WO2022078247A1 - 虚拟对象的控制方法、装置、终端及存储介质 - Google Patents

虚拟对象的控制方法、装置、终端及存储介质 Download PDF

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Publication number
WO2022078247A1
WO2022078247A1 PCT/CN2021/122689 CN2021122689W WO2022078247A1 WO 2022078247 A1 WO2022078247 A1 WO 2022078247A1 CN 2021122689 W CN2021122689 W CN 2021122689W WO 2022078247 A1 WO2022078247 A1 WO 2022078247A1
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WO
WIPO (PCT)
Prior art keywords
physical strength
target
virtual object
parameter
value
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Ceased
Application number
PCT/CN2021/122689
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English (en)
French (fr)
Chinese (zh)
Inventor
葛懿宸
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Publication date
Application filed by Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Priority to JP2022572529A priority Critical patent/JP7494322B2/ja
Publication of WO2022078247A1 publication Critical patent/WO2022078247A1/zh
Priority to US17/948,470 priority patent/US12303787B2/en
Anticipated expiration legal-status Critical
Priority to JP2024083040A priority patent/JP7775917B2/ja
Ceased legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

Definitions

  • the embodiments of the present application relate to the technical field of virtual scenes, and in particular, to a method, device, terminal, and storage medium for controlling a virtual object.
  • the battle game is a game in which multiple user accounts compete in the same scene.
  • Players can control virtual objects in the virtual environment to walk, run, climb, shoot and other actions, and multiple players can form teams online in the same virtual environment. Collaborate to complete a task.
  • Embodiments of the present application provide a method, device, terminal and storage medium for controlling a virtual object, which can improve the realism of physical strength consumption of the virtual object and the authenticity of the battle game.
  • the technical solution is as follows:
  • an embodiment of the present application provides a method for controlling a virtual object, the method is applied to a terminal, and the method includes:
  • the physical strength display components are used to display the physical strength consumption of corresponding body parts, and different physical strength display components correspond to different torso parts;
  • a target physical strength display component corresponding to the target control operation is determined, and the body part corresponding to the target physical strength display component matches the body part corresponding to the target action indicated by the target control operation ;
  • the virtual object is controlled to perform the target action, and the first remaining physical strength value displayed by the target physical strength display component is updated to a second remaining physical strength value, where the second remaining physical strength value is smaller than the first remaining physical strength value.
  • an embodiment of the present application provides an apparatus for controlling a virtual object, and the apparatus includes:
  • a component display module configured to display at least two physical strength display components corresponding to the virtual object, the physical strength display components are used to display the physical strength consumption of corresponding body parts, and different physical strength display components correspond to different torso parts;
  • a component determination module configured to determine, in response to a target control operation on the virtual object, a target physical strength display component corresponding to the target control operation, where the body part corresponding to the target physical strength display component and the target indicated by the target control operation The torso parts corresponding to the actions are matched;
  • An object control module configured to control the virtual object to perform the target action, and update the first remaining stamina value displayed by the target stamina display component to a second remaining stamina value, the second remaining stamina value being smaller than the The first remaining stamina value.
  • an embodiment of the present application provides a terminal, the terminal includes a processor and a memory, the memory stores at least one instruction, at least a piece of program, a code set or an instruction set, the at least one instruction, all the The at least one piece of program, the code set or the instruction set is loaded and executed by the processor to implement the method for controlling a virtual object according to the above aspect.
  • an embodiment of the present application provides a computer-readable storage medium, where the computer-readable storage medium stores at least one instruction, at least one piece of program, code set or instruction set, the at least one instruction, the At least one section of program, the code set or the instruction set is loaded and executed by the processor to implement the method for controlling a virtual object as described in the above aspects.
  • an embodiment of the present application provides a computer program product or computer program, where 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 terminal reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the terminal executes the virtual object control method provided in various optional implementation manners of the foregoing aspects.
  • the physical strength consumption of different body parts of the virtual object when performing actions is displayed through a plurality of physical strength display components.
  • the physical strength of the virtual object when performing the action is improved. Realism of consumption, and control virtual objects to perform actions according to the remaining physical strength of different torso parts, simulate the impact of physical consumption on the execution of various actions, improve the authenticity of virtual objects' execution of actions, and further improve the authenticity of battle games.
  • FIG. 1 is a schematic diagram of a physical strength display component in a virtual environment interface in the related art
  • FIG. 2 is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application.
  • FIG. 3 is a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application
  • FIG. 4 is a schematic interface diagram of a physical strength display component provided by an exemplary embodiment of the present application.
  • FIG. 5 is a flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application.
  • FIG. 6 is a schematic interface diagram of a physical strength display component corresponding to different target control operations shown in an exemplary embodiment of the present application
  • FIG. 7 is a schematic interface diagram of a physical strength display component corresponding to different target control operations shown in an exemplary embodiment of the present application
  • FIG. 8 is a schematic interface diagram of a physical strength display component corresponding to different target control operations shown in an exemplary embodiment of the present application
  • FIG. 9 is a schematic interface diagram of the change of the display effect of the physical strength display component before and after the execution of an action according to another exemplary embodiment of the present application.
  • FIG. 10 is a flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application.
  • FIG. 11 is a schematic interface diagram of the change of the display effect of the physical strength display component during the physical strength recovery process according to another exemplary embodiment of the present application.
  • FIG. 12 is a flowchart of a method for controlling a virtual object according to another exemplary embodiment of the present application.
  • FIG. 13 is a structural block diagram of an apparatus for controlling a virtual object provided by an exemplary embodiment of the present application.
  • FIG. 14 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
  • Virtual environment is the virtual environment displayed (or provided) by the application when it is run on the terminal.
  • the virtual environment may be a simulated environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional 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 following embodiments are described by taking an example that the virtual environment is a three-dimensional virtual environment.
  • Virtual object refers to the movable object in the virtual environment.
  • the movable object may be a virtual character, a virtual animal, an animation character, etc., for example, a character or an animal displayed in a three-dimensional virtual environment.
  • the virtual object is a three-dimensional solid model created based on animation skeleton 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 first-person shooting game refers to a shooting game that the user can play from a first-person perspective
  • the picture of the virtual environment in the game is a picture of observing the virtual environment from the perspective of the first virtual object.
  • a third-person shooting game refers to a shooting game played from a third-person perspective
  • the virtual environment picture in the game is a picture of observing the virtual environment from a third-person perspective (eg, behind the head of the first virtual object).
  • At least two virtual objects are in a single-game battle mode in the virtual environment, and the virtual objects achieve the virtual reality by avoiding the damage initiated by other virtual objects and the dangers in the virtual environment (such as gas circles, swamps, etc.).
  • 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 last virtual object that survives in the virtual environment is the winner.
  • the battle starts at the moment when the first client joins the battle, and ends at the moment when the last client quits the battle.
  • Each client can control one or more virtual objects in the virtual environment.
  • the competitive mode of the battle may include a single-player battle mode, a two-person group battle mode, or a multi-person group battle mode, and the embodiment of the present application does not limit the battle mode.
  • Virtual props refers to the props that virtual objects can use in the virtual environment, including virtual weapons that can change the attribute values of other virtual objects, supply props such as bullets, defense props such as shields, armors, armored vehicles, virtual beams, virtual shock waves, etc.
  • virtual props that can change the attribute values of other virtual objects including long-distance virtual props such as pistols, rifles, sniper rifles, short-range virtual props such as daggers, knives, swords, ropes, flying axes, flying knives, grenades, flash bombs , smoke bombs and other throwing virtual props.
  • the method provided in this application can be applied to virtual reality applications, three-dimensional map programs, military simulation programs, first/third-person shooter games, multiplayer online battle arena games (MOBA), etc.
  • the following implementations The example is illustrated by the application in the game.
  • Games based on a virtual environment are often composed of one or more maps of the game world.
  • the virtual environment in the game simulates the real world scene, and the user can manipulate the virtual objects in the game to walk, run, jump, shoot, and fight in the virtual environment. , driving, switching to use virtual props, using virtual props to damage other virtual objects and other actions, with strong interactivity, and multiple users can team up online to play competitive games.
  • only a single physical strength bar is used in the virtual environment to display the physical strength consumption of the virtual object, and the virtual object is controlled to perform corresponding actions based on the single physical strength value.
  • FIG. 1 only the physical strength display component 101 is displayed in the virtual environment.
  • the physical strength value in the corresponding physical strength display component 101 decreases.
  • the physical strength value in the physical strength display component 101 is 0 , the virtual object cannot continue to run (only can walk), and needs to wait for the stamina to recover.
  • the physical strength value of the virtual object in the related art is displayed in a single form, and only simulates the physical strength consumption of the virtual object as a whole.
  • the embodiment of the present application introduces a plurality of physical strength display components, and the physical strength consumption conditions of different torso parts of the virtual object are indicated through the plurality of physical strength display components.
  • the physical strength of the relevant torso parts of the shooting action changes, which enriches the physical cost of the virtual object when performing the action, and controls the virtual object to perform the action according to the remaining physical strength value of different torso parts, which increases the limitation of physical consumption on the player's operation and enhances the realism of the game.
  • FIG. 2 shows a schematic diagram of an implementation environment provided by an embodiment of the present application.
  • the implementation environment may include: a first terminal 210 , a server 220 and a second terminal 230 .
  • the first terminal 210 runs an application program 211 supporting a virtual environment, and the application program 211 may be a multiplayer online battle program.
  • the user interface of the application program 211 is displayed on the screen of the first terminal 110 .
  • the application 211 may be any one of a military simulation program, a MOBA game, a battle royale shooting game, and a simulation strategy game (Simulation Game, SLG).
  • the application 211 is an FPS game as an example.
  • the first terminal 210 is a terminal used by the first user 212.
  • the first user 212 uses the first terminal 210 to control the first virtual object located in the virtual environment to perform activities.
  • the first virtual object may be referred to as the master virtual object of the first user 212. object.
  • the activities of the first virtual object include, but are not limited to, at least one of adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and releasing skills.
  • the first virtual object is a first virtual character, such as a simulated character or an anime character.
  • the second terminal 230 runs an application program 231 supporting a virtual environment, and the application program 231 may be a multiplayer online battle program.
  • the application 231 runs the application 231, the user interface of the application 231 is displayed on the screen of the second terminal 230.
  • the client can be any one of a military simulation program, a MOBA game, a battle royale shooting game, and an SLG game.
  • the application 231 is an FPS game as an example.
  • the second terminal 230 is a terminal used by the second user 232.
  • the second user 232 uses the second terminal 230 to control a second virtual object located in the virtual environment to perform activities.
  • the second virtual object may be referred to as the master virtual object of the second user 232. Role.
  • the second virtual object is a second virtual character, such as a simulated character or an anime character.
  • the first virtual object and the second virtual object are in the same virtual world.
  • the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship or have temporary communication rights.
  • the first virtual object and the second virtual object may belong to different camps, different teams, different organizations, or have an adversarial relationship.
  • the applications running on the first terminal 210 and the second terminal 230 are the same, or the applications running on the two terminals are the same type of applications on different operating system platforms (Android or IOS).
  • the first terminal 210 may generally refer to one of the multiple terminals, and the second terminal 230 may generally refer to the other one of the multiple terminals. In this embodiment, only the first terminal 210 and the second terminal 230 are used as examples for illustration.
  • the device types of the first terminal 210 and the second terminal 230 are the same or different, and the device types include: smart phones, tablet computers, e-book readers, MP3 players, MP4 players, laptop computers and desktop computers. at least one.
  • terminals Only two terminals are shown in FIG. 2 , but there are multiple other terminals that can access the server 220 in different embodiments.
  • terminals there is also one or more terminals corresponding to the developer, on which a development and editing platform supporting the application program of the virtual environment is installed, and the developer can edit and update the application program on the terminal. , and transmit the updated application installation package to the server 220 through a wired or wireless network, and the first terminal 210 and the second terminal 230 can download the application installation package from the server 220 to update the application.
  • the first terminal 210, the second terminal 230 and other terminals are connected to the server 220 through a wireless network or a wired network.
  • the server 220 includes at least one of a server, a server cluster composed of multiple servers, a cloud computing platform and a virtualization center.
  • the server 220 is used to provide background services for applications supporting a three-dimensional virtual environment.
  • the server 220 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server 220 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, a distributed computing architecture is used between the server 220 and the terminal for collaborative computing. .
  • the server 220 includes a memory 221, a processor 222, a user account database 223, a battle service module 224, and a user-oriented input/output interface (Input/Output Interface, I/O interface) 225.
  • the processor 222 is used for loading the instructions stored in the server 220, and processing the data in the user account database 223 and the battle service module 224; the user account database 223 is used for storing the first terminal 210, the second terminal 230 and other terminals.
  • the data of the user account such as the avatar of the user account, the nickname of the user account, the combat effectiveness index of the user account, the service area where the user account is located;
  • the battle service module 224 is used to provide multiple battle rooms for users to battle, such as 1V1 battle, 3V3 battle, 5V5 battle, etc.
  • the user-oriented I/O interface 225 is used to establish communication and exchange data with the first terminal 210 and/or the second terminal 230 through a wireless network or a wired network.
  • FIG. 3 shows a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application. This embodiment is described by using the method for the first terminal 210 or the second terminal 230 in the implementation environment shown in FIG. 2 or other terminals in the implementation environment as an example.
  • the method includes the following steps:
  • Step 301 displaying at least two physical strength display components corresponding to the virtual object, where the physical strength display components are used to display the physical strength consumption of corresponding body parts, and different physical strength display components correspond to different body parts.
  • the method of the embodiment of the present application is applied in a virtual environment, where the virtual environment includes a first virtual object and a second virtual object, and the first virtual object and the second virtual object belong to different camps.
  • the terminal displays the virtual environment through a virtual environment screen.
  • the virtual environment picture is a picture for observing the virtual environment from the perspective of a virtual object.
  • the viewing angle refers to the observation angle when observing in the virtual environment from the first-person perspective or the third-person perspective of the virtual object.
  • the viewing angle 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 changes simultaneously with the position of the virtual object in the virtual environment, and the camera The model is always within a preset distance 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 on the head of the virtual object;
  • the camera The model can be located behind the virtual object and bound to the virtual object, or it can be located at any position with a preset distance from the virtual object.
  • the virtual object in the virtual environment can be observed from different angles, optional Specifically, when the third-person perspective is a first-person over-the-shoulder perspective, the camera model is located behind the virtual object (eg, the head and shoulders of the virtual object).
  • the camera model is not actually displayed in the virtual environment, that is, the camera model is not displayed in the virtual environment displayed by the user interface.
  • the camera model is located at any position with a preset distance from the virtual object as an example to illustrate.
  • a virtual object corresponds to a camera model, and the camera model can be rotated with the virtual object as the rotation center. Rotate the camera model at any point of the rotation center.
  • the camera model not only rotates in angle, but also offsets in displacement.
  • the distance between the camera model and the rotation center remains unchanged during rotation. That is, the camera model is rotated on the spherical surface with the center of rotation as the center of the sphere, wherein any point of the virtual object may be the head, torso, or any point around the virtual object. Not limited.
  • the center of the viewing angle of the camera model points in the direction of the point on the spherical surface where the camera model is located, pointing in the direction of the center of the sphere.
  • the camera model can also observe the virtual object at preset angles in different directions of the virtual object.
  • the virtual environment interface displayed by the terminal includes at least two physical strength display components, the physical strength display components are used to display the physical strength value of the virtual object, and different physical strength display components are used to display the physical strength of different torso parts of the virtual object. stamina.
  • the physical strength display component can display the physical strength consumption and remaining physical strength of different body parts when the virtual object performs the action.
  • the virtual environment interface further includes a picture (a first perspective picture or a third perspective picture) when the virtual environment is observed through the camera model.
  • the body parts of the virtual object can be divided according to different division rules.
  • the torso of the virtual object can be divided into upper limbs and lower limbs.
  • the physical strength display component includes the upper limb strength display component and the lower limb strength display component; It is further divided into the left upper limb and the right upper limb, and the lower limb is further divided into the left lower limb and the right lower limb.
  • the physical strength display component includes the left upper limb strength display component, the right upper limb strength display component, the left lower limb strength display component and the right lower limb strength display component.
  • Lower body strength display component is used to display the physical strength consumption of different body parts.
  • the body parts of the virtual object may also be divided according to other division rules, and the embodiments of the present application do not limit the division method of the body parts and the number of physical strength display components.
  • the physical strength display component is displayed in the virtual environment interface in the form of a rectangle, an arc, a circular ring, a human body model, etc., and can also be displayed in a digital form in the virtual environment interface.
  • the physical strength display component may be displayed at the bottom middle position, the bottom left position or the top middle position in the virtual environment interface.
  • the embodiment of the present application does not limit the display form and display position of the physical strength display component.
  • an upper limb strength display component 401 and a lower limb strength display component 402 are displayed in the virtual environment interface, and the upper limb strength display component 401 is used to display the physical strength value of the upper limb.
  • the display is displayed.
  • the lower limb strength display component 402 is used to display the physical strength status of the lower limbs.
  • Step 302 in response to the target control operation on the virtual object, determine a target physical strength display component corresponding to the target control operation, and the body part corresponding to the target physical strength display component matches the body part corresponding to the target action indicated by the target control operation.
  • the target control operation is a triggering operation for an action control used to control the action of the virtual object.
  • the action controls for controlling the action of the virtual object may be displayed in the virtual environment interface, and when the terminal receives a triggering operation for the action control, it is determined that a target control operation for the virtual object is received.
  • the virtual object can be controlled to perform corresponding actions by clicking on the action controls in the virtual environment interface.
  • the virtual object can be controlled to walk; when the aiming control 404 is clicked, the virtual object can be controlled to perform a mirror-opening action, and when the jump control 405 is clicked, the virtual object can be controlled to jump. .
  • controlling a virtual object to perform actions it is necessary to control different parts of the torso to cooperate. For example, when controlling a virtual object to walk, it is necessary to control the movement of the left lower limb and the right lower limb to achieve walking, and when controlling the virtual object to aim, it is necessary to control the left upper limb and the right lower limb. Aim with a gun on the upper limb; when controlling the throwing of virtual objects, control the right upper limb to throw virtual props.
  • the terminal when the terminal receives the target control operation on the virtual object, the terminal may determine to execute the target control operation corresponding to the target action
  • the torso part to be used is the target torso part, so as to determine the state of executing the target action according to the physical strength consumption of the target torso part.
  • the terminal is preset with the corresponding relationship between the control operation, the body part and the physical strength display component, and the subsequent terminal determines the target body part corresponding to the target control operation based on the corresponding relationship, and further determines the target body part corresponding to the target physical strength. Display components.
  • the target action may need to be completed by different body parts, that is, the number of target physical strength display components is at least one, and different actions performed by the virtual object may correspond to the same physical strength display component or may correspond to different physical strength display components.
  • Step 303 Control the virtual object to perform the target action, and update the first remaining physical strength value displayed by the target physical strength display component to a second remaining physical strength value, where the second remaining physical strength value is smaller than the first remaining physical strength value.
  • the terminal controls the virtual object to perform the target action according to the remaining physical strength value indicated by the target physical strength display component.
  • the state is different, so as to achieve the effect of simulating the different states of the execution actions shown by different physical forces in reality.
  • the terminal controls the virtual object to perform the target action, wherein the first remaining stamina value refers to the current remaining stamina value of the trunk part corresponding to the target stamina display component, and the first remaining stamina If the value is different, the action state of the corresponding torso part of the target stamina display component is different, that is, the remaining stamina value indicated by different stamina display components has different effects on the virtual object performing the same action; the remaining stamina value indicated by the same stamina display component has different effects on the virtual object. The effects of actions are also different.
  • the virtual object performs a shooting action
  • the corresponding torso part is the upper limb
  • the target physical strength display component is the upper limb strength display component.
  • the remaining physical strength values indicated by the upper limb strength display component are 100 points, 50 points, and 0 points, respectively, the shooting is performed. Stability decreases sequentially. The remaining physical strength value indicated by the lower limb strength display component has no effect on the shooting stability.
  • the terminal After controlling the virtual object to perform the target action, the terminal will determine the remaining physical strength value of the torso part corresponding to the target physical strength display component after performing the target action, that is, the second remaining physical strength value. After determining the second remaining stamina value, the terminal updates the first remaining stamina value displayed in the target stamina display component to the second remaining stamina value, thereby displaying the stamina consumption of the virtual object performing the target action through the target stamina display component.
  • the remaining stamina values of different target stamina display components are updated based on the stamina values of the corresponding torso parts. For example, when the target action corresponds to the upper limb and the lower limb, the remaining physical strength value of the upper limb and the remaining physical strength value of the lower limb are respectively determined after the target action is performed, so that the remaining physical strength value of the upper limb corresponding to the target physical strength display component is displayed based on the remaining physical strength value of the upper limb. The physical strength value is updated, and the remaining physical strength value in the target physical strength display component corresponding to the lower limb is updated based on the remaining physical strength value of the lower limb.
  • control of the virtual object to perform the target action is performed by the terminal, and in another possible implementation manner, the control of the virtual object to perform the target action may also be performed by the server, that is, the server obtains the first remaining physical strength value displayed by the target physical strength display component. , determining the execution state of the target action according to the first remaining physical strength value, and controlling the virtual object to execute the target action according to the execution state, and the terminal displays a picture of the virtual object executing the target action.
  • the control of the virtual object to perform the target action can also be performed by the terminal and the server in interaction and cooperation.
  • the terminal After acquiring the first remaining physical strength value displayed by the target physical strength display component, the terminal sends the first remaining physical strength value to the server, and the server determines the execution state of the virtual object performing the target action according to the first remaining physical strength value, and sends the execution status to the terminal , the terminal controls the virtual object to execute the target action according to the execution state. That is, in this embodiment, the target action of controlling the virtual object to be executed can be executed by the terminal alone, or by the server alone, or by the terminal and the server interacting and cooperating, which is not limited in this embodiment.
  • the physical strength consumption of different torso parts of the virtual object when performing actions is displayed through a plurality of physical strength display components.
  • the virtual The realism of physical energy consumption when the object performs actions, and controls the virtual objects to perform actions according to the remaining physical strength values of different torso parts simulates the influence of physical energy consumption on the execution of various actions, improves the authenticity of the virtual objects' execution actions, and further improves the battle. authenticity of the game.
  • FIG. 5 shows a flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application. This embodiment is described by using the method for the first terminal 210 or the second terminal 230 in the implementation environment shown in FIG. 2 or other terminals in the implementation environment as an example.
  • the method includes the following steps:
  • Step 501 in response to the remaining physical strength values indicated by the at least two physical strength display components being less than a second physical strength threshold, displaying at least two physical strength display components.
  • the physical strength display component is continuously displayed in the virtual environment interface. In this display mode, the physical strength display component will partially occlude the virtual environment screen.
  • the terminal cancels the display of the physical strength display component to reduce the occlusion of the screen.
  • the second physical strength threshold may be 100 points, and when the physical strength value of the torso of the virtual object is less than 100 points, the terminal displays the physical strength display component.
  • the at least two physical strength display components may be an upper limb strength display component and a lower limb strength display component.
  • the embodiments of the present application describe the above limb strength display component and the lower limb strength display component, but this is not a limitation.
  • Step 502 in response to the target control operation on the virtual object, determine a target physical strength display component corresponding to the target control operation, and the body part corresponding to the target physical strength display component matches the body part corresponding to the target action indicated by the target control operation.
  • the target physical strength display component corresponding to the target control operation it can be determined according to the main body part of the body performing the target action corresponding to the target control operation. Further, the main body part is determined according to the body division corresponding to the physical strength display component.
  • the physical strength display component includes the upper limb strength display component and the lower limb strength display component, determine whether the main body part of the target action is the upper limb or whether it is the lower limb, and when it is determined that the main body part is the upper limb, then determine the corresponding target physical strength
  • the display component is the upper limb force display component; when it is determined that the main body part to be performed is the lower limb, the corresponding target physical strength display component is determined to be the lower limb force display component;
  • the target physical strength display component is an upper limb strength display component and a lower limb strength display component.
  • the terminal determines the corresponding target physical strength display component according to the target control operation, which may include the following situations:
  • the target action indicated by the target control operation is at least one of aiming, throwing or close-range attack, determine the upper limb strength display component as the target physical strength display component.
  • the terminal controls the virtual object to perform the aiming action. Since the upper limbs need to control virtual props such as pistols, rifles, and sniper rifles to aim at the target, the terminal will The upper limb strength display component is determined as the target physical strength display component. Schematically, as shown in FIG. 6 , the virtual object is opened and aimed, and the terminal determines the upper limb strength display component 601 as the target physical strength display component.
  • the terminal controls the virtual object to perform the throwing action. Since the throwing action needs to be performed by throwing grenades, smoke bombs and other throwing props to the target location through the upper limbs, the terminal throws the upper limbs.
  • the physical strength display component is determined as the target physical strength display component.
  • the upper limb strength display component 701 is determined as the target physical strength display component.
  • the terminal controls the virtual object to use melee props (such as daggers, crowbars, etc.) to attack other virtual objects in the virtual environment, and controls the main torso of the melee props to attack.
  • the part is the upper limb. Therefore, the terminal determines the upper limb display physical strength component as the target physical strength display component.
  • the virtual object uses an axe to perform close-range attacks, and the upper limb strength display component 801 is determined as the target physical strength display component. .
  • the terminal controls the virtual object to run or jump, and the execution of the action mainly depends on the lower limbs, so the lower limb strength display component is determined as the target physical strength display component.
  • the target action indicated by the target control operation is at least one of posture switching or climbing, determine the upper limb strength display component and the lower limb strength display component as the target physical strength display component.
  • the terminal controls the virtual object to perform posture switching, wherein the posture switching may be switching from standing posture to squatting posture, switching from squatting posture to lying posture, and switching from standing posture to lying posture, During the posture switching process, both upper and lower limbs need to be moved, so the target physical strength display component is determined as the upper limb strength display component and the lower limb strength display component.
  • the terminal controls the virtual object to perform the climbing action, and controls the virtual object to perform the upper limb and lower limb. Therefore, the upper limb strength display component and the lower limb strength display component are determined as the target physical strength display component.
  • Step 503 Determine the estimated physical energy consumption value of the target action.
  • the terminal presets the estimated physical strength value corresponding to different actions, When the user controls the virtual object to perform the target action, the estimated physical energy consumption value of the target action can be determined.
  • the estimated stamina consumption value refers to the estimated stamina consumption value of the body part corresponding to the target stamina display component.
  • the estimated stamina consumption value is the stamina consumption value corresponding to the upper limb; when the target action is one of running or jumping, the estimated stamina consumption value is is the stamina consumption value corresponding to the lower limbs; when the target action is at least one of posture switching or climbing, the estimated stamina consumption value is the stamina consumption value corresponding to the upper and lower limbs.
  • the estimated stamina value of the upper limbs is 5 points; when the target action is posture switching, the estimated stamina consumption value of the upper and lower limbs is 5 points.
  • the estimated physical strength value of the target action refers to the estimated physical strength consumption value of a single action or the estimated physical strength consumption value of the action within a unit time.
  • the target action is aiming, a single aiming consumes upper limb strength.
  • the value is 5 points; when the target action is running, the estimated stamina consumption value for running within a unit duration is 10 points, and the unit duration can be 30s, 1min, 5min, etc., which are not limited in the embodiments of this application.
  • the estimated physical energy consumption value of the target action can also be determined according to the current posture of the virtual object, including the following steps:
  • Step 1 Obtain the posture of the virtual object, and the posture of the virtual object includes at least one of a standing posture, a squatting posture and a lying posture;
  • the terminal determines a fixed physical energy consumption value according to the target action, and this method cannot simulate the phenomenon that the physical energy consumption of an object performing actions in different postures in a real environment is different. Therefore, in order to further improve the realism of the game, in another possible implementation, the estimated physical energy consumption value of the target action can be determined according to the current posture of the virtual object. Therefore, when determining the estimated physical energy consumption value of the target action, the The current posture of the virtual object, including at least one of standing posture, squatting posture, and lying posture.
  • Step 2 Determine the estimated stamina consumption value of the target action according to the posture, wherein the estimated stamina consumption value of performing the same action under different postures is different.
  • the estimated physical strength value of the virtual object is different.
  • the estimated physical strength consumption value of the upper limb is greater than that of the virtual object in the prone state.
  • the estimated physical strength value of the lower upper limbs for another example, when the virtual object performs a jumping action in the standing state, the estimated physical strength consumption value of the lower limbs is smaller than the estimated physical strength consumption value of the lower limbs of the virtual object in the squatting state.
  • Table 3 the estimated physical energy consumption of the action in different states is shown in Table 3:
  • the estimated physical strength consumption value of the target action may be determined according to the number of virtual items currently carried by the virtual object.
  • the estimated stamina consumption value of the target action may be determined according to the filling ratio of the virtual backpack, wherein the filling ratio of the virtual backpack is positively correlated with the estimated stamina consumption value.
  • the filling ratios of virtual backpacks of different capacities are the same, the estimated physical energy consumption of the virtual object to perform the target action is also different.
  • the terminal can pre-store the corresponding relationship between virtual backpacks of different capacities, filling ratios and estimated stamina consumption.
  • Step 504 displaying the estimated stamina value through the target stamina display component, and the display method of the estimated stamina value is different from the display method of the consumed stamina value and the current remaining stamina value.
  • the terminal displays the estimated physical strength consumption value through the target physical strength display component, wherein the display method of the expected physical strength consumption value is related to the difference between the consumed physical strength value and the remaining physical strength value. Display is different.
  • the physical strength display component changes as shown in FIG. 9 .
  • the stamina display component Before performing the target action, the stamina display component includes the remaining stamina value 901 displayed in the first way, and the consumed stamina value 902 displayed in the second way; after determining the estimated stamina consumption value of the target action, the stamina display component includes The remaining stamina value 901 displayed in the first method, the estimated stamina value 902 displayed in the third method, and the consumed stamina value 902 displayed in the second method, wherein the remaining stamina value 901 is displayed with a bar shadow, and the estimated stamina value 903 It is displayed with block shadows, and the consumed stamina value of 902 is displayed in transparent form. What is shown in FIG. 9 is only a schematic illustration, but does not constitute a limitation. In practical applications, the remaining stamina value, the estimated stamina value and the consumed stamina value can also be displayed in different colors, different shapes, etc.
  • the upper limb strength display component displays the estimated stamina consumption value of 5 points; when the target action is climbing, the upper limb strength display component and the lower limb strength display component display the consumption stamina value of 10 points.
  • Step 505 in response to the first remaining physical strength value indicated by the target physical strength display component being greater than the first physical strength threshold, control the virtual object to perform the target action with the first parameter.
  • a first physical strength threshold is introduced, so as to control the virtual object to perform the same action in different states under different remaining physical strength values.
  • the first physical strength threshold is a preset value, such as 0.
  • the virtual object is controlled to perform the target action with the first parameter.
  • the first parameter may include at least one of the speed, strength, and stability of the virtual object performing the action, and the embodiment of the present application does not limit the specific type of the first parameter.
  • Step 506 in response to the first remaining physical strength value being less than the first physical strength threshold value, control the virtual object to perform the target action with the second parameter.
  • the remaining physical strength value indicated by the physical strength display component is less than the first physical strength threshold, it indicates that the body part corresponding to the virtual object consumes more physical strength, and at this time, the virtual object is controlled to perform the target action with the second parameter, The execution effect of the target action under the second parameter is lower than the execution effect of the target action under the first parameter, thereby simulating the slow and laborious effects of executing the action in a real environment with a lot of physical exertion.
  • the remaining physical strength value when the remaining physical strength value is less than 0, it indicates that the physical strength of the body part corresponding to the physical strength display component is exhausted, and at this time, the virtual object is controlled by the second parameter to perform an action.
  • the virtual object can be controlled by parameters to execute the action with different execution effects.
  • the executable actions of the virtual object are divided into two categories, one of which is actions that can still be performed after the remaining physical strength value is less than the first physical strength threshold, and the other category is that the remaining physical strength value is less than the first physical strength threshold. Actions that cannot be performed after a single strength threshold, enriching the limitation of physical strength consumption on the control of virtual objects.
  • the terminal in response to the current remaining physical strength value being less than the first physical strength threshold and the target action belonging to the first type of action, the terminal controls the virtual object to perform the target action with the second parameter, and the first type of action includes aiming, throwing and at least one of attitude switching;
  • the target action is at least one of the first type of action including aiming, throwing, and attitude switching
  • it is avoided to wait for the recovery of physical strength before the operation can be performed. , resulting in a missed game opportunity, therefore, the virtual object is controlled to perform the target action with the second parameter.
  • the first parameter is the first aiming parameter
  • the second parameter is the second aiming parameter
  • the aiming stability under the second aiming parameter is lower than the aiming stability under the first aiming parameter.
  • the aiming stability parameter can be changed by changing the aiming stability parameter. Reduce the execution effect of virtual objects, and simulate the unstable state of holding a gun after the upper limbs are fatigued in practice.
  • the aiming parameter can be the lens shaking amplitude, and the lens shaking amplitude of the second aiming parameter is greater than the lens shaking amplitude of the first aiming parameter.
  • the range of lens shake when aiming at the virtual object is in the range of -10° to +10°.
  • the first parameter is the first throwing parameter
  • the second parameter is the second throwing parameter
  • the throwing speed and/or throwing distance under the second throwing parameter is lower than that under the first throwing parameter throwing speed and/or throwing distance
  • the corresponding physical strength display component is the upper limb strength display component
  • the virtual reduction can be reduced by changing the throwing parameters. The execution effect of the object.
  • the throwing parameter can be throwing speed, and the throwing speed of the second throwing parameter is lower than the throwing speed of the first throwing parameter.
  • the time from the start of throwing to the end of throwing the virtual object can be increased from 2s to 4s.
  • the throwing parameter can also be the throwing distance, and the throwing distance of the second throwing parameter is lower than the throwing distance of the first throwing parameter.
  • the maximum throwing range when controlling the throwing of the virtual object is 100m; Under the second throwing parameter, the maximum throwing range of the virtual object is only 50m.
  • the throwing parameter can also be a combination of throwing speed and throwing distance.
  • the time from the start of throwing the virtual object to the end of throwing is controlled to be 2s, and the throwing range can reach 100m; under the second throwing parameter, the control The time from the start of virtual object throwing to the end of throwing is 4s, and the throwing range is only 50m.
  • the first parameter is the first switching parameter
  • the second parameter is the second switching parameter
  • the attitude switching speed under the second switching parameter is lower than that under the first switching parameter. speed.
  • the corresponding physical strength display components are the upper limb strength display component and the lower limb strength display component, and the current remaining physical strength value in the upper limb strength display component and the lower limb strength display component is less than the first
  • the execution effect of the virtual object can be reduced by changing the posture switching parameters.
  • the switching parameter may be a posture switching delay, and the delay of the first switching parameter is lower than the delay of the second switching parameter.
  • the delay can be increased from 1s to 2s. ;
  • the delay can be switched from 1s to 2s;
  • the delay can be switched from 2s to 4s.
  • Step 507 in response to the first remaining physical strength value being less than the first physical strength threshold, and the target action belongs to the second type of action, cancel the response target control operation, and the second type of action includes at least one of running, jumping, climbing and performing close-range attacks. A sort of.
  • the target action is at least one of the second type of action including running, jumping, climbing and performing close-range attacks
  • this type of action has less impact on the game, so the remaining After the physical strength value is less than the first physical strength threshold, it is forbidden to perform such actions. Accordingly, the virtual object cannot be controlled to perform such operations, and it is impossible to perform violent actions after the physical strength is exhausted in simulation.
  • the operation control corresponding to the target control operation can be set to a non-triggerable state to remind the user that the target action has been prohibited from being used.
  • the target physical strength display component is the lower limb strength display component. Therefore, when the current remaining physical strength value indicated by the lower limb strength display component is less than the first physical strength threshold, running or jumping is prohibited; when the target When the action is climbing, the target physical strength display component is the upper limb strength display component and the lower limb strength display component. Therefore, when the current remaining physical strength value indicated by at least one of the upper limb strength display component or the lower limb strength display component is less than the first physical strength When the threshold is reached, climbing is prohibited; when the target action is a close-range attack, the target physical strength display component is the upper limb strength display component. Therefore, when the current remaining physical strength value indicated by the upper limb strength display component is less than the first physical strength threshold, close range is prohibited. attack.
  • Step 508 based on the first remaining stamina value and the estimated stamina consumption value, determine a second remaining stamina value.
  • the terminal can determine the second remaining stamina value according to the first remaining stamina value and the estimated stamina consumption value.
  • the first remaining stamina value is the remaining stamina value of the torso part corresponding to the target action before the virtual object is controlled to perform the target action
  • the estimated stamina value is the stamina value estimated to be consumed by the corresponding torso part when the target action is performed, so according to the first remaining stamina value
  • the difference between the stamina value and the expected stamina consumption value determines the second remaining stamina value.
  • Step 509 update the target physical strength display component based on the second remaining physical strength value.
  • the terminal displays the second remaining physical strength value in the target physical strength display component.
  • the expected stamina consumption value 903 stops being displayed, and the remaining stamina value in the target stamina display component is updated to the second remaining stamina value 904 .
  • a first physical strength threshold and a second physical strength threshold are introduced.
  • the target actions are divided into two categories, one is lower than the first physical strength threshold Actions that can continue to be performed when the physical strength is lower, and actions that cannot be performed when the physical strength is lower than the first threshold.
  • the effect of the action execution is controlled by using parameters, simulating the effect of the object executing the action when the physical strength is insufficient in the real environment and the execution effect when the physical strength is sufficient. Play the game normally, to avoid missing the opportunity of the game due to waiting for the stamina to recover.
  • the estimated physical strength value can also be displayed, which helps the user to more conveniently understand the consumed physical strength value and the remaining physical strength value of different parts of the body when the virtual object performs the target action, and improves the physical strength display. Intuitiveness.
  • the terminal can automatically restore the physical strength value of the virtual object, or, when receiving an operation of using a virtual supply item, the terminal can also restore the physical strength value of the virtual object. Exemplary embodiments will be described below.
  • FIG. 10 shows a flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application. This embodiment is described by using the method for the first terminal 210 or the second terminal 230 in the implementation environment shown in FIG. 2 or other terminals in the implementation environment as an example.
  • the method includes the following steps:
  • Step 1001 Display at least two physical strength display components corresponding to the virtual object.
  • Step 1002 in response to the target control operation on the virtual object, determine a target physical strength display component corresponding to the target control operation.
  • Step 1003 Control the virtual object to perform the target action, and update the first remaining physical strength value displayed by the target physical strength display component to the second remaining physical strength value.
  • steps 1001 to 1003 For the implementation of steps 1001 to 1003, reference may be made to the above-mentioned embodiments, and details are not repeated in this embodiment.
  • Step 1004 in response to the use operation of the virtual supply prop, determine the replenishment torso part corresponding to the virtual supply prop, and the virtual supply prop is used to increase the remaining physical strength value of the torso part.
  • the virtual object consumes physical strength after performing the target action, and at this time, the physical strength value can be recovered by using virtual supply props, such as drinks, snacks, medicines, and the like.
  • the virtual object can increase the physical strength of all parts of the torso by using virtual supply props.
  • different virtual supply props can supply different parts of the torso.
  • the beverage supply props are used to restore the upper limb strength
  • the snack supply props are used to restore the lower limb strength
  • the medicine supply props can be used to replenish the upper limb strength and the lower limb strength at the same time.
  • the supplying torso parts corresponding to the virtual supplying props can also be determined according to the physical strength consumption of different torso parts.
  • the terminal may determine the replenishment torso part with the least current remaining physical strength value as the replenishment torso part corresponding to the virtual replenishment prop.
  • the upper limb strength display component indicates that the remaining physical strength value of the upper limb is 30 points
  • the lower limb strength display component indicates that the remaining physical strength value of the lower limb is 50 points
  • each of the supplying torso parts is the supplying torso part corresponding to the virtual supplying props. It should be noted that if the same virtual supply item supplies different parts of the torso at the same time, the stamina recovery value of the different parts of the supply torso is the same. Illustratively, when the virtual supply item can restore the stamina value of 20 points, and the upper and lower limbs are replenished at the same time , the upper and lower limbs recover 10 points of physical strength at the same time.
  • the user can specify the supplying torso parts corresponding to the virtual supplying props, and when the terminal receives the operation of using the virtual supplying props, the selection corresponding to each torso part can be displayed in the virtual environment screen
  • the control when receiving the selection operation on the target selection control, determines the body part corresponding to the target selection control as the supply body part of the virtual supply prop.
  • Step 1005 Display the effect of stamina value replenishment by replenishing the stamina display component corresponding to the torso part.
  • the corresponding physical strength display component displays the corresponding supply effect.
  • different virtual supply items supply different physical strength values. Schematically, if a beverage supply item is used, the upper limb strength display component indicates 5 points of stamina recovery; if a snack supply item is used, the lower limb strength display component indicates 5 points of stamina recovery; if a drug supply item is used, the upper and lower limb strength display components Indicates stamina recovery of 10 points.
  • Step 1006 in response to the completion of the execution of the target action, obtain the pose of the virtual object.
  • the terminal stops controlling the virtual object to perform the action, and the physical strength value of the torso of the virtual object starts to recover at a fixed value.
  • the physical recovery of objects in the real environment can be determined according to the posture of the virtual object. To restore the speed, it is necessary to obtain the current posture of the virtual object. For example, the target action is aiming, and the posture of the virtual object after the action is completed can be standing, squatting, or lying. By acquiring the pose of the virtual object, the physical recovery state of the subsequent virtual object is controlled.
  • Step 1007 Determine the recovery rate of physical strength value corresponding to at least two physical strength display components according to the posture, wherein the recovery rate of physical strength value corresponding to the same physical strength display component under different postures is different, and the recovery rate of physical strength value corresponding to different physical strength display components under the same posture Rates are different.
  • the physical strength value is automatically recovered, for example, 5 points are recovered within a unit duration, and the unit duration may be 10s, 20s, or the like.
  • the corresponding physical strength value recovery rate is determined according to the acquired current posture, the upper limb strength display component and the lower limb strength display component are schematically described, and the physical strength value corresponding to the same physical strength display component is recovered in different postures
  • the rates are different.
  • the recovery rate of the upper body strength display component is lying position > squatting > standing posture
  • the recovery rate of the lower limb strength display component is lying posture > standing posture > squatting posture.
  • the recovery rate can be adjusted by changing the physical strength recovery value per unit time.
  • the upper body strength display component restores 10 points of physical strength per unit time in the prone position, 8 points per unit of physical strength in the squatting state, and 5 per unit of time in the standing position. point, the unit duration can be 10s, 20s, etc.
  • the recovery rates of physical strength values corresponding to different physical strength display components in the same posture are also different.
  • the recovery rate of upper limb strength is greater than the recovery rate of lower limb strength.
  • the recovery rate of the upper limbs is lower than the recovery rate of the lower limbs.
  • Step 1008 in response to the current remaining physical strength value indicated by the at least two physical strength display components recovering to the second physical strength threshold, stop displaying the at least two physical strength display components after highlighting the at least two physical strength display components.
  • the stamina display components are highlighted to remind the player that the corresponding torso part has sufficient stamina. Stop displaying the physical display component to reduce the occlusion of the screen.
  • the physical strength display component 1102 displayed in the virtual environment interface 1101 indicates that the physical strength value is about to be restored to full. After the display is on, the display stops, and the physical strength display component in the virtual environment interface 1101 disappears.
  • At least two physical strength display components can be displayed in the virtual environment interface at the same time, that is, after the torso parts corresponding to the at least two physical strength display components have recovered to the second physical strength threshold, the physical strength display components are stopped to be displayed; In the virtual environment interface, that is, when the body part corresponding to one of the physical strength display components recovers to the second physical strength threshold, the display of the physical strength display component is stopped, and the remaining physical strength display components continue to be displayed.
  • the physical strength value of different torso parts can be replenished by using virtual supply props, and the recovery rate of physical strength can also be determined according to the different postures of the virtual object, simulating the physical strength of the object in different states in the real environment The recovery rate is different to further improve the authenticity of the game.
  • the torso of the virtual object is divided into upper limbs and lower limbs for illustration, and the flow of the control method of the virtual object is shown in FIG. 12 :
  • Step 1201 the virtual object performs the target action, consuming physical strength
  • Step 1202 Detect whether the physical exertion torso part is an upper limb; if yes, go to step 1203, if not, go to step 1204.
  • Step 1203 check whether the upper limb force is 0, if yes, go to Step 1205, if not, go to Step 1201;
  • Step 1204 check whether the lower limb force is 0, if yes, go to Step 1206, if not, go to Step 1201;
  • Step 1205 upper limb negative effects (perform aiming, throwing, and posture switching actions with the second parameter and prohibit close-range attacks);
  • Step 1206 the negative effect of lower limbs (the second parameter executes the posture switching action and prohibits the execution of actions such as running and jumping);
  • Step 1207 Detect whether the upper limb force has stopped consuming, if yes, go to Step 1209, if not, go to Step 1205;
  • Step 1208 Detect whether the lower limb force stops consuming, if yes, go to Step 1210, if not, go to Step 1206;
  • Step 1209 restore upper limb strength
  • Step 1210 restore lower limb strength.
  • FIG. 13 is a structural block diagram of an apparatus for controlling a virtual object provided by an exemplary embodiment of the present application, and the apparatus includes:
  • the component display module 1301 is used to display at least two physical strength display components corresponding to the virtual object, the physical strength display components are used to display the physical strength consumption of corresponding body parts, and different physical strength display components correspond to different torso parts;
  • the component determination module 1302 is configured to, in response to the target control operation on the virtual object, determine a target physical strength display component corresponding to the target control operation, where the torso part corresponding to the target physical strength display component is the same as that indicated by the target control operation. Match the body part corresponding to the target action;
  • the object control module 1303 is configured to control the virtual object to perform the target action, and update the first remaining stamina value displayed by the target stamina display component to a second remaining stamina value, and the second remaining stamina value is smaller than the Describe the first remaining stamina value.
  • the object control module 1303 includes:
  • a first control unit configured to control the virtual object to perform the target action with a first parameter in response to the first remaining physical strength value being greater than a first physical strength threshold
  • a second control unit configured to control the virtual object to perform the target action with a second parameter in response to the first remaining physical strength value being less than the first physical strength threshold
  • the execution effect of the target action under the second parameter is lower than the execution effect of the target action under the first parameter.
  • the second control unit is further configured to:
  • the virtual object In response to the first remaining physical strength value being less than the first physical strength threshold and the target action belonging to a first type of action, the virtual object is controlled to perform the target action with a second parameter, the first type of action includes at least one of aiming, throwing and stance switching;
  • the device further includes:
  • a cancellation module configured to cancel the response to the target control operation in response to the first remaining physical strength value being less than the first physical strength threshold value and the target action belonging to a second type of action, the second type of action including running, At least one of jumping, climbing, and making close-range attacks.
  • the first parameter is the first aiming parameter
  • the second parameter is the second aiming parameter
  • the aiming stability under the second aiming parameter is lower than the aiming stability under the first aiming parameter
  • the first parameter is the first throwing parameter
  • the second parameter is the second throwing parameter
  • the throwing speed and/or throwing under the second throwing parameter The distance is lower than the throwing speed and/or throwing distance under said first throwing parameter
  • the first parameter is the first switching parameter
  • the second parameter is the second switching parameter
  • the attitude switching speed under the second switching parameter is lower than The attitude switching speed under the first switching parameter
  • the device further includes:
  • a first determination module configured to determine the estimated physical energy consumption value of the target action
  • the first display module is configured to display the estimated physical strength consumption value through the target physical strength display component, and the display manner of the estimated physical strength consumption value is different from the display manner of the consumed physical strength value and the current remaining physical strength value.
  • the object control module 1303 further includes:
  • a second determination module configured to determine the second remaining physical strength value based on the first remaining physical strength value and the expected physical consumption value
  • An update module configured to update the target stamina display component based on the second remaining stamina value.
  • the first determining module includes:
  • a first acquiring unit configured to acquire a posture of the virtual object, where the posture of the virtual object includes at least one of a standing posture, a squatting posture and a lying posture;
  • a first determining unit configured to determine the estimated physical energy consumption value of the target action according to the posture, wherein the estimated physical energy consumption value when performing the same action under different postures is different.
  • the device further includes:
  • an acquisition module configured to acquire the gesture of the virtual object in response to the completion of the execution of the target action
  • the third determination module is configured to determine the recovery rate of the physical strength value corresponding to at least two of the physical strength display components according to the posture, wherein the recovery rate of the physical strength value corresponding to the same physical strength display component under different postures is different, and the same posture The recovery rate of the stamina value corresponding to the different stamina display components is different.
  • the physical strength display component includes an upper limb strength display component and a lower limb strength display component;
  • the component determination module 1302 includes:
  • a second determining unit configured to determine the upper limb strength display component as the target physical strength display when the target action indicated by the target control operation is at least one of aiming, throwing or close-range attack components;
  • a third determining unit configured to determine the lower limb strength display component as the target physical strength display component when the target action indicated by the target control operation is at least one of running or jumping;
  • a fourth determination unit configured to determine the upper limb force display component and the lower limb force display component as at least one of posture switching or climbing in response to the target action indicated by the target control operation The target physical strength display component.
  • the component display module 1301 is also used for:
  • stamina display components In response to at least two of the remaining stamina values indicated by the stamina display components being less than a second stamina threshold, displaying at least two of the stamina display components;
  • the device further includes:
  • a stop display module configured to, in response to the remaining physical strength values indicated by at least two of the physical strength display components recovering to the second physical strength threshold, stop displaying at least two of the physical strengths after highlighting at least two of the physical strength display components Display components.
  • the device further includes:
  • a fourth determination module configured to determine the replenishment torso part corresponding to the virtual replenishment prop in response to the use operation of the virtual replenishment prop, and the virtual replenishment prop is used to increase the residual physical strength value of the torso part;
  • the second display module is configured to display the effect of stamina value replenishment through the stamina display component corresponding to the replenishment torso part.
  • the physical strength consumption of different body parts of the virtual object when performing actions is displayed through a plurality of physical strength display components.
  • the physical strength of the virtual object when performing the action is improved. Realism of consumption, and control virtual objects to perform actions according to the remaining physical strength of different torso parts, simulate the impact of physical consumption on the execution of various actions, improve the authenticity of virtual objects' execution of actions, and further improve the authenticity of battle games.
  • a first physical strength threshold and a second physical strength threshold are introduced.
  • the target action is divided into two categories, one is lower than the first physical strength Actions that can still be performed when the threshold is exceeded, and actions that cannot be performed when the physical strength is lower than the first physical strength threshold.
  • the effect of the action execution is controlled by using parameters, simulating the effect of the object executing the action when the physical strength is insufficient in the real environment and the execution effect when the physical strength is sufficient. Play the game normally, to avoid missing the opportunity of the game due to waiting for the stamina to recover.
  • the estimated stamina value when the virtual object performs an action, the estimated stamina value can also be displayed, and when the remaining stamina value of the target stamina display component is greater than the second stamina threshold, the stamina display component is highlighted and stopped, which is helpful. It is more convenient for users to understand the stamina consumption value and remaining stamina value of different torso parts of the current virtual object, and reduce the occlusion of the game screen.
  • the physical strength value of different torso parts can be replenished by using virtual supply props, and the recovery rate of physical strength can also be determined according to the different postures of the virtual object, simulating the objects in different states in the real environment.
  • the situation of different stamina recovery rates further improves the authenticity of the game.
  • FIG. 14 shows a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
  • the terminal may be a portable mobile terminal, such as a smart phone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer 4 (Moving Picture Experts) Group Audio Layer IV, MP4) player.
  • the terminal may also be called user equipment, portable terminal, etc. by other names.
  • the terminal includes: a processor 1401 and a memory 1402 .
  • the processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • the processor 1401 can use at least one hardware form among digital signal processing (Digital Signal Processing, DSP), field programmable gate array (Field-Programmable Gate Array, FPGA), and programmable logic array (Programmable Logic Array, PLA).
  • DSP Digital Signal Processing
  • FPGA field programmable gate array
  • PLA programmable logic array
  • the processor 1401 may also include a main processor and a coprocessor.
  • the main processor is a processor used to process data in a wake-up state, also called a central processing unit (CPU); the coprocessor is a A low-power processor for processing data in a standby state.
  • CPU central processing unit
  • the processor 1401 may be integrated with a graphics processor (Graphics Processing Unit, GPU), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 1401 may further include an artificial intelligence (Artificial Intelligence, AI) processor for processing computing operations related to machine learning.
  • AI Artificial Intelligence
  • Memory 1402 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1402 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1402 is used to store at least one instruction, where the at least one instruction is used to be executed by the processor 1401 to implement the methods provided by the embodiments of the present application.
  • FIG. 14 does not constitute a limitation on the terminal 1400, and may include more or less components than the one shown, or combine some components, or adopt different component arrangements.
  • Embodiments of the present application further provide a computer-readable storage medium, where the computer-readable storage medium stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the virtual Object's control method.
  • Embodiments of the present application further provide a computer program product, where at least one instruction is stored in the computer program product, and the at least one instruction is loaded and executed by the processor to implement the method for controlling a virtual object described in each of the above embodiments .

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  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)
PCT/CN2021/122689 2020-10-15 2021-10-08 虚拟对象的控制方法、装置、终端及存储介质 Ceased WO2022078247A1 (zh)

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US17/948,470 US12303787B2 (en) 2020-10-15 2022-09-20 Controlling a virtual object based on strength values
JP2024083040A JP7775917B2 (ja) 2020-10-15 2024-05-22 仮想オブジェクトの制御方法、装置、端末、記憶媒体及びコンピュータプログラム

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US12303787B2 (en) 2025-05-20
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CN112138392B (zh) 2022-05-17
CN112138392A (zh) 2020-12-29

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