WO2021143259A1 - 虚拟对象的控制方法、装置、设备及可读存储介质 - Google Patents
虚拟对象的控制方法、装置、设备及可读存储介质 Download PDFInfo
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- WO2021143259A1 WO2021143259A1 PCT/CN2020/123658 CN2020123658W WO2021143259A1 WO 2021143259 A1 WO2021143259 A1 WO 2021143259A1 CN 2020123658 W CN2020123658 W CN 2020123658W WO 2021143259 A1 WO2021143259 A1 WO 2021143259A1
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- 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
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- 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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
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- 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
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- 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
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- 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
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
-
- 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
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
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- 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
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- 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
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- 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
- A63F2300/30—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 output arrangements for receiving control signals generated by the game device
- A63F2300/303—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 output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/307—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 output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying an additional window with a view from the top of the game field, e.g. radar screen
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- 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
- A63F2300/30—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 output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
Definitions
- This application relates to the field of virtual environments, and in particular to a method, device, terminal, and readable storage medium for controlling virtual objects.
- the virtual environment includes hostile virtual objects, and the hostile virtual objects move in the virtual environment.
- the hostile virtual object approaches the target virtual object
- the hostile virtual object will attack the target virtual object.
- the player can control the target virtual object to move, and while maintaining the distance between the target virtual object and the hostile virtual object, the player can control the target virtual object to fight against the hostile virtual object.
- This application relates to a virtual object control method, device, equipment and readable storage medium, which can improve the human-computer interaction of the target virtual object when the target virtual object is moved by a method of determining whether the transfer skill control is displayed according to the state of the virtual object efficiency.
- the technical scheme is as follows:
- a method for controlling virtual objects includes:
- the environment screen is the screen where the target virtual object observes the virtual environment.
- the virtual environment includes reward extraction props.
- the reward extraction props are used to provide the target virtual object with at least two reward resources.
- the two reward resources include skill resources. ;
- the target virtual object In response to receiving the trigger operation on the transfer skill control, the target virtual object is moved from the first position to the second position, where the first position is the position of the target virtual object when the trigger operation is received.
- a virtual object control device which includes:
- the display module is used to display the environment picture.
- the environment picture is the picture of the target virtual object observing the virtual environment.
- the virtual environment includes the reward extraction props.
- the reward extraction props are used to provide the target virtual object with at least two kinds of reward resources, at least two kinds of reward resources.
- Reward resources include skill resources;
- the acquisition module is used to extract the transfer skills from at least two reward resources in response to the target virtual object being within the interactive distance range of the reward extraction props;
- the display module is used to display the transfer skill control used to trigger the transfer skill in response to meeting the skill display condition
- the moving module is used to move the target virtual object from the first position to the second position in response to receiving the trigger operation on the transfer skill control, where the first position is the position where the target virtual object is when the trigger operation is received.
- a computer device in another aspect, includes 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 instruction, the at least A section of program, the code set or the instruction set is loaded and executed by the processor to implement the virtual object control method provided in the above-mentioned embodiment of the present application.
- a computer-readable storage medium stores at least one instruction, at least one program, code set, or instruction set, the at least one instruction, the at least one program, The code set or the instruction set is loaded and executed by a processor to implement any one of the aforementioned virtual object control methods.
- a computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
- the processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the virtual object control method described in any of the foregoing embodiments.
- the target virtual object can be transferred to the target virtual object by simply operating the teleportation skill control Moving from the first position to the second position improves the efficiency of human-computer interaction in the process of controlling the target virtual object to move.
- FIG. 1 shows a schematic diagram when a virtual object is in contact according to an exemplary embodiment of the present application
- Fig. 2 shows a structural block diagram of an electronic device provided by an exemplary embodiment of the present application
- Fig. 3 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application
- FIG. 4 shows a schematic flowchart of a method for controlling virtual objects in a virtual environment according to an exemplary embodiment of the present application
- FIG. 5 shows a schematic diagram of a collision detection box corresponding to a reward extraction item provided by an exemplary embodiment of the present application
- FIG. 6 shows a schematic flowchart of a method for operating virtual props in a virtual environment according to another exemplary embodiment of the present application
- FIG. 7 shows a schematic flowchart of a method for operating virtual props in a virtual environment according to another exemplary embodiment of the present application
- FIG. 8 shows a schematic flowchart of a method for determining a second position according to an exemplary embodiment of the present application
- FIG. 9 shows a schematic diagram of a virtual map provided by an exemplary embodiment of the present application.
- FIG. 10 shows a schematic diagram of a method for controlling virtual objects in a virtual environment provided by an exemplary embodiment of the present application
- FIG. 11 shows a schematic diagram of a target virtual object obtaining a reward by attacking a hostile virtual object according to an exemplary embodiment of the present application
- FIG. 12 shows a schematic diagram of a virtual environment interface for acquiring skills from reward extraction props provided by an exemplary embodiment of the present application
- FIG. 13 shows a schematic diagram of a virtual environment interface for obtaining transfer skills from reward extraction props provided by an exemplary embodiment of the present application
- FIG. 14 shows a schematic diagram of a virtual environment provided by an exemplary embodiment of the present application.
- FIG. 15 shows a schematic diagram of a virtual environment interface when using transfer skills provided by an exemplary embodiment of the present application
- FIG. 16 shows a schematic diagram of the overall process of a method for controlling virtual objects in a virtual environment provided by an exemplary embodiment of the present application
- FIG. 17 shows a structural block diagram of an apparatus for controlling virtual objects in a virtual environment provided by an exemplary embodiment of the present application
- FIG. 18 shows a structural block diagram of an apparatus for controlling virtual objects in a virtual environment provided by an exemplary embodiment of the present application
- FIG. 19 shows a schematic structural diagram 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.
- the virtual object moves in the virtual environment under the control of the user and occupies a part of the space in the three-dimensional virtual environment; or, the virtual object moves in the virtual environment according to a preset movement mode and occupies the three-dimensional virtual environment.
- FIG. 1 shows a schematic diagram when a virtual object is in contact according to an exemplary embodiment of the present application.
- the virtual environment 100 includes a first virtual object 101 and a second virtual object 102.
- the first virtual object 101 is the virtual character controlled in the current terminal
- the second virtual object 102 is a virtual wall that still exists in the virtual environment 101.
- the user can control the first virtual object 101 so that the first virtual object 101 is in Move in the virtual environment 100, but because the first virtual object 101 and the second virtual object 102 both occupy a part of the space in the three-dimensional virtual environment, the user cannot control the first virtual object 101 to make the first virtual object 101 pass through during the movement. Pass the second virtual object 102.
- the first virtual object 101 needs to move from the first side of the second virtual object 102 to the second side of the second virtual object 102 by bypassing or jumping over the second virtual object 102.
- the method provided in this application can be applied to virtual reality applications, three-dimensional map programs, military simulation programs, first-person shooting games (FPS), third-person shooting games (TPS), Multiplayer online battle arena games (Multiplayer Online Battle Arena Games, MOBA), etc.
- the following embodiments are examples of applications in games.
- 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.
- the user can manipulate the virtual objects in the game to walk, run, jump, shoot, and fight in the virtual environment. , Driving, switching to using virtual weapons, using virtual weapons to attack other virtual objects and other actions, with strong interaction, and multiple users can team up for competitive games online.
- the user can control the movement of the virtual object by operating the environment screen.
- Fig. 2 shows a structural block diagram of an electronic device provided by an exemplary embodiment of the present application.
- the electronic device 200 includes: an operating system 220 and an application program 222.
- the operating system 220 is basic software that provides the application program 222 with secure access to computer hardware.
- the application program 222 is an application program supporting a virtual environment.
- the application program 222 is an application program supporting a three-dimensional virtual environment.
- the application program 222 may be any one of a virtual reality application program, a three-dimensional map program, a military simulation program, a TPS game, an FPS game, a MOBA game, and a multiplayer gun battle survival game.
- the application program 222 may be a stand-alone application program, such as a stand-alone 3D game program.
- Fig. 3 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
- the computer system 300 includes: a first device 320, a server 340, and a second device 360.
- the first device 320 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, TPS games, FPS games, MOBA games, and multiplayer gun battle survival games.
- the first device 320 is a device used by the first user.
- the first user uses the first device 320 to control the first virtual object in the virtual environment to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, At least one of riding, jumping, driving, picking up, shooting, attacking, and throwing.
- the first virtual object is a first virtual character, such as a simulated character or an animation character.
- the first device 320 is connected to the server 340 through a wireless network or a wired network.
- the server 340 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center.
- the server 340 is used to provide background services for applications supporting the three-dimensional virtual environment.
- the server 340 is responsible for the main calculation work, and the first device 320 and the second device 360 are responsible for the secondary calculation work; or the server 340 is responsible for the secondary calculation work, and the first device 320 and the second device 360 are responsible for the main calculation work;
- the server 340, the first device 320, and the second device 360 adopt a distributed computing architecture to perform collaborative computing.
- the second device 360 installs and runs an application program supporting the virtual environment.
- the application program 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 device 360 is a device used by the second user.
- the second user uses the second device 360 to control the second virtual object in the virtual environment to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, At least one of riding, jumping, driving, picking up, shooting, attacking, and throwing.
- the second virtual object is a second virtual character, such as a simulated character or an animation character.
- first virtual character and the second virtual character are in the same virtual environment.
- first virtual character and the second virtual character may belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions.
- first virtual character and the second virtual character may also belong to different teams, different organizations, or two groups that are hostile.
- the applications installed on the first device 320 and the second device 360 are the same, or the applications installed on the two devices are the same type of application on different control system platforms.
- the first device 320 may generally refer to one of multiple devices, and the second device 360 may generally refer to one of multiple devices.
- This embodiment only uses the first device 320 and the second device 360 as examples.
- the device types of the first device 320 and the second device 360 are the same or different.
- the device types include: game consoles, desktop computers, smart phones, tablet computers, e-book readers, MP3 players, MP4 players, and laptop portables At least one of the computers.
- the device is a desktop computer as an example.
- the number of the above-mentioned devices can be more or less. For example, there may be only one device mentioned above, or there may be dozens or hundreds of devices mentioned above, or more.
- the embodiments of the present application do not limit the quantity and type of devices.
- FIG. 4 shows the flow of the method for controlling virtual objects in the virtual environment provided by an exemplary embodiment of the present application.
- a schematic diagram, taking the method applied to an electronic device as an example for description, the method includes:
- Step 401 Display the environment picture.
- the environment picture is a picture of the target virtual object observing the virtual environment.
- the virtual environment includes reward extraction props.
- the reward extraction props are used to provide the target virtual object with at least two reward resources, of which two reward resources Including skills resources.
- the electronic device is specifically implemented as a terminal.
- the terminal has a display screen that can display environmental pictures.
- the environment screen includes a screen that observes the virtual environment from the first-person perspective of the target virtual object, or the environment screen includes a screen that is observed from the third-person perspective of the target virtual object.
- the environment picture includes a virtual battle scene observed by the target virtual object.
- the environment screen time is the screen displayed in the virtual environment interface.
- controls for controlling the target virtual object can also be superimposed and displayed on the environment screen.
- the virtual battle When the environment screen is a virtual battle scene observed by the virtual character, the virtual battle includes a single-player battle mode and a team battle mode.
- the virtual battle when the virtual battle is a single-player battle mode, other virtual objects in the virtual battle are all enemy virtual objects of the virtual object; optionally, when the virtual battle is a team battle mode, the virtual battle The teammate virtual object and the enemy virtual object that include the virtual object in the virtual match, or the enemy virtual object that only includes the virtual object in the virtual battle.
- events that can be generated between virtual objects include: injury events and elimination events.
- the injury event includes an event in which the target virtual object causes damage to other virtual objects, or an event in which other virtual objects cause damage to the target virtual object.
- the elimination event indicates that the virtual object is eliminated when the elimination condition is met. In an example, when the damage received by the target virtual object reaches the damage threshold, the target virtual object is eliminated in the virtual game.
- the virtual environment includes a reward extraction item.
- the reward extraction item is a reward box set in the virtual environment at the beginning of the virtual game and provides reward resources to the target virtual object; or, the reward extraction item is the target
- the virtual object generates a reward box in the virtual environment after completing the preset task, and provides the target virtual object with reward resources; or, the reward extraction item is the reward box set in the virtual environment at the beginning of the virtual game, and the target is virtual
- the subject needs to complete the task to obtain the opportunity to extract the reward resource.
- the method for setting the reward extraction props is not limited in this embodiment.
- the reward resources include skills and props.
- the target virtual object may obtain skills from the reward extraction props, or the target virtual object may obtain the props from the reward extraction props. After the target virtual object acquires the skills, the acquired skills can be used.
- the target virtual object may use the acquired skill; or the target virtual object may automatically use the skill if the skill use condition is satisfied.
- the target virtual object has a limit on the number of times the skill can be used, and after the target virtual object uses the skill once, it needs to wait for a time interval period of skill use before the same skill can be reused.
- the trigger operation involved in this application may be at least one of a touch trigger operation, a physical key trigger operation, a shortcut key trigger operation, a voice input trigger operation, a gesture trigger operation, and a somatosensory trigger operation.
- the trigger operation is implemented as a touch trigger operation as an example.
- the interface includes a mobile control, and a touch operation on the mobile control is used as a trigger operation to make the target virtual object move corresponding to the operation.
- Step 402 in response to the target virtual object being located within the interactive distance range of the reward extraction props, extract the transmission skills from at least two reward resources.
- the reward drawing props correspond to a collision detection box.
- FIG. 5 shows a schematic diagram of a collision detection box corresponding to a reward extraction item provided by an exemplary embodiment of the present application.
- the outer circle of the reward drawing item 501 includes a collision detection box 502, which is not visible in the virtual environment.
- collision detection is performed between the target virtual object and the reward extraction item 501 through the collision detection box.
- it is detected that there is a collision between the target virtual object and the reward extraction item 501 it is determined that the target virtual object is located within the interaction distance range of the reward extraction item 501.
- the transfer skill is at least one of the skills included in the reward drawing item.
- the target virtual object can acquire the skill at least once from the reward extraction item.
- at least one skill is included in the reward drawing item.
- the reward extraction control will be displayed in the virtual environment interface.
- the target virtual object will start from Reward resources are obtained from the reward extraction items.
- one skill can be repeatedly acquired from the reward drawing props for multiple times. In this case, each repeated acquisition of the skill can increase the number of times the skill is used.
- the reward resource acquired by the target virtual object from the reward extraction item includes a transfer skill.
- Step 403 In response to satisfying the skill display condition, display a transfer skill control for triggering the transfer skill.
- the virtual environment interface does not include the transfer skill control, and only when the skill display condition is met, the transfer skill control is generated in the virtual environment interface; or, when the transfer is obtained from the reward extraction props
- an icon indicating that the transfer skill is currently unavailable is displayed.
- a transfer skill control associated with the icon is generated according to the location of the icon and indicates that the transfer skill is available.
- a gray teleportation skill icon corresponding to the teleportation skill is displayed.
- the gray icon is generated at the location where the gray icon is in the same shape as the gray icon , And replace the blue icon of the gray icon as the teleport skill control.
- the skill display condition indicates a condition under which the target virtual object can use the transfer skill.
- the display condition of the skill is related to the state of the target virtual object itself, or the display condition of the skill is related to the virtual environment.
- the number of skill display conditions is at least one. In this embodiment, the number of skill display conditions is one for description.
- the skill display condition is a state condition related to the target virtual object's own state, the state of the target virtual object is used to determine whether to display the teleport skill control; when the number of skill display conditions is one , And when the skill display condition is an environmental condition related to the virtual environment, it is judged whether to display the transfer skill control based on the environment state in the sub-areas of the virtual environment.
- Step 404 In response to receiving a trigger operation on the transfer skill control, move the target virtual object from a first position to a second position, where the first position is the position of the target virtual object when the trigger operation is received.
- the movement of the target virtual object from the first position to the second position may be a continuous movement of the target virtual object from the first position to the second position, or it may be the jump of the target virtual object from the first position to the second position. Discontinuous movement of position.
- the first location and the second location are two different locations in the virtual environment.
- the second position is a position whose distance from the first position is greater than a distance threshold preset by the terminal, or the distance between the second position and any hostile virtual object in the virtual environment is greater than the terminal preset The distance threshold.
- the second location may be a designated location received by the terminal, or a location randomly selected from the virtual environment.
- the method provided in this embodiment obtains the transfer skills from the reward extraction props that provide skills to the target virtual object, and operates the displayed transfer skill controls when the skills display conditions are met.
- the operation of the transfer skill control can move the target virtual object from the first position to the second position, which improves the efficiency of human-computer interaction in the process of controlling the target virtual object to move.
- the skill display condition includes a state condition corresponding to the target virtual object.
- FIG. 6 shows a schematic flowchart of a method for operating virtual props in a virtual environment provided by another exemplary embodiment of the present application.
- step 403 in the embodiment shown in FIG. 4 is replaced with step 4031 to step 4033.
- the method includes:
- Step 4031 Receive a first attack signal, where the first attack signal is a signal generated by the hostile virtual object attacking the target virtual object.
- the virtual environment also includes a hostile virtual object
- the hostile virtual object is a virtual object that attacks the target virtual object.
- the hostile virtual object's attack on the target virtual object includes an invalid attack and an effective attack.
- the first attack signal will be generated.
- the first attack signal includes a value, and the target virtual object corresponds to an energy value, and the value will have an impact on the parameter corresponding to the target virtual object.
- Step 4032 Decrease the energy value of the target virtual object corresponding to the first attack signal.
- the parameter corresponding to the target virtual object includes the energy value of the target virtual object.
- the value included in the first attack signal will affect the energy value of the target virtual object, and the energy value of the target virtual object is reduced by a value equal to the first attack signal, or the energy value of the target virtual object is reduced by the same value as the first attack signal.
- the value corresponding to the first attack signal which is obtained by calculation from the value of the first attack signal.
- the energy value includes the energy value corresponding to the target virtual object itself, or the energy value corresponding to the props owned by the target virtual object.
- the energy value corresponding to the target virtual object itself is the life value of the target virtual object, or, the magic value of the target virtual object, or, the attribute value of the target virtual object.
- the energy value corresponding to the target virtual object itself is the shield durability value of the virtual shield held by the target virtual object, or the remaining amount of virtual physical ammunition held by the target virtual object.
- Step 4033 in response to the energy value of the target virtual object being reduced to the energy threshold, display the transfer skill control.
- the energy threshold value is the maximum value of the energy value corresponding to the target virtual object when the transfer skill control is displayed.
- the energy value is embodied in the environmental picture in different forms.
- the energy value of the target virtual object is correspondingly displayed in the form of a numerical value in the environment screen.
- the energy value is not displayed in the environment screen.
- the brightness or color change of the virtual environment interface prompts the target virtual object to be attacked, or prompts the energy value of the target virtual object. For example, when the energy value of the target virtual object decreases, the brightness of the virtual environment interface decreases, and when the energy value of the target virtual object increases, the brightness of the virtual environment interface increases.
- the transfer skill control when the energy value drops to the energy threshold, the transfer skill control is displayed in the virtual environment interface.
- the transfer skill control disappears, or, after the energy value drops to the energy threshold for the first time, the transfer skill control is always displayed in the virtual environment interface.
- the target virtual object is eliminated, and the transfer skill control cannot be displayed in the virtual environment interface.
- the method provided in this embodiment generates a first attack signal through the attack of the hostile virtual object on the target virtual object, and correspondingly reduces the energy value of the target virtual object according to the first attack signal, and responds to the energy value. Reduce to the energy threshold and display the teleport skill control. By determining whether the transfer skill control is displayed according to the state of the virtual object, the moving efficiency of the target virtual object under the condition of low energy value is improved.
- the skill display conditions include environmental conditions corresponding to the virtual environment.
- FIG. 7 shows a schematic flowchart of a method for operating virtual props in a virtual environment provided by another exemplary embodiment of the present application.
- step 403 in the embodiment shown in FIG. 4 is replaced with step 701.
- the method is applied to an electronic device as an example for description. The method includes:
- Step 701 In response to the number of hostile virtual objects within the preset distance range reaching the number threshold, display the transfer skill control, and the preset distance range is centered on the target virtual object.
- the electronic device is implemented as a terminal.
- the skill display conditions include environmental conditions, and the environmental conditions are used to indicate that the number of hostile virtual objects in the sub-region of the virtual environment is greater than the number threshold.
- the sub-areas of the virtual environment are obtained by dividing the virtual environment according to the location of the target virtual object.
- the sub-region of the virtual environment is a spherical region with the target virtual object as the center and the preset length as the radius.
- the position of the sub-region of the virtual environment changes following the position of the target virtual object.
- the number of virtual objects is determined by a method of setting a number threshold.
- the number of hostile virtual objects in the sub-region of the virtual environment is taken as the environmental condition, when the number of hostile virtual objects in the sub-region of the virtual environment is 10, and the threshold of the number of hostile virtual objects is When it is 8, it can be judged that the number of hostile virtual objects in the sub-area of the virtual environment has reached the number threshold, and the transfer skill control will be displayed.
- the method provided in this embodiment counts the number of hostile virtual objects in the sub-regions of the virtual environment, and displays the transfer skill control in response to the number reaching the number threshold.
- the number of hostile virtual objects in the sub-area determines whether the environment control is displayed, which improves the efficiency of human-computer interaction when controlling the target virtual object when there are multiple hostile virtual objects around.
- FIG. 8 shows a schematic flow chart of a method for determining a second position according to an exemplary embodiment of the present application.
- the method shown in FIG. 8 can be implemented as step 404 shown in FIG. 4 instead, and in response to receiving the pair Implemented after the trigger operation of the transfer skill control. Taking the method applied to electronic equipment as an example for description, the method includes:
- Step 801 Randomly determine a target anchor point from at least one candidate anchor point.
- the electronic device is implemented as a terminal.
- the map described in this embodiment is a virtual map generated according to a virtual environment.
- Fig. 9 shows a schematic diagram of a virtual map provided by an exemplary embodiment of the present application. Please refer to Figure 9, the number of candidate anchor points set by the terminal is 5.
- candidate positioning points 911 to 915 are set in the virtual map 900.
- the candidate positioning point 913 is determined as the target positioning point after random selection by the terminal.
- step 801 may be replaced with step 802.
- Step 802 Receive an anchor point selection operation, and use the candidate anchor point selected by the anchor point selection operation as a target anchor point.
- the target anchor point corresponds to a target anchor point selection control, and when the anchor point selection control is operated, the terminal will receive the anchor point selection operation.
- the candidate positioning point 913 is determined to be the target positioning point.
- Step 803 Obtain a candidate area corresponding to the target anchor point.
- the candidate area corresponding to the target anchor point is determined according to a randomly generated target anchor point and a determination rule preset in the terminal. Please refer to FIG. 9.
- the candidate area 923 is obtained according to the candidate anchor point 913.
- Step 804 Determine a second position in the candidate area.
- a position in the candidate area is randomly determined as the second position. Please refer to FIG. 9.
- the second position 931 is randomly determined from the candidate area 923.
- the method provided in this embodiment is a method of randomly generating candidate positioning points in the map, determining the target positioning point from the candidate positioning points and obtaining the candidate area correspondingly, and determining the second position from the candidate area, Increased the randomness of human-computer interaction when the target virtual object moves through the teleportation skill.
- FIG. 10 shows a schematic diagram of a method for controlling virtual objects in a virtual environment provided by an exemplary embodiment of the present application.
- the method is applied to an electronic device as an example for description.
- the method includes:
- Step 1001 Display an environment screen, which is a screen where the target virtual object observes the virtual environment.
- the virtual environment includes reward extraction props, and the reward extraction props are used to provide skills to the target virtual object.
- exchange resources need to be consumed.
- the target virtual object obtains game currency through a battle with the hostile virtual object, and the game currency can be used as an exchange resource.
- Step 1002 Receive the attack operation of the target virtual object on the hostile virtual object.
- the target virtual object performs an attack operation on the hostile virtual object through a battle with the hostile virtual object.
- the battle includes a battle using offensive items.
- Attack props refer to props held by a virtual object in a virtual environment for attacking other virtual objects, where the other virtual objects can only be realized as virtual objects that are hostile to the virtual object; or, the object It can be realized as a virtual object that is in a hostile state with the target virtual object, and can also be realized as a virtual object that is in a teammate state with the target virtual object.
- the hostile virtual object whose other virtual object is the target virtual object is taken as an example.
- the attack props can also be divided into long-range attack props and short-range attack props.
- the long-range attack props refer to the props that realize the attack process by launching the projectile.
- the projectile can be launched through the prop body, such as virtual firearms, virtual bows and arrows, etc., or can be realized as attacking props. Itself, such as: stones, sandbags, etc.
- Short-range attack props refer to props that are directly controlled by virtual objects to achieve the attack process, such as virtual knives, virtual sticks, and virtual pans.
- the virtual environment interface includes an attack control of the target virtual object, and in response to a trigger operation on the attack control, the terminal can receive the attack operation of the target virtual object against the hostile virtual object.
- the target virtual object attacks the hostile virtual object, for example, the target virtual object attacks the hostile virtual object through the virtual firearm it holds.
- Step 1003 Receive a second attack signal of the target virtual object against the hostile virtual object, where the second attack signal is used to indicate that the target virtual object causes a damage event against the hostile virtual object.
- the target virtual object hits the hostile virtual object through the attack props it holds, it is determined that the target virtual object has a damage event to the hostile virtual object, and based on the damage event, the target virtual object is generated against the hostile virtual object.
- the second attack signal In an example, the attack props held by the target virtual object include virtual firearms, and the target virtual object attacks the hostile virtual object through the virtual firearms.
- the virtual bullet fired by the virtual firearm passes through the three-dimensional space occupied by the hostile virtual object, it is determined that the target virtual object has a damage event to the hostile virtual object, and the second attack signal is generated according to the attack of the virtual firearm.
- Step 1004 Obtain exchange resources corresponding to the second attack signal.
- the exchange resources are used to obtain reward resources from the reward extraction props, and the reward resources include transmission skills.
- FIG. 11 shows a schematic diagram of a target virtual object obtaining a reward by attacking a hostile virtual object according to an exemplary embodiment of the present application.
- the target virtual object 1101 attacks the hostile virtual object 1103 through the attacking props 1102 it holds, and generates a second attack signal 1104, which is reflected in the environment screen in a numerical form.
- the exchange resource 1105 is correspondingly acquired according to the second signal 1104.
- the exchange resource change value 1106 is represented in the form of a numerical value corresponding to the second attack signal 1104 in the environment screen.
- the hostile virtual object is set with a signal threshold, and when the total value of the attack signal for a single virtual object exceeds the signal threshold, the hostile virtual object is eliminated.
- the target virtual object can also correspondingly obtain exchange resources.
- the number of remaining hostile virtual objects 1107 is also included.
- Step 1005 in response to the target virtual object being located within the interactive distance range of the reward extraction item, acquire the transmission skill from the reward extraction item.
- an environment screen for acquiring skills from the reward extraction item is displayed.
- Fig. 12 shows a schematic diagram of a virtual environment interface for acquiring skills from reward extraction props provided by an exemplary embodiment of the present application.
- the virtual environment interface includes a target virtual object 1201, a reward extraction item 1202, and a purchase skill control 1203.
- the interface further includes an information bar 1204 of the target virtual object.
- the number of exchange resources of the target virtual object is displayed.
- the number of exchange resources is expressed in the form of monetary value.
- the interface also includes a currency consumption prompt 1205 for prompting the currency value that needs to be consumed for purchasing the skill this time.
- the target virtual object will consume the corresponding currency and acquire at least one skill randomly.
- FIG. 13 shows a schematic diagram of a virtual environment interface for obtaining transfer skills from a reward extraction item provided by an exemplary embodiment of the present application.
- the virtual environment interface also includes an acquiring transfer skill prompt 1301 for prompting that the target virtual object has acquired the transfer skill.
- it is determined whether to display the transfer skill control after acquiring the transfer skill.
- Step 1006 In response to meeting the skill display condition, display a transfer skill control for triggering the transfer skill.
- the skill display conditions include at least one of status conditions and environmental conditions.
- the skill display condition includes a state condition, and the state condition is realized as the energy value of the target virtual object is reduced to an energy threshold. At this time, the transfer skill control is displayed.
- the skill display condition includes an environmental condition, and the environmental condition is that the number of hostile virtual objects in the sub-region of the virtual environment reaches the number threshold.
- FIG. 14 shows a schematic diagram of a virtual environment provided by an exemplary embodiment of the present application.
- the surrounding target virtual object 1401 includes 9 hostile virtual objects 1402, and the threshold number is 7.
- the transfer skill control will be displayed on the virtual environment interface corresponding to the target virtual object.
- the skill display condition may be a combination of status conditions and environmental conditions.
- the skill display condition is that the energy value of the target virtual object is reduced to 30% of the energy value, and the virtual environment includes 5 hostile virtual objects.
- Step 1007 In response to receiving a trigger operation on the transfer skill control, move the target virtual object from a first position to a second position, where the first position is the position of the target virtual object in the virtual environment when the trigger operation is received.
- FIG. 15 shows a schematic diagram of a virtual environment interface when using transfer skills provided by an exemplary embodiment of the present application.
- the virtual environment interface includes a target virtual object 1501 and a hostile virtual object 1505.
- the skill display condition is a state condition, that is, when the life value 1503 of the target virtual object is lower than the life value threshold 1504, the transfer skill control 1502 is displayed.
- the corresponding position of the target virtual object 1501 in the map is the first position 1506.
- the target virtual object 1501 is moved from the first position 1506 to the second position. Two positions 1507.
- the method provided in this embodiment obtains the transfer skills from the reward extraction props that provide skills to the target virtual object, and operates the displayed transfer skill controls when the skills display conditions are met.
- the operation of the transfer skill control can move the target virtual object from the first position to the second position, which improves the efficiency of human-computer interaction in the process of controlling the target virtual object to move.
- FIG. 16 shows a schematic diagram of the overall process of a method for controlling virtual objects in a virtual environment according to an exemplary embodiment of the present application.
- the application of the method to an electronic device is taken as an example for description.
- the method includes:
- start is to start the game.
- starting the game includes loading into the environment screen.
- Step 1602 enter the zombie mode.
- the zombie mode is a game mode that includes reward extraction props in the virtual environment.
- step 1603 it is judged whether to kill the zombies.
- Zombies are hostile virtual objects.
- the subject that kills the zombie is the target virtual object.
- gold coins can be obtained by killing zombies and generating a second attack signal on the zombies.
- step 1604 is executed, otherwise, step 1602 is repeated.
- Step 1604 update the gold coin.
- Gold coins are virtual currencies, and the number of gold coins held by the target virtual object is updated after the target virtual object obtains the gold coins.
- Step 1605 It is judged whether there are enough gold coin extraction skills.
- step 1606 is executed, otherwise, step 1604 is repeated.
- Step 1607 It is judged whether the teleport skill is obtained.
- the skills extracted in the extraction process may not be transfer skills.
- step 1608 is executed, otherwise, step 1606 is repeated.
- Step 1608 the teleport skill icon is displayed.
- the teleport skill icon corresponds to the teleport skill control.
- Step 1609 it is judged whether to use the skill.
- step 1610 When using the skill, perform step 1610, otherwise, the teleport skill icon remains displayed.
- Step 1610 Randomly shift positions.
- the target virtual object is transferred from the first position to the second position.
- Step 1611 the skill icon disappears.
- the number of skill uses of the transfer skill is once.
- Step 1612 end.
- the method provided in this embodiment obtains the transfer skills from the reward extraction props that provide skills to the target virtual object, and operates the displayed transfer skill controls when the skills display conditions are met.
- the operation of the transfer skill control can move the target virtual object from the first position to the second position, which improves the efficiency of human-computer interaction in the process of controlling the target virtual object to move.
- FIG. 17 shows a structural block diagram of a device for controlling virtual objects in a virtual environment provided by an exemplary embodiment of the present application, and the device includes:
- the display module 1701 is used to display the environment picture, the environment picture is the picture of the target virtual object observing the virtual environment, the virtual environment includes the reward extraction props, and the reward extraction props are used to provide at least two reward resources to the target virtual object.
- the reward resources include skill resources;
- the obtaining module 1702 is configured to extract transmission skills from at least two reward resources in response to the target virtual object being located within the interactive distance range of the reward extraction item;
- the display module 1701 is configured to display the transfer skill control used to trigger the transfer skill in response to meeting the skill display condition;
- the moving module 1703 is configured to move the target virtual object from a first position to a second position in response to receiving a trigger operation on the transfer skill control.
- the first position is the position of the target virtual object in the virtual environment when the trigger operation is received .
- the skill display condition includes at least one of a state condition and an environmental condition, the state condition corresponds to the target virtual object, and the environmental condition corresponds to the virtual environment;
- the state condition is used to indicate that the energy value of the target virtual object is less than or equal to the energy threshold
- Environmental conditions are used to indicate that the number of hostile virtual objects in the sub-areas of the virtual environment is greater than the number threshold.
- the sub-areas of the virtual environment are obtained by dividing the virtual environment, and the division is based on the location of the target virtual object.
- the skill display conditions include status conditions
- the display module 1701 is configured to display the transfer skill control in response to the energy value of the target virtual object being reduced to the energy threshold.
- the virtual environment further includes a hostile virtual object, and the hostile virtual object is a virtual object that attacks the target virtual object;
- the device further includes: a receiving module 1704, configured to receive a first attack signal, the first attack signal is a signal generated by the hostile virtual object attacking the target virtual object;
- the reduction module 1705 is configured to reduce the energy value of the target virtual object by a value corresponding to the first attack signal.
- the skill display conditions include environmental conditions
- the display module 1701 is configured to display the transmission skill control in response to the number of hostile virtual objects within the preset distance range reaching the number threshold, and the preset distance range is centered on the target object.
- the reward drawing props correspond to a collision detection box
- the device also includes: a detection module 1706, configured to perform collision detection between the target virtual object and the reward extraction props through the collision detection box;
- the determining module 1707 is configured to determine that the target virtual object is located within the interactive distance range of the reward extraction item in response to detecting that there is a collision between the target virtual object and the reward extraction item.
- the receiving module is configured to receive the attack operation of the target virtual object on the hostile virtual object
- the receiving module 1704 is configured to receive a second attack signal of the target virtual object against the hostile virtual object, and the second attack signal is used to instruct the target virtual object to cause a damage event against the hostile virtual object;
- the obtaining module 1702 is used to obtain exchange resources corresponding to the second attack signal.
- the exchange resources are used to extract reward resources from reward extraction items, and the reward resources include transfer skills.
- the determining module is configured to determine the target location point in the map corresponding to the virtual environment in response to receiving a trigger operation on the transfer skill control;
- the obtaining module 1702 is used to obtain the candidate area corresponding to the target positioning point
- the determining module 1707 is configured to determine the second position in the candidate area.
- the virtual environment is correspondingly configured with at least one candidate anchor point, and the at least one candidate anchor point includes the target anchor point;
- the determining module 1707 is configured to randomly determine a target anchor point from at least one candidate anchor point in response to receiving a trigger operation on the target energy-saving control; or, receive an anchor point selection operation, and determine the candidate anchor point selected by the anchor point selection operation Anchor point for the target.
- the virtual object control device provided in the above embodiment only uses the division of the above functional modules for illustration.
- the above functions can be allocated by different functional modules according to needs, that is, the equipment
- the internal structure is divided into different functional modules to complete all or part of the functions described above.
- FIG. 19 shows a structural block diagram of an electronic device 1900 provided by an exemplary embodiment of the present invention.
- the electronic device 1900 can be: smart phone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III, dynamic image expert compression standard audio layer 3), MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard Audio level 4) Player, laptop or desktop computer.
- the electronic device 1900 may also be called user equipment, portable terminal, laptop terminal, desktop terminal and other names.
- the electronic device 1900 includes a processor 1901 and a memory 1902.
- the processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on.
- the processor 1901 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). accomplish.
- the processor 1901 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 1901 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 1901 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
- AI Artificial Intelligence
- the memory 1902 may include one or more computer-readable storage media, which may be non-transitory.
- the memory 1902 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 1902 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1901 to implement the virtual object provided in the method embodiment of the present application. ⁇ Control methods.
- the electronic device 1900 may optionally further include: a peripheral device interface 1903 and at least one peripheral device.
- the processor 1901, the memory 1902, and the peripheral device interface 1903 may be connected by a bus or a signal line.
- Each peripheral device can be connected to the peripheral device interface 1903 through a bus, a signal line, or a circuit board.
- the peripheral device includes: at least one of a radio frequency circuit 1904, a touch display screen 1905, a camera component 1906, an audio circuit 1907, a positioning component 1908, and a power supply 1909.
- the peripheral device interface 1903 may be used to connect at least one peripheral device related to I/O (Input/Output) to the processor 1901 and the memory 1902.
- the processor 1901, the memory 1902, and the peripheral device interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one of the processor 1901, the memory 1902, and the peripheral device interface 1903 or The two can be implemented on a separate chip or circuit board, which is not limited in this embodiment.
- the radio frequency circuit 1904 is used to receive and transmit RF (Radio Frequency, radio frequency) signals, also called electromagnetic signals.
- the radio frequency circuit 1904 communicates with a communication network and other communication devices through electromagnetic signals.
- the radio frequency circuit 1904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.
- the radio frequency circuit 1904 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 1904 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 1904 may also include a circuit related to NFC (Near Field Communication), which is not limited in this application.
- the display screen 1905 is used to display a UI (User Interface, user interface).
- the UI can include graphics, text, icons, videos, and any combination thereof.
- the display screen 1905 also has the ability to collect touch signals on or above the surface of the display screen 1905.
- the touch signal may be input to the processor 1901 as a control signal for processing.
- the display screen 1905 may also be used to provide virtual buttons and/or virtual keyboards, also called soft buttons and/or soft keyboards.
- there may be one display screen 1905 which is provided with the front panel of the electronic device 1900; in other embodiments, there may be at least two display screens 1905, which are respectively arranged on different surfaces of the electronic device 1900 or have a folding design.
- the display screen 1905 may be a flexible display screen, which is arranged on the curved surface or the folding surface of the electronic device 1900.
- the display screen 1905 can also be set as a non-rectangular irregular pattern, that is, a special-shaped screen.
- the display screen 1905 may be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
- the camera assembly 1906 is used to capture images or videos.
- the camera assembly 1906 includes a front camera and a rear camera.
- the front camera is set on the front panel of the terminal, and the rear camera is set on the back of the terminal.
- the camera assembly 1906 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 1907 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 1901 for processing, or input to the radio frequency circuit 1904 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 1901 or the radio frequency circuit 1904 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 1907 may also include a headphone jack.
- the positioning component 1908 is used to locate the current geographic location of the electronic device 1900 to implement navigation or LBS (Location Based Service, location-based service).
- the positioning component 1908 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 1909 is used to supply power to various components in the electronic device 1900.
- the power source 1909 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 electronic device 1900 further includes one or more sensors 1910.
- the one or more sensors 1910 include, but are not limited to, an acceleration sensor 1911, a gyroscope sensor 1912, a pressure sensor 1913, a fingerprint sensor 1914, an optical sensor 1915, and a proximity sensor 1916.
- the acceleration sensor 1911 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the electronic device 1900.
- the acceleration sensor 1911 can be used to detect the components of gravitational acceleration on three coordinate axes.
- the processor 1901 may control the touch screen 1905 to display the user interface in a horizontal view or a vertical view according to the gravitational acceleration signal collected by the acceleration sensor 1911.
- the acceleration sensor 1911 may also be used for the collection of game or user motion data.
- the gyroscope sensor 1912 can detect the body direction and rotation angle of the electronic device 1900, and the gyroscope sensor 1912 can cooperate with the acceleration sensor 1911 to collect the user's 3D actions on the electronic device 1900. Based on the data collected by the gyroscope sensor 1912, the processor 1901 can implement the following functions: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
- motion sensing such as changing the UI according to the user's tilt operation
- image stabilization during shooting game control
- game control and inertial navigation.
- the pressure sensor 1913 may be disposed on the side frame of the electronic device 1900 and/or the lower layer of the touch screen 1905.
- the processor 1901 performs left and right hand recognition or quick operation according to the holding signal collected by the pressure sensor 1913.
- the processor 1901 can control the operability controls on the UI interface according to the user's pressure operation on the touch display screen 1905.
- 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 1914 is used to collect the user's fingerprint.
- the processor 1901 can identify the user's identity according to the fingerprint collected by the fingerprint sensor 1914, or the fingerprint sensor 1914 can 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 1901 authorizes the user to perform related sensitive operations, including unlocking the screen, viewing encrypted information, downloading software, paying, and changing settings.
- the fingerprint sensor 1914 may be provided on the front, back, or side of the electronic device 1900. When the electronic device 1900 is provided with a physical button or a manufacturer logo, the fingerprint sensor 1914 can be integrated with the physical button or the manufacturer logo.
- the optical sensor 1915 is used to collect the ambient light intensity.
- the processor 1901 may control the display brightness of the touch screen 1905 according to the ambient light intensity collected by the optical sensor 1915. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 1905 is increased; when the ambient light intensity is low, the display brightness of the touch screen 1905 is decreased.
- the processor 1901 may also dynamically adjust the shooting parameters of the camera assembly 1906 according to the ambient light intensity collected by the optical sensor 1915.
- the proximity sensor 1916 also called a distance sensor, is usually installed on the front panel of the electronic device 1900.
- the proximity sensor 1916 is used to collect the distance between the user and the front of the electronic device 1900.
- the processor 1901 controls the touch screen 1905 to switch from the on-screen state to the off-screen state; when the proximity sensor 1916 When it is detected that the distance between the user and the front of the electronic device 1900 is gradually increasing, the processor 1901 controls the touch display screen 1905 to switch from the on-screen state to the on-screen state.
- FIG. 19 does not constitute a limitation on the electronic device 1900, and may include more or less components than shown, or combine certain components, or adopt different component arrangements.
- the embodiment of the present application also provides a computer-readable storage medium, and the readable storage medium stores at least one instruction, at least one section of program, code set or instruction set, and at least one instruction, at least one section of program, code set or instruction set is composed of
- the processor loads and executes to realize the control method of the virtual object described above.
- the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
- the processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the virtual object control method described in any of the foregoing embodiments.
- the program can be stored in a computer-readable storage medium.
- the medium may be a computer-readable storage medium included in the memory in the foregoing embodiment; or may be a computer-readable storage medium that exists alone and is not assembled into the terminal.
- the computer-readable storage medium stores at least one instruction, at least one section of program, code set or instruction set, and at least one instruction, at least one section of program, code set or instruction set is loaded and executed by the processor to realize the control method of the aforementioned virtual object .
- the computer-readable storage medium may include: read only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), solid state drive (SSD, Solid State Drives), optical disks, and the like.
- random access memory may include resistive random access memory (ReRAM, Resistance Random Access Memory) and dynamic random access memory (DRAM, Dynamic Random Access Memory).
- ReRAM resistive random access memory
- DRAM Dynamic Random Access Memory
- the program can be stored in a computer-readable storage medium, as mentioned above.
- the storage medium can be read-only memory, magnetic disk or optical disk, etc.
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Priority Applications (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2022520113A JP7383135B2 (ja) | 2020-01-15 | 2020-10-26 | 仮想対象の制御方法及びその装置、機器、並びにコンピュータープログラム |
| EP20914537.4A EP4011471A4 (en) | 2020-01-15 | 2020-10-26 | Virtual object control method and apparatus, device, and readable storage medium |
| US17/667,359 US12036474B2 (en) | 2020-01-15 | 2022-02-08 | Virtual object control method and apparatus, device, and readable storage medium |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| CN202010041052.9 | 2020-01-15 | ||
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| CN111249726B (zh) * | 2020-01-15 | 2021-08-24 | 腾讯科技(深圳)有限公司 | 虚拟环境中虚拟道具的操作方法、装置、设备及可读介质 |
| CN111659122B (zh) * | 2020-07-09 | 2023-09-22 | 腾讯科技(深圳)有限公司 | 虚拟资源显示方法、装置、电子设备及存储介质 |
| CN111773696B (zh) * | 2020-07-13 | 2022-04-15 | 腾讯科技(深圳)有限公司 | 一种虚拟对象的展示方法、相关装置及存储介质 |
| CN112221142B (zh) * | 2020-11-06 | 2022-05-17 | 腾讯科技(深圳)有限公司 | 虚拟道具的控制方法、装置、计算机设备及存储介质 |
| CN112402949B (zh) * | 2020-12-04 | 2023-09-15 | 腾讯科技(深圳)有限公司 | 虚拟对象的技能释放方法、装置、终端及存储介质 |
| CN112675544B (zh) * | 2020-12-30 | 2023-03-17 | 腾讯科技(深圳)有限公司 | 虚拟道具的获取方法、装置、设备及介质 |
| CN112891953A (zh) | 2021-01-22 | 2021-06-04 | 北京字跳网络技术有限公司 | 一种资源处理的方法及装置 |
| CN113101667B (zh) * | 2021-05-13 | 2023-02-28 | 腾讯科技(深圳)有限公司 | 虚拟对象的控制方法、装置、设备及计算机可读存储介质 |
| KR102757030B1 (ko) * | 2021-05-13 | 2025-01-21 | 텐센트 테크놀로지(센젠) 컴퍼니 리미티드 | 가상 객체 제어 방법 및 장치, 컴퓨터 디바이스, 및 저장 매체 |
| CN113134232B (zh) * | 2021-05-14 | 2023-05-16 | 腾讯科技(深圳)有限公司 | 虚拟对象的控制方法、装置、设备及计算机可读存储介质 |
| AU2021376721A1 (en) | 2021-05-14 | 2022-12-01 | Tencent Technology (Shenzhen) Company Limited | Virtual object control method, apparatus, device, and computer-readable storage medium |
| CN113633978B (zh) * | 2021-08-16 | 2023-10-20 | 腾讯科技(深圳)有限公司 | 虚拟技能的配置方法、装置、设备及介质 |
| CN113769391B (zh) * | 2021-09-27 | 2023-06-27 | 腾讯科技(深圳)有限公司 | 在虚拟环境中获取技能的方法、装置、设备及介质 |
| CN114073856A (zh) * | 2021-11-26 | 2022-02-22 | 北京字跳网络技术有限公司 | 游戏中的交互控制方法、装置、计算机设备及存储介质 |
| CN114210065B (zh) * | 2021-12-02 | 2023-08-25 | 腾讯科技(深圳)有限公司 | 对象控制方法和装置、存储介质及电子设备 |
| CN117959711A (zh) * | 2022-10-24 | 2024-05-03 | 腾讯科技(深圳)有限公司 | 虚拟对象的控制方法、装置、设备、介质及产品 |
| CN119056047A (zh) * | 2023-05-31 | 2024-12-03 | 深圳市腾讯网络信息技术有限公司 | 虚拟场景中的交互方法、装置、设备、存储介质及产品 |
| CN119139690A (zh) * | 2023-06-15 | 2024-12-17 | 腾讯科技(上海)有限公司 | 虚拟角色的控制方法、装置、设备、介质及程序产品 |
| JP2025018032A (ja) * | 2023-07-26 | 2025-02-06 | 株式会社コナミデジタルエンタテインメント | コンピュータプログラム、それに用いるゲーム機、及び制御方法 |
| CN120168958A (zh) * | 2023-12-19 | 2025-06-20 | 腾讯科技(深圳)有限公司 | 游戏控制的方法、装置、设备及计算机可读存储介质 |
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| EP4011471A4 (en) | 2022-11-30 |
| JP2022551069A (ja) | 2022-12-07 |
| CN111249730B (zh) | 2021-08-24 |
| US20220152501A1 (en) | 2022-05-19 |
| EP4011471A1 (en) | 2022-06-15 |
| JP7383135B2 (ja) | 2023-11-17 |
| CN111249730A (zh) | 2020-06-09 |
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