in related technologies according to an exemplary embodiment of the present application;
- Fig. 2 is a schematic diagram of an interface for controlling a virtual object to open a sight provided by an exemplary embodiment of the present application
- Fig. 3 is a block diagram of an implementation environment provided by an exemplary embodiment of the present application.
- Fig. 4 is a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application
- Fig. 5 is a schematic diagram of a camera model corresponding to the perspective of a virtual object provided by an exemplary embodiment of the present application
- Fig. 6 is a schematic diagram of an interface for establishing a rectangular coordinate system on a user interface provided by an exemplary embodiment of the present application;
- Fig. 7 is a schematic diagram of an interface for controlling a virtual object to get up provided by an exemplary embodiment of the present application
- FIG. 8 is a schematic diagram of an interface for controlling virtual objects to start virtual props in a related technology provided by an exemplary embodiment of the present application;
- Fig. 9 is a schematic diagram of an interface for controlling a virtual object to start a virtual prop according to an exemplary embodiment of the present application.
- Fig. 10 is a schematic diagram of an interface for controlling virtual objects to throw virtual props according to an exemplary embodiment of the present application
- Fig. 11 is a flowchart of a method for controlling a virtual object to open a sight provided by an exemplary embodiment of the present application
- Fig. 12 is a flowchart of a method for controlling a virtual object to close a sight provided by an exemplary embodiment of the present application
- FIG. 13 is a flowchart of a method for controlling a virtual object to fire according to an exemplary embodiment of the present application
- FIG. 14 is a flowchart of a method for controlling a virtual object to get up and throw virtual props according to an exemplary embodiment of the present application
- Fig. 15 is a block diagram of a device for controlling virtual objects provided by an exemplary embodiment of the present application.
- FIG. 16 is a schematic diagram of an apparatus structure of a computer device provided by an exemplary embodiment of the present application.
- Virtual environment It is the virtual environment displayed (or provided) when the application is running on the terminal.
- the virtual environment may be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictitious environment.
- the virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application.
- the virtual environment is a three-dimensional virtual environment as an example.
- Virtual object refers to the movable object in the virtual environment.
- the movable objects may be virtual characters, virtual animals, cartoon characters, etc., such as: characters, animals, plants, oil barrels, walls, stones, etc. displayed in a three-dimensional virtual environment.
- the virtual object is a three-dimensional model created based on animation skeletal technology.
- Each virtual object has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.
- Virtual props refer to the props that a virtual object can use in a virtual environment.
- Virtual props include: virtual weapons used by the virtual objects and accessories corresponding to the virtual weapons, virtual food, virtual medicines, clothes, accessories, etc.
- the props are virtual weapons as an example.
- Virtual weapons include: pistols, rifles, sniper rifles and other general firearms, as well as bows and arrows, crossbows, spears, daggers, swords, knives, axes, bombs, missiles, etc.
- First-person Shooting refers to a shooting game that users can play from a first-person perspective.
- the screen of the virtual environment in the game is a screen that observes the virtual environment from the perspective of the first virtual object.
- at least two virtual objects play a single-game battle mode in the virtual environment.
- the virtual objects avoid attacks initiated by other virtual objects and the dangers in the virtual environment (such as gas circles, swamps, etc.) to achieve the virtual environment.
- the purpose of survival in the environment when the life value of the virtual object in the virtual environment is zero, the life of the virtual object in the virtual environment ends, and the virtual object that finally survives in the virtual environment is the winner.
- the battle starts with the moment when the first client joins the battle, and the moment when the last client exits the battle as the end time.
- Each client can control one or more virtual objects in the virtual environment.
- the competition mode of the battle may include a single-player battle mode, a two-player team battle mode, or a multi-player team battle mode. The embodiment of the present application does not limit the battle mode.
- Trigger control refers to a user interface UI (User Interface) control, any visual control or element that can be seen on the user interface of the application, such as pictures, input boxes, text boxes, buttons, labels and other controls. Some UI controls respond to user operations. For example, if the user triggers an attack control corresponding to a pistol, the virtual object is controlled to use the pistol to attack.
- UI User Interface
- the "equipment, carrying or assembling" virtual props in this application refer to the virtual props owned by the virtual object.
- the virtual object has a backpack, there is a backpack compartment in the backpack, the virtual prop is stored in the virtual object's backpack, or the virtual object is in use Virtual props.
- the methods provided in this application can be applied to virtual reality applications, three-dimensional map programs, military simulation programs, first-person shooting games (FPS), and multiplayer online battle Arena Games (MOBA) ), etc.
- the following embodiments are exemplified in the application of the game.
- Games based on virtual environments are often composed of one or more maps of the game world.
- the virtual environment in the game simulates the scene of the real world. Users can manipulate virtual objects in the game to walk, run, jump, shoot, and fight in the virtual environment. Actions such as driving, throwing, standing up, lying prone, etc., are highly interactive, and multiple users can team up for competitive games online.
- UI controls are set on the user interface. The user controls the virtual objects to perform different activities in the virtual environment by triggering different UI controls. For example, the user triggers the UI controls (direction buttons) corresponding to the mobile function.
- the virtual object is controlled to move in the virtual environment; the virtual object is using a pistol, and the user touches the UI control (fire button) corresponding to the fire function (using a virtual weapon to attack) to control the virtual object to use the pistol to attack in the virtual environment.
- the UI controls are distributed in various areas on the user interface, and the user needs to memorize the functions of each UI control and the area in which it is located, so that the virtual objects can be quickly controlled to perform corresponding activities.
- FIG. 1 shows a schematic diagram of an interface for controlling a virtual object to open a sight in a related technology provided by an exemplary embodiment of the present application.
- the sighting control 101, the attacking control 103, and the movement control 104 are displayed on the scope ready to open interface 10.
- the sighting control 101 is located on the right side of the scope ready to open interface 10.
- the area is located on the lower side of the corresponding minimap of the virtual environment.
- the number of aiming controls 101 on the interface 10 is one. In some embodiments, the number of aiming controls 101 is two or more. This application does not limit the number and positions of aiming controls 101.
- the user can customize the position and number of the aiming control 101.
- the user sets the number of aiming controls 101 to three, which are located in the right area of the interface 10 to be opened.
- the user controls the virtual object to open the sight 105 by triggering the sighting control 101.
- the attack controls 103 are respectively located in the left area and the right area of the scope interface 10 to be opened, and the attack controls 103 located in the left area of the interface 10 are located at the upper left of the mobile control 104.
- the number of attack controls 103 on the interface 10 is two.
- the number of attack controls 103 may also be one or three or more.
- the user can customize the position and number of the attack controls 103.
- the number of attack controls 103 set by the user is three, which are respectively located in the left area, right area and middle area of the interface 10 to be opened.
- the movement control 104 is located in the left area of the scope interface 10 to be opened, and is located at the lower right of the attack control 103.
- the user can control the movement of the virtual object in the virtual environment by triggering the movement control 104.
- the user interface is shown in FIG. 1(b), and the closing control 102 is also displayed on the opening scope interface 11.
- the close control 102 is located where the original aiming control 101 is located, that is, the display style of the aiming control 101 is switched to the display style of the close control 102.
- the user controls the virtual object to open the scope 105 corresponding to the firearm used.
- the firearm changes from being displayed in the left area of the user interface to being displayed in the center of the user interface.
- the scope 105 is displayed at the front of the opening scope interface 11. In the center, it is aimed at. If the user triggers the close control 102, the sight 105 is closed, and the sight interface 10 is opened to change to a ready-to-open sight interface 10 as shown in FIG. 1(a).
- the corresponding UI control needs to be triggered.
- the user needs to trigger the aiming control 101, and when the virtual object is controlled When stopping this action, the user also needs to trigger the corresponding close control 102.
- the steps are more cumbersome, and the user needs to remember the corresponding function and location of each UI control. The user may forget the UI control corresponding to the action and the corresponding position of the UI control. And delay the virtual object to make the corresponding action.
- FIG. 2 shows a schematic diagram of an interface for controlling a virtual object provided by an exemplary embodiment of the present application.
- the virtual prop used by the virtual object is a sniper rifle
- the accessory corresponding to the virtual prop is the sight 113.
- the aiming control 101 and the closing control 102 are displayed on the user interface, and the scope opening interface 110 in FIG. 2 does not display any control for opening the scope 113.
- the user can control the virtual object to quickly open the sight 113 through a shortcut operation.
- the shortcut operation is a double-click operation.
- a target area 131 is set on the user interface, and the target area 131 includes a virtual environment screen and does not belong to an area of the interactive panel area 112.
- the target area 131 is the right area in the user interface, and the right area is an area that does not belong to the interactive panel area 112.
- the user interface displays the opening scope interface 110, and the scope 113 of the virtual prop (sniper rifle) 111 used by the virtual object is located in the center of the user interface, in an aiming state.
- the sight 113 has been opened, which is the same as the effect of the user opening the sight 105 by clicking on the sight control 101 shown in (b) of FIG. 1.
- the user can use a shortcut operation to close the scope 113.
- the shortcut operation for closing the sight 113 is a double-click operation.
- the target area 131 of the closed sight 113 and the opened sight 113 are the same area or different areas.
- the virtual object is controlled to close the scope 113.
- the virtual prop (sniper rifle) used by the virtual object is changed to the state before the scope 113 is opened.
- the user can set the range of the target area.
- the user sets the center of the user interface as the center and a circular area with a radius of 10 units as the target area.
- the shortcut operation may be at least one of a single-click operation, a double-click operation, a sliding operation, a drag operation, a long-press operation, a double-click and a long-press operation, and a two-finger sliding operation.
- the user can set the corresponding activity control when the virtual object is active.
- the control corresponding to the activity is cancelled in the user interface, or the user sets the position of the control corresponding to the activity And quantity etc. It can be understood that the user controls the virtual object to perform corresponding activities by performing different shortcut operations in the target area 131.
- Fig. 3 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
- the computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.
- the first terminal 120 installs and runs an application program supporting the virtual environment.
- the application can be any of virtual reality applications, three-dimensional map programs, military simulation programs, FPS games, MOBA games, and multiplayer gun battle survival games.
- the first terminal 120 is a terminal used by the first user.
- the first user uses the first terminal 120 to control virtual objects located in the virtual environment to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding , Jumping, driving, shooting, throwing, using at least one of virtual props.
- the virtual object is a virtual character, such as a simulated character object or an animation character object.
- the first terminal 120 is connected to the server 140 through a wireless network or a wired network.
- the server 140 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center.
- the server 140 includes a processor 144 and a memory 142, and the memory 142 further includes a display module 1421, a control module 1422, and a receiving module 1423.
- the server 140 is used to provide background services for applications supporting the three-dimensional virtual environment.
- the server 140 is responsible for the main calculation work, and the first terminal 120 and the second terminal 160 are responsible for the secondary calculation work; or, the server 140 is responsible for the secondary calculation work, and the first terminal 120 and the second terminal 160 are responsible for the main calculation work;
- the server 140, the first terminal 120, and the second terminal 160 adopt a distributed computing architecture to perform collaborative computing.
- the second terminal 160 installs and runs an application program supporting the virtual environment.
- the application can be any of virtual reality applications, three-dimensional map programs, military simulation programs, FPS games, MOBA games, and multiplayer gun battle survival games.
- the second terminal 160 is a terminal used by the second user.
- the second user uses the second terminal 160 to control virtual objects located in the virtual environment to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding , Jumping, driving, shooting, throwing, using at least one of virtual props.
- the virtual object is a virtual character, such as a simulated character object or an animation character object.
- the virtual object controlled by the first user and the virtual object controlled by the second user are in the same virtual environment.
- the virtual object controlled by the first user and the virtual object controlled by the second user may belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions.
- the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of application on different control system platforms.
- the first terminal 120 may generally refer to one of multiple terminals
- the second terminal 160 may generally refer to one of multiple terminals. This embodiment only uses the first terminal 120 and the second terminal 160 as examples.
- the device types of the first terminal 120 and the second terminal 160 are the same or different.
- the device types include smart phones, tablet computers, e-book readers, MP3 players, MP4 players, laptop computers and desktop computers. At least one.
- the terminal includes a smart phone as an example.
- the number of the above-mentioned terminals may be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or a larger number.
- the embodiments of the present application do not limit the number of terminals and device types.
- FIG. 4 shows a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application.
- the method can be applied to the first terminal 120 or the second terminal 160 in the computer system as shown in FIG. In other terminals in the computer system.
- the method includes the following steps:
- Step 401 Display a user interface.
- the user interface includes a virtual environment screen and an interactive panel area.
- the virtual environment screen is a screen for observing the virtual environment from the perspective of a virtual object.
- the virtual environment screen is a screen for observing the virtual environment from the perspective of the virtual object.
- the angle of view refers to the viewing angle when the virtual object is observed in the virtual environment from the first person perspective or the third person perspective.
- the angle of view is the angle when the virtual object is observed through the camera model in the virtual environment.
- the camera model automatically follows the virtual object in the virtual environment, that is, when the position of the virtual object in the virtual environment changes, the camera model follows the position of the virtual object in the virtual environment and changes at the same time, and the camera The model is always within the preset distance range of the virtual object in the virtual environment.
- the relative position of the camera model and the virtual object does not change.
- the camera model refers to the three-dimensional model located around the virtual object in the virtual environment.
- the camera model is located near the head of the virtual object or the head of the virtual object;
- the camera The model can be located behind the virtual object and bound with the virtual object, or can be located at any position with a preset distance from the virtual object.
- the camera model can be used to observe the virtual object in the virtual environment from different angles, optional Specifically, when the third-person perspective is the over-the-shoulder perspective of the first person, the camera model is located behind the virtual object (such as the head and shoulders of the virtual character).
- the perspective includes other perspectives, such as a top-view perspective; when a top-down perspective is adopted, the camera model can be located above the head of the virtual object, and the top-view perspective is viewed from the air Angle of view to observe the virtual environment.
- the camera model is not actually displayed in the virtual environment, that is, the camera model is not displayed in the virtual environment displayed on the user interface.
- the camera model is located at any position at a preset distance from the virtual object as an example.
- a virtual object corresponds to a camera model, and the camera model can be rotated with the virtual object as the center of rotation, such as: virtual object Any point of is the center of rotation to rotate the camera model.
- the camera model not only rotates in angle, but also shifts in displacement.
- the distance between the camera model and the center of rotation remains unchanged. That is, the camera model is rotated on the surface of the sphere with the center of rotation as the center of the sphere, where any point of the virtual object can be the head, torso, or any point around the virtual object.
- the center of the angle of view of the camera model points to the direction in which the point on the spherical surface of the camera model points to the center of the sphere.
- the camera model can also observe the virtual object at a preset angle in different directions of the virtual object.
- a point is determined in the virtual object 11 as the rotation center 12, and the camera model rotates around the rotation center 12.
- the camera model is configured with an initial position, and the initial position is the virtual object The position above the back (for example, the position behind the brain).
- the initial position is position 13, and when the camera model rotates to position 14 or position 15, the viewing angle direction of the camera model changes with the rotation of the camera model.
- the virtual environment displayed on the virtual environment screen includes at least one element of mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.
- the user interface includes an interactive panel area 112, as shown in FIG. 2.
- the interactive panel area 112 is provided with UI controls, message sending controls, voice controls, expression controls, setting controls, etc., which control virtual objects to perform activities.
- the above controls are used for the user to control the virtual objects to perform corresponding activities in the virtual environment, or, Send messages to teammates in the same team (including: text messages, voice messages, and emoji messages), or set the motion attributes of virtual objects in the virtual environment (for example, running speed) or set virtual weapons (For example, the sensitivity of the firearm, attack range, lethality, etc.), or display the position of the virtual object controlled by the user in the virtual environment (schematically, a thumbnail map of the virtual environment is displayed on the user interface).
- the user can instantly know the current state of the virtual object through the interactive panel area 112, and can control the virtual object to perform corresponding activities through the interactive panel area 112 at any time.
- the shape of the interactive panel area is rectangular or circular, or the shape of the interactive panel area corresponds to the shape of the UI controls on the user interface.
- the shape of the interactive panel area is not limited in this application.
- Step 402 Receive a shortcut operation on a target area on the user interface, where the target area includes an area that belongs to the virtual environment screen and does not belong to the interactive panel area.
- the shortcut operation includes at least one of a double-click operation, a double-click and long-press operation, a two-finger horizontal sliding operation, and a two-finger vertical sliding operation.
- the target area includes the following forms:
- the target area is the area corresponding to the A area.
- the target area includes an area that belongs to the virtual environment screen and does not belong to the interactive panel area.
- the user can perform shortcut operations in the area where the UI controls and the minimap are not included, for example, in the area between the mobile control and the attack control, which belongs to the virtual environment screen and does not include interaction The area of the panel area.
- the target area is the area corresponding to the A area and the B area.
- the target area includes the area corresponding to the virtual environment picture and the interactive panel area.
- the user can perform shortcut operations on the virtual environment screen and the corresponding area of the interactive panel area at the same time.
- the user can perform shortcut operations on the area where the UI controls or the minimap are located, that is, the user can Perform shortcut operations anywhere on the user interface 110.
- the target area is a part of the A area and the area corresponding to the B area.
- the target area includes the area corresponding to the part of the virtual environment screen and the area corresponding to the interactive panel area.
- the user can perform shortcut operations in the right area and the interactive panel area of the virtual environment screen, that is, the user can perform shortcut operations in the right area of the user interface 110 and the left area of the user interface 110.
- the area corresponding to the part of the virtual environment picture may be any one of the left area, the right area, the upper area, and the lower area of the virtual environment picture.
- the target area is a part of the B area and the area corresponding to the A area.
- the target area is the area corresponding to the virtual environment screen and the area corresponding to part of the interactive panel area.
- the user can perform shortcut operations in the area corresponding to the virtual environment screen and the interactive panel area on the right, that is, the user Shortcut operations can be performed in the area corresponding to the left interactive panel area that does not include the user interface 110.
- part of the interactive panel area may be any one side of the left interactive panel area, the right interactive panel area, the upper interactive panel area, and the lower interactive panel area.
- the target area is an area corresponding to a partial area of the A area and a partial area of the B area.
- the target area is the area corresponding to the part of the virtual environment screen and the area corresponding to the part of the interactive panel area.
- the user can perform shortcut operations on the left virtual environment screen and the area corresponding to the left interactive panel area. That is, the user can perform shortcut operations in the left area of the user interface 110.
- the user can perform shortcut operations in the area corresponding to the right virtual environment screen and the left interactive panel area, that is, the user can perform shortcut operations in the area excluding the area corresponding to the right interactive panel area and the area corresponding to the left virtual environment screen
- Shortcut operations users can perform shortcut operations on the mobile controls and attack controls, as well as on the corresponding area of the virtual environment screen on the right.
- the interactive panel area may not be displayed on the user interface, that is, the interactive panel area may be hidden.
- Fig. 6 shows an interface schematic diagram of a target area on a user interface provided by an exemplary embodiment of the present application.
- a rectangular coordinate system is established with the center of the user interface 130 as the origin, and the target area 131 is set in the right area of the user interface 130, between the first quadrant and the fourth quadrant in the rectangular coordinate system, the target area 131
- the shape is oval.
- the user performs a double-click operation in the target area 131 to control the virtual object to open the accessory corresponding to the virtual item.
- the target area 131 may also be any area other than the non-panel interaction area on the user interface 130.
- the upper area of the user interface 130 refers to the area corresponding to the left edge of the user interface 130 to the right UI controls; or the target area 131 is the area corresponding to the location of the virtual item used by the virtual object
- the target area 131 is an area corresponding to a virtual weapon (sniper rifle) used by the virtual object.
- the user performs different shortcut operations in the target area 131 to control the virtual object to perform different activities. For example, the user double-clicks in the target area 131 to control the virtual object to open the accessory corresponding to the virtual item (for example, the virtual object). Scope corresponding to the sniper rifle used).
- Step 403 Control the virtual object to perform corresponding activities in the virtual environment according to the shortcut operation.
- the virtual object when the body posture of the virtual object meets the first condition, the virtual object is controlled to adjust the body posture in the virtual environment according to the shortcut operation.
- the first condition includes that the body posture of the virtual object is a squat state
- the shortcut operation includes a two-finger vertical sliding operation.
- Virtual objects can perform actions such as running, jumping, climbing, getting up, and crawling in the virtual environment.
- the body posture of the virtual objects in the virtual environment can be lying down, squatting, standing, sitting, lying, kneeling, etc., which is indicative.
- FIG. 7 shows a schematic diagram of an interface for controlling the virtual object to get up provided by an exemplary embodiment of the present application.
- the user interface 150 displays the upward perspective of the virtual object, that is, the screen corresponding to the sky.
- the user's finger slides upwards on the user interface 150 at the same time (as shown by the arrow in FIG. 7), and the virtual environment screen in the user interface 150 will change as the user slides, and the sky in the user interface 150 corresponds to The proportion of the area occupied by the screen will be reduced.
- the virtual object's perspective is head-up.
- the user interface 150 includes the ground and scenery of the virtual environment. The user controls the virtual object to get up in the virtual environment by two-finger vertical sliding operation.
- the user controls the virtual object to jump or climb in the virtual environment through a two-finger vertical sliding operation, or the user controls the virtual object to get up in the virtual environment through a double-click operation or other shortcut operations (when the virtual object is in the virtual environment).
- this application is not limited.
- the virtual object when the use state of the virtual prop satisfies the second condition, the virtual object is controlled to open the accessory corresponding to the virtual prop in the virtual environment according to the shortcut operation.
- the second condition includes that the virtual item is in an automatically activated state, and the shortcut operation also includes a double-click operation.
- the automatic start state means that the virtual item can be automatically started without triggering operation.
- the submachine gun will automatically attack or fire when the scope 113 is opened.
- the virtual weapon 111 used by the user to control the virtual object is a submachine gun.
- the user When the virtual item is in the automatic activation state, the user performs a double-click operation in the target area to control the virtual object to turn on the sight 113 corresponding to the submachine gun in the virtual environment.
- the submachine gun is displayed in the center of the user interface 110, and the scope 113 is also displayed in the center of the user interface 110.
- the accessory corresponding to the virtual item may also be a magazine.
- the virtual weapon is a firearm weapon as an example.
- the user double-clicks in the target area to control the virtual object to install magazines for the firearm virtual weapon in the virtual environment .
- the user can control the virtual object to install the accessory of the virtual prop through a double-click operation, or the user can control the virtual object to open the accessory corresponding to the virtual prop in the virtual environment through a double-click and long press operation or other shortcut operations. Not limited.
- the virtual object is controlled according to the shortcut operation to start the virtual prop in the virtual environment.
- the third condition includes that the virtual item is manually activated, and the shortcut operation also includes a double-click and long-press operation.
- the manual start state means that the virtual item can only be started after the user's trigger operation.
- the user needs to trigger the attack control to control the virtual object to use the virtual weapon to attack.
- Fig. 8 shows a schematic diagram of an interface for controlling a virtual object to attack in a related technology provided by an exemplary embodiment of the present application.
- Two attack controls 103 are displayed in the attack interface 12, which are located in the left area and the right area of the user interface, respectively.
- the virtual prop used by the user to control the virtual object is a submachine gun, and the user needs to trigger at least one of the two attack controls 103 to control the virtual object to attack (that is, the submachine gun fires).
- FIG. 9 shows a schematic diagram of an interface for controlling a virtual object to activate a virtual prop according to an exemplary embodiment of the present application.
- the target area 131 and the attack control 114 are displayed in the attack interface 170.
- the user can control the virtual object to start the virtual item by double-clicking and long-pressing in the target area 131.
- the virtual item is a sniper rifle
- the target area 131 is an oval area on the right side of the attack interface 170 as an example.
- the virtual object is controlled to use a sniper rifle to attack (that is, fire).
- the user can also control the virtual object to use a sniper rifle to attack by triggering the attack control 114.
- the user can set the number of attack controls 114, for example, the number of attack controls 114 on the user interface is two, or the application corresponding to the game sets the number of attack controls 114 by default, or the background server sets the number of attack controls 114 according to the user The usage habits and history records intelligently set the number of attack controls 114, which is not limited in this application.
- the user can also adjust the position of the attack control 114 on the user interface, and adjust the position of the attack control 114 on the user interface in real time according to the actual game situation, so as to avoid the position of the attack control 114 from causing visual disturbance to the user.
- the user can control the virtual object to run continuously through a double-click and long-press operation, or the user can control the virtual object to start virtual items in the virtual environment through a double-click operation or other shortcut operations, which is not limited in this application.
- the virtual object when the use state of the virtual prop satisfies the fourth condition, the virtual object is controlled to throw the virtual prop in the virtual environment according to the shortcut operation.
- the fourth condition includes that the virtual object has virtual props, and the shortcut operation also includes a two-finger horizontal sliding operation.
- the fact that the virtual object possesses a virtual item means that the virtual object is equipped with the virtual item, and the virtual item is located in the backpack compartment of the virtual object, or is being used by the virtual object.
- the virtual prop is an example of a bomb.
- FIG. 10 shows a schematic diagram of an interface for controlling a virtual object to throw a virtual prop according to an exemplary embodiment of the present application, and a bomb 115 owned by the virtual object is displayed in the throwing interface 170.
- the user's finger slides to the right on the target area at the same time, and when the user stops sliding, the virtual object is controlled to throw the bomb it owns.
- the user can also control the virtual object to throw the bomb by triggering the weapon control 115.
- the user controls the virtual object to get up and throw a bomb through a two-finger horizontal sliding operation.
- the user controls the virtual object to pick up the virtual props in the virtual environment through a two-finger vertical sliding operation, or removes the virtual prop assembled by the virtual object, or the user uses two-finger horizontal sliding operation control or other shortcut operations
- Controlling virtual objects to throw virtual props in the virtual environment is not limited in this application.
- the user can control the virtual object to perform corresponding activities by performing shortcut operations in the target area, without requiring the user to trigger the corresponding UI control for the activity, and without the user having to memorize the functions of the UI control And position, you can control the virtual object to perform corresponding activities in the virtual environment according to the shortcut operation.
- Fig. 11 shows a flowchart of a method for controlling a virtual object to open a sight provided by an exemplary embodiment of the present application. This method can be applied to the first terminal 120 or the second terminal 160 in the computer system as shown in FIG. 3 or other terminals in the computer system. The method includes the following steps:
- Step 1101 select the automatic fire state, and receive the double-click operation.
- the user selects the sniper rifle to be in the automatic firing state, or the user sets the sniper rifle to the automatic firing state, that is, when the virtual object is equipped with the sniper rifle, the sniper rifle is Automatic fire state, no need to set.
- Step 1102 Determine whether it is a double-click operation.
- the quick operation to open the sight is the double-click operation as an example for description.
- the application corresponding to the game determines whether the operation is a double-click operation.
- the application obtains the time of the user's first click operation and the time of the second click operation, and when the time interval between the first click operation and the second click operation is less than the time interval threshold, the operation is judged It is a double-click operation.
- the time interval threshold is 500 milliseconds. When the time interval between the first click operation and the second click operation is less than 500 milliseconds, it is determined that the received operation is a double-click operation.
- Step 1103 Determine whether the double-click operation is in the rotation area.
- the target area is also named as a rotating area, and the name of the target area is not limited in this application.
- the user interface is a rectangular area with a length of 100 units and a width of 50 units.
- the range of the rotation area is a rectangular area formed by a length greater than 50 unit length and less than 100 unit length, and a width of 50 unit length, that is, the center of the user interface is the right side of the boundary area. As shown in Figure 6, a rectangular coordinate system is established with the center of the user interface as the origin.
- the area corresponding to the first and fourth quadrants of the rectangular coordinate system is the rotation area, and the target area 131 is in the first and fourth quadrants. Within the range of the corresponding area, the user can perform shortcut operations in the target area 131 to control the virtual object.
- Step 1104 perform a mirror opening operation.
- the game corresponding application controls the virtual object to open the sniper rifle scope.
- Fig. 12 shows a flowchart of a method for controlling a virtual object to close a sight provided by an exemplary embodiment of the present application. This method can be applied to the first terminal 120 or the second terminal 160 in the computer system as shown in FIG. 3 or other terminals in the computer system. The method includes the following steps:
- Step 1201 Receive the mirror-off operation.
- the virtual prop as a sniper rifle as an example
- a quick operation is performed in the rotating area on the user interface, and the application closes the scope of the sniper rifle according to the user's quick operation.
- Step 1202 Determine whether it is a double-click operation.
- the time interval threshold is 900 milliseconds, and the time interval between the user's first click operation and the second click operation is 500 milliseconds. If it is less than the time interval threshold, the two click operations are judged as double-click operations. Optionally, if the time interval between the first click operation and the second click operation is 1 second, the application records this click operation as the first click event, and the user needs to perform two click operations again. According to the two click operations of the second click event, the time interval between the two click operations is recalculated.
- Step 1203 Determine whether the double-click operation is in the rotation area.
- the length of the user interface is 100 units in length, and the width is 50 units in length.
- the range of the rotation area is a rectangular area formed by a length between 20 unit length and 30 unit length, and a width of 45 unit length.
- Step 1204 perform a mirror-off operation.
- the user when the scope of the sniper rifle is opened, the user performs a double-click operation in the rotating area, and the virtual object is controlled to close the scope of the sniper rifle.
- Fig. 13 shows a flowchart of a method for controlling a virtual object to fire according to an exemplary embodiment of the present application. This method can be applied to the first terminal 120 or the second terminal 160 in the computer system as shown in FIG. 3 or other terminals in the computer system. The method includes the following steps:
- Step 1301 select manual firing.
- the user can set the use mode of the virtual item to be the manual activation mode, or when the user selects the virtual item, the virtual item is already in the manual activation mode (the default setting of the virtual item), and the manual activation mode means that the user needs to trigger Only after the corresponding UI controls or corresponding operations are performed can the virtual objects be controlled to start the virtual props.
- the virtual item as a submachine gun as an example
- the user selects the firing mode of the submachine gun as manual firing, and when the user triggers the firing or attack control, the virtual object is controlled to use the submachine gun to attack (that is, the submachine gun fires bullets).
- Step 1302 Determine whether it is a double-click operation.
- the time interval between the user's first click operation and the second click operation is 300 milliseconds, and is less than the time interval threshold of 500 milliseconds, then it is determined that the user's first click operation and the second click operation are double-clicks operating.
- Step 1303 Determine whether the double-click operation is in the rotation area.
- the length of the user interface is 100 units in length, and the width is 50 units in length.
- the rotation area is a rectangular area formed by a length greater than 50 unit length and less than 100 unit length, and a width of 50 unit length, that is, the right area with the center of the user interface as the boundary. The user performs a double-click operation in the rotating area.
- Step 1304 Determine whether the long press operation is received.
- the user After receiving the double-tap operation on the target area, the user needs to perform a pressing operation in the target area (that is, the rotation area).
- the duration threshold is 200 milliseconds
- the duration of the user's pressing operation is 300 milliseconds, which is greater than the duration threshold, and it is determined that the pressing operation performed by the user is a long-press operation.
- Step 1305, perform a firing operation.
- the virtual object After the user performs a double-click operation and a long-press operation in the target area, the virtual object is controlled to perform a fire operation according to the double-click and long-press operation.
- the user performs a double-click and long-press operation in the target area, and controls the virtual object to use a submachine gun to fire.
- Step 1306 It is judged whether to stop the long press operation.
- the submachine gun adjusts the firing time according to the user's long press operation time, for example, in the fire state, the user's long press operation lasts for a long time If it is 3 seconds, the firing time of the submachine gun is 3 seconds.
- Step 1307 Perform a ceasefire operation.
- the virtual object is controlled to close the virtual prop.
- the double-click and long-press operations are also named as double-click and long-press operations, and the name of the shortcut operations is not limited in this application. It is understandable that the double-click and long-press operation performed by the user in the target area is the double-click operation first, and then the long-press operation. When the virtual item is activated, the duration of the long-press operation is the duration of the virtual item being turned on. When the long press operation is stopped, the virtual item will be closed.
- FIG. 14 shows a flowchart of a method for controlling a virtual object by a two-finger sliding operation provided by an exemplary embodiment of the present application. This method can be applied to the first terminal 120 or the second terminal 160 in the computer system as shown in FIG. 3 or other terminals in the computer system. The method includes the following steps:
- Step 1401 Receive a two-finger swipe operation.
- the user performs a two-finger sliding operation on the user interface.
- the two-finger sliding operation includes a two-finger horizontal sliding operation and a two-finger vertical sliding operation.
- Step 1402 Determine whether two fingers are on the user interface at the same time.
- the application program determines whether the double touch points corresponding to the two fingers of the user are on the user interface at the same time. Optionally, if the double touch points are not on the user interface at the same time, it can be judged as a double-click operation.
- Step 1403 Determine whether the two fingers are respectively located in the left area and the right area of the user interface.
- the target area includes a first target area and a second target area
- the application program determines whether the double touch points corresponding to the two fingers are located in the first target area and the second target area, respectively.
- the contact point corresponding to the user's left hand finger is in the first target area (that is, the left area of the user interface), and the contact point corresponding to the right hand finger is in the second target area (that is, the right area of the user interface).
- Step 1404 Determine the sliding displacement of the two fingers.
- the application program judges the sliding displacement of the double touch point corresponding to the two fingers on the user interface.
- the sliding displacement of the double contact point is a lateral sliding displacement or a vertical sliding displacement.
- Horizontal sliding displacement refers to sliding in a direction parallel to the length direction of the user interface
- vertical sliding displacement refers to sliding in a direction parallel to the width direction of the user interface.
- Step 1404a Determine whether the abscissa displacement of the two-finger sliding reaches the abscissa displacement threshold.
- a two-finger lateral sliding operation is taken as an example for description.
- the coordinates of the first starting position of the first contact point in the first target area and the second starting position of the second contact point in the second target area are acquired.
- the abscissa displacement threshold is two unit lengths
- the first starting position coordinate of the first contact point is (-1, 1)
- the second starting position coordinate is (1, 1)
- the first contact point The coordinates of the first end position of is (-4,1)
- the coordinates of the second end position of the second contact point are (4,1)
- the abscissa displacement of the first contact point and the abscissa displacement of the second contact point are both
- Three unit lengths are greater than the abscissa displacement threshold (two unit lengths)
- the ordinate of the first contact point and the ordinate of the second contact point do not produce displacement during the sliding process of the contact point
- the application program judges the double The finger sliding operation is a two-finger horizontal sliding operation.
- step 1404b it is judged whether the ordinate of the two-finger sliding has reached the ordinate displacement threshold.
- a two-finger vertical sliding operation is taken as an example for description.
- the coordinates of the first starting position of the first contact point in the first target area and the second starting position of the second contact point in the second target area are acquired. Coordinates; when the first contact point and the second contact point stop sliding, obtain the first end position coordinates of the first contact point in the first target area and the second end position coordinates of the second contact point in the second target area; when When the ordinate displacement of the first contact point is greater than the ordinate displacement threshold, and the ordinate displacement of the second contact point is greater than the ordinate displacement threshold, it is determined that a two-finger lateral sliding operation is received on the target area.
- the ordinate displacement threshold is two unit lengths
- the first starting position coordinate of the first contact point is (-1, 1)
- the second starting position coordinate is (1, 1)
- the first contact point The first end position coordinates of is (-1, -3)
- the second end position coordinates of the second contact point are (1, -3)
- the ordinate displacement of the first contact point and the ordinate displacement of the second contact point All three unit lengths are greater than the ordinate displacement threshold (two unit lengths)
- the abscissa of the first contact point and the abscissa of the second contact point have no displacement during the sliding process of the contact point
- the two-finger sliding operation is a two-finger vertical sliding operation.
- Step 1405a control the virtual object to throw a bomb.
- the application program controls the virtual object to throw bombs according to the user's two-finger horizontal sliding operation.
- Step 1405b control the virtual object to cancel bomb throwing.
- the application program controls the virtual object to cancel the bomb throwing.
- the application program determines that the shortcut operation performed by the user is a two-finger sliding operation, if the user does not own the virtual item (such as a bomb), the virtual object is controlled to cancel the bomb-throwing operation.
- Step 1406 Determine whether the virtual object is in a squat state.
- the body posture of the virtual object in the virtual environment is a squatting state.
- Step 1407a control the virtual object to get up.
- the vertical sliding operation with two fingers controls the virtual object to get up in the virtual environment.
- step 1407b the virtual object remains in its original state.
- the virtual object in the virtual environment when the body posture of the virtual object in the virtual environment is not a squat state, for example, the body posture of the virtual object is a standing state, the virtual object remains standing after the user performs a two-finger vertical sliding operation.
- the double-click operation can also control the virtual object to install the accessories corresponding to the virtual props
- the double-click and long-press operation can also control the virtual object to continuously run, jump and other actions
- the two-finger horizontal sliding operation can also control the virtual object to pick up the virtual props
- Pushing open windows, opening doors, and two-finger vertical sliding operations can control virtual objects to squat, lie down, and roll.
- the foregoing embodiment describes the foregoing method based on an application scenario of a game, and the foregoing method is exemplarily described in an application scenario of military simulation below.
- Simulation technology is a model technology that uses software and hardware to simulate the real environment through experiments to reflect the behavior or process of the system.
- the military simulation program is a program specially constructed for military applications by using simulation technology to perform quantitative analysis on combat elements such as sea, land, and air, weapon equipment performance, and combat operations, and then accurately simulate the battlefield environment, present the battlefield situation, and realize the combat system Evaluation and decision-making assistance.
- soldiers set up a virtual battlefield on the terminal where the military simulation program is located, and compete in a team.
- Soldiers control virtual objects in the battlefield virtual environment to perform at least one operation of walking, running, climbing, driving, shooting, throwing, reconnaissance, and close combat in the battlefield virtual environment.
- the virtual environment of the battlefield includes at least one natural form of flat land, mountains, plateaus, basins, deserts, rivers, lakes, oceans, vegetation, and location forms such as buildings, vehicles, ruins, and training grounds.
- Virtual objects include: virtual characters, virtual animals, cartoon characters, etc. Each virtual object has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.
- the virtual object a controlled by the soldier A performs corresponding activities in the virtual environment.
- the target area includes the first target area and the second target area.
- Soldier A’s two-handed fingers are in the first target area and the second target area respectively.
- the second target area illustratively, the fingers of soldier A's left hand are in the first target area, and the fingers of his right hand are in the second target area.
- the left and right fingers of soldier A slide upwards in their respective target areas at the same time (as shown by the arrows in Figure 7) to control the virtual object a to get up in the virtual environment.
- the soldier A performs a two-finger vertical sliding operation in the target area (the sliding direction is opposite to the direction shown in FIG. 7), then the virtual object a is controlled Squat in a virtual environment.
- the virtual prop used by the virtual object a is a sniper rifle, and the sniper rifle is in an automatically activated state.
- Soldier A performs two click operations on the target area 131 on the user interface of the military simulation program (as shown in Figure 2).
- the military simulation program judges that the two-click operation is a double-click operation, and if the double-click operation is in the target area 131, the soldier A can open the scope corresponding to the sniper rifle through the double-click operation.
- soldier A can close the scope corresponding to the sniper rifle by double-clicking in the target area.
- the virtual prop used by the virtual object a is a submachine gun, and the sniper gun is in a manually activated state.
- Soldier A performs a double-click and long-press operation on the target area 131 on the user interface of the military simulation program (as shown in Figure 6).
- the military simulation program determines whether the two-click operation of soldier A is a double-click operation. If the two-click operation is a double-click operation Operation, the military simulation program continues to determine whether the pressing operation of soldier A is a long-press operation. When the duration of the pressing operation of soldier A is greater than the duration threshold, it is determined that the shortcut operation on the target area 131 is a double-click and long-press operation.
- the military simulation program controls the virtual object a to start the submachine gun (that is, use the submachine gun to fire, as shown in Figure 9).
- the military simulation program controls the virtual object a to turn off the firing function of the submachine gun, and the duration of the long-press operation is the firing duration of the submachine gun.
- the virtual prop used by virtual object a is a bomb, and the bomb is owned by virtual object a.
- Soldier A performs a two-finger horizontal sliding operation on the target area on the user interface of the military simulation program.
- the target area includes the first target area and the second target area.
- Soldier A’s two-handed fingers are in the first target area and the second target area respectively.
- Second target area Illustratively, soldier A's left hand finger is in the first target area, and his right hand finger is in the second target area. The left and right fingers of soldier A slide to the right in their respective target areas at the same time (as shown by the arrow in FIG. 10) to control the virtual object a to throw bombs.
- soldier A when virtual object a is in a building in the virtual environment, soldier A can also control virtual object a to open doors and windows through a two-finger lateral sliding operation; or, when there are virtual items in the virtual environment, soldier A can also The virtual object a is controlled to pick up virtual items in the virtual environment through a two-finger horizontal sliding operation.
- applying the above-mentioned method of controlling virtual objects to a military simulation program can improve combat efficiency and help enhance the degree of cooperation between soldiers.
- Fig. 15 shows a schematic structural diagram of an apparatus for controlling virtual objects provided by an exemplary embodiment of the present application.
- the device can be implemented as all or a part of the terminal through software, hardware or a combination of the two.
- the device includes: a display module 1510, a receiving module 1520, a control module 1530, and an acquisition module 1540.
- the display module 1510 and the receiving module 1530 are Optional module.
- the display module 1510 is used to display a user interface.
- the user interface includes a virtual environment screen and an interactive panel area.
- the virtual environment screen is a screen for observing the virtual environment from the perspective of a virtual object;
- the receiving module 1520 is configured to receive shortcut operations on a target area on the user interface, where the target area includes an area that belongs to the virtual environment screen and does not belong to the interactive panel area;
- the control module 1530 is used to control the virtual object to perform corresponding activities in the virtual environment according to the shortcut operation.
- control module 1530 is further configured to control the virtual object to adjust the body posture in the virtual environment according to the shortcut operation when the body posture of the virtual object meets the first condition.
- the first condition includes that the body posture of the virtual object is a squat state; the shortcut operation includes a two-finger vertical sliding operation; the receiving module 1520 is further configured to receive the two-finger vertical sliding operation on the target area. Sliding operation; the control module 1530 is also used to control the virtual object to switch from the squatting state to the up state in the virtual environment according to the vertical sliding operation of two fingers when the body posture of the virtual object is in the squatting state.
- the target area includes a first target area and a second target area; the acquiring module 1540 is configured to acquire the coordinates of the first starting position of the first contact point in the first target area and the coordinates of the second contact point in the first target area.
- the coordinates of the second starting position of the second target area; the acquiring module 1540 is also used to acquire the first end position of the first contact point in the first target area when the first contact point and the second contact point stop sliding The coordinates and the second end position coordinates of the second contact point in the second target area; the receiving module 1520 is also used for when the ordinate displacement of the first contact point is greater than the ordinate displacement threshold, and the ordinate of the second contact point When the coordinate displacement is greater than the ordinate displacement threshold, it is determined that a two-finger vertical sliding operation is received on the target area.
- control module 1530 is further configured to control the virtual object to open the accessory corresponding to the virtual item in the virtual environment according to the shortcut operation when the use state of the virtual item meets the second condition; or, The control module 1530 is also used to control the virtual object to start the virtual prop in the virtual environment according to the shortcut operation when the use state of the virtual prop meets the third condition; or, the control module 1530 is also used to use the virtual prop When the state meets the fourth condition, the virtual object is controlled to throw virtual props in the virtual environment according to the shortcut operation.
- the second condition includes that the virtual item is in an automatically activated state; the shortcut operation also includes a double-click operation; the receiving module 1520 is further configured to receive a double-click operation on the target area; the control module 1530, It is also used to control the virtual object to turn on the sight corresponding to the first virtual item in the virtual environment according to the double-click operation when the first virtual item is in the automatic start state.
- the acquiring module 1540 is also used to acquire the time of the first click operation and the time of the second click operation on the target area; the receiving module 1510 is also used to When the time interval between the first click operation and the second click operation is less than the time interval threshold, it is determined that a double-click operation is received on the target area.
- the third condition includes that the virtual item is in a manually activated state; the shortcut operation also includes a double-click and long-press operation; the receiving module 1510 is further configured to receive a double-click and long-press operation on the target area; The control module 1530 is further configured to control the virtual object to start the second virtual item in the virtual environment according to the double-click and long-press operation when the second virtual item is manually turned on.
- the receiving module 1510 is further configured to receive a pressing operation on the target area after receiving a double-tap operation on the target area; when the duration of the pressing operation is greater than the duration threshold, determine the target A double-click and long-press operation is received on the area.
- control module 1530 is further configured to control the virtual object to turn off the virtual props when the double-click and long-press operation on the target area is stopped.
- the fourth condition includes that the virtual object has virtual props; the shortcut operation also includes a two-finger horizontal sliding operation; the receiving module 1510 is further configured to receive a two-finger horizontal sliding operation on the target area; The control module 1530 is also used to control the virtual object to throw the third virtual item in the virtual environment according to the two-finger lateral sliding operation when the virtual object owns the third virtual item.
- the target area includes a first target area and a second target area; the acquiring module 1540 is further configured to acquire the coordinates of the first starting position and the second contact point of the first contact point in the first target area The coordinates of the second starting position of the second target area; the acquiring module 1540 is also used to acquire the first end of the first contact point in the first target area when the first contact point and the second contact point stop sliding The position coordinates and the second end position coordinates of the second contact point in the second target area; the receiving module 1510 is also used for when the abscissa displacement of the first contact point is greater than the abscissa displacement threshold, and the second contact point is When the abscissa displacement is greater than the abscissa displacement threshold, it is determined that a two-finger lateral sliding operation is received on the target area.
- FIG. 16 shows a structural block diagram of a computer device 1600 provided by an exemplary embodiment of the present application.
- the computer device 1600 can be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, moving picture expert compression standard audio layer 3), MP4 (Moving Picture Experts Group Audio Layer IV, The motion picture expert compresses the standard audio frequency level 4) the player.
- the computer device 1600 may also be called user equipment, portable terminal, and other names.
- the computer device 1600 includes a processor 1601 and a memory 1602.
- the processor 1601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on.
- the processor 1601 can adopt at least one hardware form among DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array, Programmable Logic Array). achieve.
- the processor 1601 may also include a main processor and a coprocessor.
- the main processor is a processor used to process data in the awake state, also called a CPU (Central Processing Unit, central processing unit); the coprocessor is A low-power processor used to process data in the standby state.
- the processor 1601 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used to render and draw content that needs to be displayed on the display screen.
- the processor 1601 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computing operations related to machine learning.
- AI Artificial Intelligence
- the memory 1602 may include one or more computer-readable storage media, which may be tangible and non-transitory.
- the memory 1602 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
- the non-transitory computer-readable storage medium in the memory 1602 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1601 to implement the method for controlling virtual objects provided in this application. .
- the computer device 1600 optionally further includes: a peripheral device interface 1603 and at least one peripheral device.
- the peripheral device includes: at least one of a radio frequency circuit 1604, a touch display screen 1605, a camera 1606, an audio circuit 1607, a positioning component 1608, and a power supply 1609.
- the peripheral device interface 1603 may be used to connect at least one peripheral device related to I/O (Input/Output) to the processor 1601 and the memory 1602.
- the processor 1601, the memory 1602, and the peripheral device interface 1603 are integrated on the same chip or circuit board; in some other embodiments, any one of the processor 1601, the memory 1602, and the peripheral device interface 1603 or The two can be implemented on a separate chip or circuit board, which is not limited in this embodiment.
- the radio frequency circuit 1604 is used to receive and transmit RF (Radio Frequency, radio frequency) signals, also called electromagnetic signals.
- the radio frequency circuit 1604 communicates with a communication network and other communication devices through electromagnetic signals.
- the radio frequency circuit 1604 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.
- the radio frequency circuit 1604 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and so on.
- the radio frequency circuit 1604 can communicate with other terminals through at least one wireless communication protocol.
- the wireless communication protocol includes but is not limited to: World Wide Web, Metropolitan Area Network, Intranet, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area network and/or WiFi (Wireless Fidelity, wireless fidelity) network.
- the radio frequency circuit 1604 may also include NFC (Near Field Communication) related circuits, which is not limited in this application.
- the touch screen 1605 is used to display UI (User Interface).
- the UI can include graphics, text, icons, videos, and any combination thereof.
- the touch display screen 1605 also has the ability to collect touch signals on or above the surface of the touch display screen 1605.
- the touch signal may be input to the processor 1601 as a control signal for processing.
- the touch screen 1605 is used to provide virtual buttons and/or virtual keyboards, also called soft buttons and/or soft keyboards.
- the touch display screen 1605 may be a flexible display screen, which is arranged on the curved surface or the folding surface of the computer device 1600. Even the touch screen 1605 can also be set as a non-rectangular irregular figure, that is, a special-shaped screen.
- the touch screen 1605 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode, Organic Light Emitting Diode).
- the camera assembly 1606 is used to capture images or videos.
- the camera assembly 1606 includes a front camera and a rear camera.
- the front camera is used to implement video calls or selfies
- the rear camera is used to implement photos or videos.
- the camera assembly 1606 may also include a flash.
- the flash can be a single-color flash or a dual-color flash. Dual color temperature flash refers to a combination of warm light flash and cold light flash, which can be used for light compensation under different color temperatures.
- the audio circuit 1607 is used to provide an audio interface between the user and the computer device 1600.
- the audio circuit 1607 may include a microphone and a speaker.
- the microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals and input them to the processor 1601 for processing, or input to the radio frequency circuit 1604 to implement voice communication.
- the microphone can also be an array microphone or an omnidirectional collection microphone.
- the speaker is used to convert the electrical signal from the processor 1601 or the radio frequency circuit 1604 into sound waves.
- the speaker can be a traditional thin-film speaker or a piezoelectric ceramic speaker.
- the speaker When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into human audible sound waves, but also convert the electrical signal into human inaudible sound waves for distance measurement and other purposes.
- the audio circuit 1607 may also include a headphone jack.
- the positioning component 1608 is used to locate the current geographic location of the computer device 1600 to implement navigation or LBS (Location Based Service, location-based service).
- the positioning component 1608 may be a positioning component based on the GPS (Global Positioning System, Global Positioning System) of the United States, the Beidou system of China, or the Galileo system of Russia.
- the power supply 1609 is used to supply power to various components in the computer device 1600.
- the power source 1609 may be alternating current, direct current, disposable batteries, or rechargeable batteries.
- the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery.
- a wired rechargeable battery is a battery charged through a wired line
- a wireless rechargeable battery is a battery charged through a wireless coil.
- the rechargeable battery can also be used to support fast charging technology.
- the computer device 1600 further includes one or more sensors 1610.
- the one or more sensors 1610 include, but are not limited to: an acceleration sensor 1611, a gyroscope sensor 1612, a pressure sensor 1613, a fingerprint sensor 1614, an optical sensor 1615, and a proximity sensor 1616.
- the acceleration sensor 1611 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the computer device 1600.
- the acceleration sensor 1611 can be used to detect the components of gravitational acceleration on three coordinate axes.
- the processor 1601 may control the touch screen 1605 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1611.
- the acceleration sensor 1611 may also be used for the collection of game or user motion data.
- the gyroscope sensor 1612 can detect the body direction and rotation angle of the computer device 1600, and the gyroscope sensor 1612 can cooperate with the acceleration sensor 1611 to collect the user's 3D actions on the computer device 1600.
- the processor 1601 can implement the following functions according to the data collected by the gyroscope sensor 1612: motion sensing (for example, changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
- the pressure sensor 1613 may be arranged on the side frame of the computer device 1600 and/or the lower layer of the touch screen 1605.
- the pressure sensor 1613 can detect the user's holding signal of the computer device 1600, and perform left and right hand recognition or quick operation according to the holding signal.
- the pressure sensor 1613 is arranged at the lower layer of the touch display screen 1605, it can control the operability controls on the UI interface according to the user's pressure operation on the touch display screen 1605.
- the operability control includes at least one of a button control, a scroll bar control, an icon control, and a menu control.
- the fingerprint sensor 1614 is used to collect the user's fingerprint to identify the user's identity according to the collected fingerprint. When it is recognized that the user's identity is a trusted identity, the processor 1601 authorizes the user to perform related sensitive operations, including unlocking the screen, viewing encrypted information, downloading software, paying, and changing settings.
- the fingerprint sensor 1614 may be provided on the front, back, or side of the computer device 1600. When the computer device 1600 is provided with a physical button or a manufacturer logo, the fingerprint sensor 1614 can be integrated with the physical button or the manufacturer logo.
- the optical sensor 1615 is used to collect the ambient light intensity.
- the processor 1601 may control the display brightness of the touch screen 1605 according to the intensity of the ambient light collected by the optical sensor 1615. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1605 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1605 is decreased.
- the processor 1601 may also dynamically adjust the shooting parameters of the camera assembly 1606 according to the ambient light intensity collected by the optical sensor 1615.
- the proximity sensor 1616 also called a distance sensor, is usually installed on the front of the computer device 1600.
- the proximity sensor 1616 is used to collect the distance between the user and the front of the computer device 1600.
- the processor 1601 controls the touch screen 1605 to switch from the on-screen state to the off-screen state; when the proximity sensor 1616 When it is detected that the distance between the user and the front of the computer device 1600 is gradually increasing, the processor 1601 controls the touch screen 1605 to switch from the rest screen state to the bright screen state.
- FIG. 16 does not constitute a limitation on the computer device 1600, and may include more or less components than shown, or combine certain components, or adopt different component arrangements.
- the present application also provides a computer device, the computer device comprising: a processor and a memory, the storage medium stores at least one instruction, at least one program, code set or instruction set, the at least one instruction, at least one program, code set Or the instruction set is loaded and executed by the processor to implement the methods for controlling virtual objects provided by the foregoing method embodiments.
- an embodiment of the present application also provides a storage medium, where the storage medium is used to store a computer program, and the computer program is used to execute the method for controlling a virtual object provided in the foregoing embodiment.
- 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 for controlling virtual objects provided by the above-mentioned embodiments.
- the program can be stored in a computer-readable storage medium.
- the storage medium mentioned can be a read-only memory, a magnetic disk or an optical disk, etc.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- General Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Radar, Positioning & Navigation (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Description
Claims (16)
- 一种控制虚拟对象的方法,所述方法由终端执行,所述方法包括:显示用户界面,所述用户界面包括虚拟环境画面和交互面板区,所述虚拟环境画面是以虚拟对象的视角对虚拟环境进行观察的画面;接收在所述用户界面上的目标区域上的快捷操作,所述目标区域包括属于所述虚拟环境画面且不属于所述交互面板区的区域;根据所述快捷操作控制所述虚拟对象在所述虚拟环境中进行对应的活动。
- 根据权利要求1所述的方法,所述根据所述快捷操作控制所述虚拟对象在所述虚拟环境中进行对应的活动,包括:当所述虚拟对象的身体姿态满足第一条件时,根据所述快捷操作控制所述虚拟对象在所述虚拟环境中调整所述身体姿态。
- 根据权利要求2所述的方法,所述第一条件包括所述虚拟对象的身体姿态是下蹲状态;所述快捷操作包括双指竖向滑动操作;所述当所述虚拟对象的身体姿态满足第一条件时,根据所述快捷操作控制所述虚拟对象在所述虚拟环境中调整所述身体姿态,包括:接收所述目标区域上的所述双指竖向滑动操作;当所述虚拟对象的身体姿态是下蹲状态时,根据所述双指竖向滑动操作控制所述虚拟对象在所述虚拟环境中由下蹲状态切换为起身状态。
- 根据权利要求3所述的方法,所述目标区域包括第一目标区域和第二目标区域;所述接收所述目标区域上的所述双指竖向滑动操作,包括:获取第一接触点在所述第一目标区域的第一起始位置坐标和第二接触点在所述第二目标区域的第二起始位置坐标;当所述第一接触点和所述第二接触点停止滑动时,获取所述第一接触点在所述第一目标区域的第一终止位置坐标和所述第二接触点在所述第二目标区域的第二终止位置坐标;当所述第一接触点的纵坐标位移大于纵坐标位移阈值,且,所述第二接触点的纵坐标位移大于所述纵坐标位移阈值时,确定所述目标区域上接收到所述双指竖向滑动操作。
- 根据权利要求1所述的方法,所述根据所述快捷操作控制所述虚拟对象在所述虚拟环境中进行对应的活动,包括:当所述虚拟道具的使用状态满足第二条件时,根据所述快捷操作控制所述虚拟对象在所述虚拟环境中开启所述虚拟道具对应的配件;或,当所述虚拟道具的使用状态满足第三条件时,根据所述快捷操作控制所述虚拟对象在所述虚拟环境中启动所述虚拟道具;或,当所述虚拟道具的使用状态满足第四条件时,根据所述快捷操作控制所述虚拟对象在所述虚拟环境中投掷所述虚拟道具。
- 根据权利要求5所述的方法,所述第二条件包括虚拟道具是自动启动状态;所述快捷操作还包括双击操作;所述当所述虚拟道具的使用状态满足第二条件时,根据所述快捷操作控制所述虚拟对象在所述虚拟环境中开启所述虚拟道具对应的配件,包括:接收所述目标区域上的所述双击操作;当第一虚拟道具是所述自动启动状态时,根据所述双击操作控制所述虚拟对象在所述虚拟环境中开启所述第一虚拟道具对应的瞄准镜。
- 根据权利要求6所述的方法,所述接收所述目标区域上的所述双击操作,包括:获取在所述目标区域上的第一次点击操作的时间和第二次点击操作的时间;当所述第一次点击操作和所述第二次点击操作之间的时间间隔小于时间间隔阈值时,确定所述目标区域上接收到所述双击操作。
- 根据权利要求5所述的方法,所述第三条件包括虚拟道具是手动启动状态;所述快捷操作还包括双击长按操作;所述当所述虚拟道具的使用状态满足第三条件时,根据所述快捷操作控制所述虚拟对象在所述虚拟环境中启动所述虚拟道具,包括:接收所述目标区域上的所述双击长按操作;当第二虚拟道具是手动开启状态时,根据所述双击长按操作控制所述虚拟 对象在所述虚拟环境中启动所述第二虚拟道具。
- 根据权利要求8所述的方法,所述接收所述目标区域上的所述双击长按操作,包括:在接收所述目标区域上的所述双击操作后,接收在所述目标区域上的按压操作;当所述按压操作的时长大于持续时长阈值时,确定所述目标区域上接收到所述双击长按操作。
- 根据权利要求8或9所述的方法,所述当所述虚拟道具是手动开启状态时,根据所述双击长按操作控制所述虚拟对象在所述虚拟环境中启动所述虚拟道具之后,还包括:在所述目标区域上的双击长按操作停止时,控制所述虚拟对象关闭所述虚拟道具。
- 根据权利要求5所述的方法,所述第四条件包括虚拟对象拥有所述虚拟道具;所述快捷操作还包括双指横向滑动操作;所述当所述虚拟道具的使用状态满足第四条件时,根据所述快捷操作控制所述虚拟对象在所述虚拟环境中投掷所述虚拟道具,包括:接收所述目标区域上的所述双指横向滑动操作;当所述虚拟对象拥有第三虚拟道具时,根据所述双指横向滑动操作控制所述虚拟对象在所述虚拟环境中投掷所述第三虚拟道具。
- 根据权利要求11所述的方法,所述目标区域包括第一目标区域和第二目标区域;所述接收所述目标区域上的所述双指横向滑动操作,包括:获取第一接触点在所述第一目标区域的第一起始位置坐标和第二接触点在所述第二目标区域的第二起始位置坐标;当所述第一接触点和所述第二接触点停止滑动时,获取所述第一接触点在所述第一目标区域的第一终止位置坐标和所述第二接触点在所述第二目标区域的第二终止位置坐标;当所述第一接触点的横坐标位移大于横坐标位移阈值,且,所述第二接触点的横坐标位移大于所述横坐标位移阈值时,确定所述目标区域上接收到所述 双指横向滑动操作。
- 一种控制虚拟对象的装置,所述装置包括:显示模块,用于显示用户界面,所述用户界面包括虚拟环境画面和交互面板区,所述虚拟环境画面是以虚拟对象的视角对虚拟环境进行观察的画面;接收模块,用于接收在所述用户界面上的目标区域上的快捷操作,所述目标区域包括属于所述虚拟环境画面且不属于所述交互面板区的区域;控制模块,用于根据所述快捷操作控制所述虚拟对象在所述虚拟环境中进行对应的活动。
- 一种计算机设备,所述计算机设备包括:处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行,以实现如权利要求1至12任一项所述的控制虚拟对象的方法。
- 一种存储介质,所述存储介质用于存储计算机程序,所述计算机程序用于执行权利要求1至12任一项所述的控制虚拟对象的方法。
- 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12任一项所述的控制虚拟对象的方法。
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2021555308A JP2022525172A (ja) | 2019-08-23 | 2020-07-20 | 仮想オブジェクトの制御方法、装置、コンピュータ機器及びプログラム |
SG11202109543UA SG11202109543UA (en) | 2019-08-23 | 2020-07-20 | Method for controlling virtual object, and related apparatus |
KR1020217029447A KR102619439B1 (ko) | 2019-08-23 | 2020-07-20 | 가상 객체를 제어하는 방법 및 관련 장치 |
US17/459,037 US20210387087A1 (en) | 2019-08-23 | 2021-08-27 | Method for controlling virtual object and related apparatus |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201910784863.5 | 2019-08-23 | ||
CN201910784863.5A CN110507993B (zh) | 2019-08-23 | 2019-08-23 | 控制虚拟对象的方法、装置、设备及介质 |
Related Child Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US17/459,037 Continuation US20210387087A1 (en) | 2019-08-23 | 2021-08-27 | Method for controlling virtual object and related apparatus |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2021036577A1 true WO2021036577A1 (zh) | 2021-03-04 |
Family
ID=68626588
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/CN2020/103006 WO2021036577A1 (zh) | 2019-08-23 | 2020-07-20 | 控制虚拟对象的方法和相关装置 |
Country Status (6)
Country | Link |
---|---|
US (1) | US20210387087A1 (zh) |
JP (1) | JP2022525172A (zh) |
KR (1) | KR102619439B1 (zh) |
CN (1) | CN110507993B (zh) |
SG (1) | SG11202109543UA (zh) |
WO (1) | WO2021036577A1 (zh) |
Families Citing this family (12)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN110507993B (zh) * | 2019-08-23 | 2020-12-11 | 腾讯科技(深圳)有限公司 | 控制虚拟对象的方法、装置、设备及介质 |
CN111135568B (zh) * | 2019-12-17 | 2022-01-04 | 腾讯科技(深圳)有限公司 | 虚拟道具的控制方法和装置、存储介质及电子装置 |
CN111298440A (zh) * | 2020-01-20 | 2020-06-19 | 腾讯科技(深圳)有限公司 | 虚拟环境中的虚拟角色控制方法、装置、设备及介质 |
CN111298435B (zh) * | 2020-02-12 | 2024-04-12 | 网易(杭州)网络有限公司 | Vr游戏的视野控制方法、vr显示终端、设备及介质 |
CN111389000A (zh) * | 2020-03-17 | 2020-07-10 | 腾讯科技(深圳)有限公司 | 虚拟道具的使用方法、装置、设备及介质 |
CN111589142B (zh) * | 2020-05-15 | 2023-03-21 | 腾讯科技(深圳)有限公司 | 虚拟对象的控制方法、装置、设备及介质 |
CN112587924B (zh) * | 2021-01-08 | 2024-07-23 | 网易(杭州)网络有限公司 | 游戏ai的躲避方法、装置、存储介质及计算机设备 |
CN112807679A (zh) * | 2021-02-01 | 2021-05-18 | 网易(杭州)网络有限公司 | 游戏道具的使用方法、装置、设备及存储介质 |
CN112807680A (zh) * | 2021-02-09 | 2021-05-18 | 腾讯科技(深圳)有限公司 | 虚拟场景中虚拟对象的控制方法、装置、设备及存储介质 |
US20220317782A1 (en) * | 2021-04-01 | 2022-10-06 | Universal City Studios Llc | Interactive environment with portable devices |
CN113546417B (zh) * | 2021-04-28 | 2024-07-26 | 网易(杭州)网络有限公司 | 一种信息处理方法、装置、电子设备和存储介质 |
CN113655927B (zh) * | 2021-08-24 | 2024-04-26 | 亮风台(上海)信息科技有限公司 | 一种界面交互方法与设备 |
Citations (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN103252087A (zh) * | 2012-02-20 | 2013-08-21 | 富立业资讯有限公司 | 具有触控面板媒体的游戏控制方法及该游戏媒体 |
JP2016093361A (ja) * | 2014-11-14 | 2016-05-26 | 株式会社コロプラ | ゲームプログラム |
CN106502563A (zh) * | 2016-10-19 | 2017-03-15 | 北京蜜柚时尚科技有限公司 | 一种游戏控制方法及装置 |
CN108363531A (zh) * | 2018-01-17 | 2018-08-03 | 网易(杭州)网络有限公司 | 一种游戏中的交互方法及装置 |
CN108926840A (zh) * | 2018-06-27 | 2018-12-04 | 努比亚技术有限公司 | 游戏控制方法、移动终端及计算机可读存储介质 |
CN109126129A (zh) * | 2018-08-31 | 2019-01-04 | 腾讯科技(深圳)有限公司 | 在虚拟环境中对虚拟物品进行拾取的方法、装置及终端 |
CN110075522A (zh) * | 2019-06-04 | 2019-08-02 | 网易(杭州)网络有限公司 | 射击游戏中虚拟武器的控制方法、装置及终端 |
CN110507993A (zh) * | 2019-08-23 | 2019-11-29 | 腾讯科技(深圳)有限公司 | 控制虚拟对象的方法、装置、设备及介质 |
Family Cites Families (14)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6057845A (en) * | 1997-11-14 | 2000-05-02 | Sensiva, Inc. | System, method, and apparatus for generation and recognizing universal commands |
US8118653B2 (en) * | 2008-06-16 | 2012-02-21 | Microsoft Corporation | Taking cover in a simulated environment |
WO2014163220A1 (ko) * | 2013-04-05 | 2014-10-09 | 그리 가부시키가이샤 | 온라인 슈팅 게임 제공 장치 및 방법 |
US11465040B2 (en) * | 2013-12-11 | 2022-10-11 | Activision Publishing, Inc. | System and method for playing video games on touchscreen-based devices |
CN104436657B (zh) * | 2014-12-22 | 2018-11-13 | 青岛烈焰畅游网络技术有限公司 | 游戏控制方法、装置以及电子设备 |
CN105582670B (zh) * | 2015-12-17 | 2019-04-30 | 网易(杭州)网络有限公司 | 瞄准射击控制方法及装置 |
JP6308643B1 (ja) * | 2017-03-24 | 2018-04-11 | 望月 玲於奈 | 姿勢算出プログラム、姿勢情報を用いたプログラム |
JP6800464B2 (ja) * | 2017-05-11 | 2020-12-16 | 株式会社アルヴィオン | プログラム及び情報処理装置 |
CN107661630A (zh) * | 2017-08-28 | 2018-02-06 | 网易(杭州)网络有限公司 | 一种射击游戏的控制方法及装置、存储介质、处理器、终端 |
CN107754308A (zh) * | 2017-09-28 | 2018-03-06 | 网易(杭州)网络有限公司 | 信息处理方法、装置、电子设备及存储介质 |
CN108579086B (zh) * | 2018-03-27 | 2019-11-08 | 腾讯科技(深圳)有限公司 | 对象的处理方法、装置、存储介质和电子装置 |
CN108744509A (zh) * | 2018-05-30 | 2018-11-06 | 努比亚技术有限公司 | 一种游戏操作控制方法、移动终端及计算机可读存储介质 |
CN108888952A (zh) * | 2018-06-19 | 2018-11-27 | 腾讯科技(深圳)有限公司 | 虚拟道具显示方法、装置、电子设备及存储介质 |
CN108970112A (zh) * | 2018-07-05 | 2018-12-11 | 腾讯科技(深圳)有限公司 | 姿势的调整方法和装置、存储介质、电子装置 |
-
2019
- 2019-08-23 CN CN201910784863.5A patent/CN110507993B/zh active Active
-
2020
- 2020-07-20 KR KR1020217029447A patent/KR102619439B1/ko active IP Right Grant
- 2020-07-20 WO PCT/CN2020/103006 patent/WO2021036577A1/zh active Application Filing
- 2020-07-20 SG SG11202109543UA patent/SG11202109543UA/en unknown
- 2020-07-20 JP JP2021555308A patent/JP2022525172A/ja active Pending
-
2021
- 2021-08-27 US US17/459,037 patent/US20210387087A1/en active Pending
Patent Citations (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN103252087A (zh) * | 2012-02-20 | 2013-08-21 | 富立业资讯有限公司 | 具有触控面板媒体的游戏控制方法及该游戏媒体 |
JP2016093361A (ja) * | 2014-11-14 | 2016-05-26 | 株式会社コロプラ | ゲームプログラム |
CN106502563A (zh) * | 2016-10-19 | 2017-03-15 | 北京蜜柚时尚科技有限公司 | 一种游戏控制方法及装置 |
CN108363531A (zh) * | 2018-01-17 | 2018-08-03 | 网易(杭州)网络有限公司 | 一种游戏中的交互方法及装置 |
CN108926840A (zh) * | 2018-06-27 | 2018-12-04 | 努比亚技术有限公司 | 游戏控制方法、移动终端及计算机可读存储介质 |
CN109126129A (zh) * | 2018-08-31 | 2019-01-04 | 腾讯科技(深圳)有限公司 | 在虚拟环境中对虚拟物品进行拾取的方法、装置及终端 |
CN110075522A (zh) * | 2019-06-04 | 2019-08-02 | 网易(杭州)网络有限公司 | 射击游戏中虚拟武器的控制方法、装置及终端 |
CN110507993A (zh) * | 2019-08-23 | 2019-11-29 | 腾讯科技(深圳)有限公司 | 控制虚拟对象的方法、装置、设备及介质 |
Also Published As
Publication number | Publication date |
---|---|
SG11202109543UA (en) | 2021-09-29 |
US20210387087A1 (en) | 2021-12-16 |
KR102619439B1 (ko) | 2023-12-28 |
KR20210125568A (ko) | 2021-10-18 |
CN110507993B (zh) | 2020-12-11 |
CN110507993A (zh) | 2019-11-29 |
JP2022525172A (ja) | 2022-05-11 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
WO2021036577A1 (zh) | 控制虚拟对象的方法和相关装置 | |
WO2020253832A1 (zh) | 控制虚拟对象对虚拟物品进行标记的方法、装置及介质 | |
CN110694261B (zh) | 控制虚拟对象进行攻击的方法、终端及存储介质 | |
CN110413171B (zh) | 控制虚拟对象进行快捷操作的方法、装置、设备及介质 | |
CN108434736B (zh) | 虚拟环境对战中的装备显示方法、装置、设备及存储介质 | |
WO2020244415A1 (zh) | 控制虚拟对象对虚拟物品进行丢弃的方法、装置及介质 | |
WO2021143259A1 (zh) | 虚拟对象的控制方法、装置、设备及可读存储介质 | |
CN110465098B (zh) | 控制虚拟对象使用虚拟道具的方法、装置、设备及介质 | |
CN113398571B (zh) | 虚拟道具的切换方法、装置、终端及存储介质 | |
WO2021031765A1 (zh) | 虚拟环境中瞄准镜的应用方法和相关装置 | |
CN111921190B (zh) | 虚拟对象的道具装备方法、装置、终端及存储介质 | |
CN110639205B (zh) | 操作响应方法、装置、存储介质及终端 | |
WO2021143253A1 (zh) | 虚拟环境中虚拟道具的操作方法、装置、设备及可读介质 | |
CN113713383A (zh) | 投掷道具控制方法、装置、计算机设备及存储介质 | |
CN112354181B (zh) | 开镜画面展示方法、装置、计算机设备及存储介质 | |
CN112402969B (zh) | 虚拟场景中虚拟对象控制方法、装置、设备及存储介质 | |
CN112044066B (zh) | 界面显示方法、装置、设备及可读存储介质 | |
CN112138392A (zh) | 虚拟对象的控制方法、装置、终端及存储介质 | |
CN113730916A (zh) | 基于虚拟环境中的资源加载方法、装置、设备及介质 |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 20857852 Country of ref document: EP Kind code of ref document: A1 |
|
ENP | Entry into the national phase |
Ref document number: 2021555308 Country of ref document: JP Kind code of ref document: A Ref document number: 20217029447 Country of ref document: KR Kind code of ref document: A |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
122 | Ep: pct application non-entry in european phase |
Ref document number: 20857852 Country of ref document: EP Kind code of ref document: A1 |