WO2022156616A1 - 虚拟对象的控制方法、装置、终端、存储介质及程序产品 - Google Patents

虚拟对象的控制方法、装置、终端、存储介质及程序产品 Download PDF

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Publication number
WO2022156616A1
WO2022156616A1 PCT/CN2022/072237 CN2022072237W WO2022156616A1 WO 2022156616 A1 WO2022156616 A1 WO 2022156616A1 CN 2022072237 W CN2022072237 W CN 2022072237W WO 2022156616 A1 WO2022156616 A1 WO 2022156616A1
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Prior art keywords
path
virtual
movement path
virtual object
target movement
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PCT/CN2022/072237
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English (en)
French (fr)
Inventor
王良斐
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腾讯科技(深圳)有限公司
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Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to JP2023527788A priority Critical patent/JP2023547720A/ja
Publication of WO2022156616A1 publication Critical patent/WO2022156616A1/zh
Priority to US17/986,725 priority patent/US20230071824A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing

Definitions

  • the present application relates to the technical field of computers and the Internet, and in particular, to a control method, device, terminal, storage medium and program product of a virtual object.
  • the moving path of the virtual object is designed in advance in the horizontal game.
  • the user needs to control the virtual object to move along the designed movement path to pass the level.
  • the moving path is designed in advance, and the game operation is not flexible.
  • the embodiments of the present application provide a method, device, terminal, storage medium and program product for controlling a virtual object.
  • the technical solution is as follows:
  • a method for controlling a virtual object is provided, the method is executed by a terminal, and the method includes:
  • the game screen includes a first virtual object and at least one movement path for the first virtual object to move;
  • the virtual prop In response to the use operation for the virtual prop, controlling the first virtual object to use the virtual prop, the virtual prop is used to change the use state of the moving path;
  • the first virtual object is controlled to move on the adjusted target movement path.
  • a device for controlling a virtual object includes:
  • a screen display module configured to display a game screen of a horizontal game, the game screen includes a first virtual object and at least one moving path for the first virtual object to move;
  • a prop using module configured to control the first virtual object to use the virtual prop in response to a use operation for the virtual prop, and the virtual prop is used to change the use state of the moving path;
  • a path adjustment module configured to adjust the use state of the target movement path included in the game screen according to the virtual prop, to obtain the adjusted target movement path;
  • An object control module configured to control the first virtual object to move on the adjusted target movement path.
  • a terminal includes a processor and a memory, and the memory stores at least one instruction, at least one program, a code set or an instruction set, the at least one instruction, The at least one piece of program, the code set or the instruction set is loaded and executed by the processor to implement the above method for controlling a virtual object.
  • a computer-readable storage medium where at least one instruction, at least one piece of program, code set or instruction set is stored in the readable storage medium, 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 above method for controlling virtual objects.
  • a computer program product or computer program the computer program product or computer program including 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 above-mentioned method for controlling a virtual object.
  • the state of the target movement path included in the game screen is adjusted through virtual props, so that the target movement path can be adjusted, which increases the diversity of the game and enriches the game content. Users can adjust the target movement path according to the actual situation, making the game Operation is more flexible.
  • the use state of the moving path is adjusted by controlling the virtual object to use virtual props in the horizontal game, thereby improving the flexibility of using the moving path, and improving the diversity and richness of user operation modes. sex.
  • the user can directly adjust the use state of the moving path through virtual props, which saves the time required for the user to control the movement of the virtual object compared to controlling the virtual object to move around the path, and improves the virtual
  • the moving efficiency of the object further improves the user's control efficiency of the virtual object.
  • FIG. 1 is a schematic diagram of a horizontal game operating environment provided by an embodiment of the present application
  • FIG. 2 is a flowchart of a method for controlling a virtual object provided by an embodiment of the present application
  • FIG. 3 exemplarily shows a schematic diagram of a display effect of a game screen
  • FIG. 4 exemplarily shows a schematic diagram of another display effect of a game screen
  • FIG. 5 exemplarily shows a schematic diagram of another display effect of a game screen
  • FIG. 6 exemplarily shows a schematic diagram of another display effect of a game screen
  • FIG. 7 exemplarily shows a schematic diagram of another display effect of a game screen
  • FIG. 8 exemplarily shows a schematic diagram of another display effect of a game screen
  • FIG. 9 exemplarily shows a schematic diagram of another display effect of a game screen
  • FIG. 10 exemplarily shows a schematic diagram of another display effect of a game screen
  • Fig. 11 exemplarily shows a schematic diagram of the display effect of a scheme list
  • FIG. 12 is a block diagram of a control device for a virtual object provided by an embodiment of the present application.
  • FIG. 13 is a block diagram of a control device for a virtual object provided by another embodiment of the present application.
  • FIG. 14 is a structural block diagram of a terminal provided by an embodiment of the present application.
  • FIG. 1 shows a schematic diagram of a running environment of a side-scrolling game provided by an embodiment of the present application.
  • the horizontal game running environment may include: a terminal 10 and a server 20 .
  • the terminal 10 may be an electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia playback device, a wearable device, a PC (Personal Computer, personal computer) and the like.
  • the terminal 10 can install the client side of the side-scrolling game.
  • the horizontal version game may be an application program that needs to be downloaded and installed, or may be a click-to-play application program, which is not limited in this embodiment of the present application.
  • the above-mentioned horizontal game can be any application program that can provide a virtual environment for users to control virtual objects to perform two-dimensional activities in the virtual environment, such as horizontal game, horizontal fighting game, horizontal game version of parkour games, etc.
  • the technical solutions provided by the embodiments of the present application can also be applied to other games other than horizontal game, such as vertical game, vertical game, and so on.
  • at least one moving path for the virtual object to move is included in the horizontal game.
  • the movement path is a two-dimensional movement path.
  • the above-mentioned virtual environment is the scene displayed (or provided) when the client side of the horizontal version game runs on the terminal, and the virtual environment refers to the created scene for virtual objects to perform activities, such as virtual houses, virtual islands, virtual maps and virtual buildings, etc.
  • 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 a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, which is not limited in this embodiment of the present application.
  • the above virtual object may be a virtual character controlled by a user account in the horizontal game, or may be a virtual character controlled by a computer program in the horizontal game.
  • the virtual object may be a game character controlled by a user account in a horizontal game, or may be a game monster controlled by a computer program in the horizontal game.
  • the virtual object may be in the form of a character, and may be in the form of an animal, a cartoon, or other forms, which is not limited in this embodiment of the present application.
  • the virtual object may be displayed in a three-dimensional form or in a two-dimensional form, which is not limited in this embodiment of the present application.
  • the server 20 is used to provide background services for the client side of the horizontal game in the terminal 10 .
  • the server 20 may be the background server of the above-mentioned horizontal game.
  • the server 20 may be a server, a server cluster composed of multiple servers, or a cloud computing service center.
  • the server 20 provides background services for the clients of the side-scrolling game in the multiple terminals 10 at the same time.
  • the terminal 10 and the server 20 can communicate with each other through the network 30 .
  • FIG. 2 shows a flowchart of a method for controlling a virtual object provided by an embodiment of the present application.
  • the method can be applied to the terminal 10 in the running environment of the horizontal game shown in FIG. 1 , for example, the execution subject of each step may be the client of the horizontal game in the terminal 10 .
  • the method may include the following steps (201-204):
  • Step 201 displaying the game screen of the horizontal game.
  • the game screen is a screen of a horizontal game, a vertical game, or other types of games.
  • this embodiment is described by taking the game as a horizontal game as an example.
  • the horizontal game can be any application that can provide a virtual environment for the user to control the first virtual object to perform two-dimensional activities in the virtual environment, such as horizontal game, horizontal fighting game, horizontal parkour game, etc.
  • the virtual object when the first virtual object walks, the virtual object can be controlled to move up, down, left and right in the two-dimensional plane, but the first virtual object cannot move forward in the three-dimensional space. , after the move.
  • the game screen refers to the screen displayed to the user during the running of the horizontal game.
  • the game screen includes a preset virtual environment for the horizontal game and real-time operations of the first virtual object.
  • the above virtual environment includes virtual islands, virtual maps, virtual buildings, and virtual props.
  • the first virtual object moves in the virtual environment, it can interact with virtual items in the virtual environment, such as picking up virtual props and attacking virtual buildings. Wait.
  • the movement of the virtual object includes walking, running, riding, sliding, crawling, flying, jumping, rolling, and the like.
  • the client terminal displays the game screen of the horizontal game.
  • the game screen includes a first virtual object and at least one movement path for the first virtual object to move.
  • the movement path refers to the displacement path of the first virtual object, that is, the movement path is used to indicate the movable route of the first virtual object during the running process of the horizontal version game.
  • the moving path is a path line formed by connecting various position points to which the first virtual object can move.
  • the above moving path refers to a two-dimensional moving path
  • the first virtual object can only move in a two-dimensional plane.
  • the first virtual object moves according to the moving path, it can move up, down, left and right in the two-dimensional plane, but cannot move forward and backward in the three-dimensional space.
  • the above moving path may also be called a moving line or other names, which are not limited in the embodiment of the present application.
  • the above-mentioned first virtual object is a virtual object controlled by a user through a user account, and the user can control the first virtual object to move in the virtual environment through the user account, and move according to the above-mentioned moving path; or, the above-mentioned first virtual object is For the virtual object controlled by the computer program of the horizontal game, during the running of the horizontal game, the computer program automatically controls the first virtual object to move in the virtual environment according to the above moving path.
  • the same user can control multiple different virtual objects, and the user accounts corresponding to different virtual objects can be the same or different, which is not limited in the embodiments of the present application.
  • the above-mentioned first virtual object includes a virtual object controlled by a user account and a virtual object controlled by a computer program. That is to say, a side-scrolling game can provide moving paths for different virtual objects.
  • the moving paths corresponding to different virtual objects may be the same or different, which is not limited in this embodiment of the present application.
  • Step 202 in response to the use operation for the virtual prop, control the first virtual object to use the virtual prop.
  • the virtual props refer to the props provided for the first virtual object in the horizontal game.
  • the virtual prop is displayed in the above-mentioned virtual environment, and the first virtual object obtains the virtual prop through a search operation in the virtual environment.
  • the positions of different virtual props in the virtual environment may be different.
  • the virtual prop is hidden in the game process, and the first virtual object acquires the virtual prop after completing a corresponding operation or performing a corresponding task.
  • the operations (or tasks) corresponding to different virtual props may be different.
  • the above-mentioned virtual props may also be virtual props configured for the first virtual object by the user or the computer program at the start of the horizontal game.
  • the virtual props are used to change the usage state of the movement path included in the game screen.
  • the client After displaying the game screen of the above-mentioned horizontal game, the client detects the game screen, and after receiving the operation for using the virtual item, controls the first virtual object to use the virtual item, and then the client uses the virtual item according to the effect of the virtual item. to adjust the usage status of the movement path included in the game screen.
  • the above-mentioned use operation may be an operation triggered by the user to generate, or may also be an operation automatically triggered and generated during the running process of the horizontal version game.
  • the above-mentioned usage operation triggers the generated operation for the user.
  • the user triggers the generation of the above-mentioned usage operation through the usage control of the virtual prop.
  • the above-mentioned game screen includes the use controls of the virtual props, and the client displays the above-mentioned game screen for detection, and after detecting the triggering operation of the use controls for the virtual props, determines that the use operation of the virtual props is received, and then controls the first virtual object Use this virtual prop.
  • the manner in which the user triggers the generation and use operation further includes: clicking (such as single-clicking, double-clicking, triple-clicking, etc.) the virtual prop, long-pressing the virtual prop, sliding the virtual prop, dragging the virtual prop to the position where the virtual prop is required to function, etc. Wait.
  • the use controls for the virtual props may be directly displayed on the game screen when the horizontal version game is started, or may be displayed on the game screen after the display conditions are met.
  • the client detects the first virtual object, acquires attribute data of the first virtual object, and, if the attribute data of the first virtual object meets the conditions, displays the first virtual object on the game screen.
  • the usage controls of the above virtual props are displayed in , and the usage controls are used to trigger usage operations for the virtual props.
  • the above attribute data and the above display conditions can be flexibly configured according to actual conditions.
  • the above-mentioned attribute data includes the current position of the first virtual object.
  • the client determines that the first virtual object is in the prop use area, it determines that the attribute data meets the conditions, and then determines that the display conditions for the above-mentioned use controls are currently met.
  • the use control is displayed in the game screen; or, the above-mentioned attribute data includes the operation completed by the first virtual object, and when the client determines that the first virtual object completes the target operation, it determines that the attribute data meets the conditions, and then determines that the above-mentioned use is currently satisfied.
  • the display condition of the control, the use control is displayed in the game screen; or, the above-mentioned attribute data includes the possession time of the first virtual object for the virtual prop, and the client determines that the attribute data meets the condition when the possession time exceeds the target value, Further, it is determined that the display condition of the above-mentioned use control is currently satisfied, and the use control is displayed on the game screen;
  • the above-mentioned use operation is automatically triggered and generated during the running of the side-scrolling game.
  • the client detects the first virtual object in the game screen, obtains attribute data of the first virtual object, and when the attribute data satisfies the use conditions of the item, automatically triggers the generation of the first virtual object in the game screen.
  • Use operation of the virtual prop, and control the first virtual object to use the virtual prop can be flexibly configured according to the actual situation.
  • the attribute data includes the current location of the first virtual object, and the prop usage condition is that the first virtual object is in the prop usage area; or, the property data includes operations completed by the first virtual object, and the prop usage condition is that the first virtual object is used The target operation is completed; or, the attribute data includes the possession duration of the first virtual object for the virtual prop, and the use condition of the prop is that the possessed duration exceeds the target value;
  • the above-mentioned prop use area may be an area with special attributes, such as injury-free area, injury reduction area, acceleration area, etc.; or, the above-mentioned prop use area may also be a pre-set area, such as with pre-set coordinates centered area.
  • the above-mentioned first virtual object may possess multiple different virtual props at the same time.
  • the game screen may display the use controls of multiple virtual props, so that the user can flexibly control the first virtual prop.
  • a virtual object uses different virtual props.
  • only one use control of the virtual prop may also be displayed in the game screen, and the user can change the virtual prop targeted by the use control by switching the virtual prop currently held by the first virtual object.
  • Step 203 adjust the use state of the target movement path included in the game screen according to the virtual prop to obtain the adjusted target movement path.
  • the use state of the target movement path included in the game screen is adjusted according to the attribute information of the virtual prop to obtain the adjusted target movement path.
  • the attribute information of the virtual prop is used to indicate the effect of the virtual prop on the moving path.
  • the above-mentioned usage state may also be referred to as an available state.
  • the usage state refers to whether the virtual object is movable on the corresponding movement path.
  • the use state includes a usable state and an unusable state.
  • the virtual prop can control the movement path to switch between a usable state and an unusable state, and different virtual props may have different effects corresponding to each other.
  • the moving path is unavailable, the first virtual object cannot move on the moving path; and when the moving path is available, the first virtual object can move on the target moving path.
  • the client after determining that the first virtual object uses the above-mentioned virtual prop, the client obtains the attribute information of the virtual prop, and according to the attribute information of the virtual prop, the use state of the target movement path included in the game screen Make adjustments to get the adjusted target movement path.
  • the target movement path refers to the movement path acted by the virtual prop.
  • the client determines the movement path acted by the virtual prop based on the action position of the virtual prop, and then determines the above-mentioned target movement path.
  • the moving path that the virtual prop acts on is the target moving path.
  • the movement path where the action position of the virtual prop is located is determined as the target movement path.
  • the moving path closest to the action position of the virtual prop is determined as the target moving path.
  • Step 204 controlling the first virtual object to move on the adjusted target moving path.
  • the client after adjusting the target movement path, the client detects the first virtual object in the game screen, and after determining and recognizing the movement control operation for the first virtual object, based on the first virtual object
  • the movement control operation of the object controls the first virtual object to move on the adjusted target movement path.
  • the above-mentioned movement control operation may be triggered and generated by the user, or may be automatically triggered and generated during the running process of the horizontal game, which is not limited in this embodiment of the present application.
  • the above-mentioned movement control operation is triggered and generated by a user.
  • the above-mentioned game screen includes a movement control for controlling the movement of the first virtual object, and the user performs a movement control operation for the first virtual object through the movement control, and then controls the first virtual object to move on the target movement path. move.
  • the user may determine whether to perform the movement control operation for the first virtual object according to the actual situation, which is not limited in this embodiment of the present application.
  • the above-mentioned movement control operation is automatically triggered and generated during the running process of the side-scrolling game.
  • the client automatically controls the first virtual object to move on the target moving path.
  • the first virtual object is a virtual object controlled by a computer program
  • the computer program automatically controls the first virtual object to move on the target moving path.
  • the state of the target movement path included in the game screen is adjusted through virtual props, so that the target movement path can be adjusted, the game diversity is increased, and the game content is more abundant , the user can adjust the target moving path according to the actual situation, making the game operation more flexible.
  • the use state of the moving path is adjusted by controlling the virtual object to use virtual props in the horizontal game, thereby improving the flexibility of using the moving path, and improving the diversity and richness of user operation modes. sex.
  • the user can directly adjust the use state of the moving path through virtual props, which saves the time required for the user to control the movement of the virtual object compared to controlling the virtual object to move around the path, and improves the virtual
  • the moving efficiency of the object further improves the user's control efficiency of the virtual object.
  • the attribute information possessed by the virtual props is different, and the adjustment method of the usage state of the corresponding target movement path is different.
  • the state adjustment of the target movement path in the present application will be introduced.
  • the above-mentioned virtual prop has first attribute information.
  • the client switches the target movement path from the unavailable state to the available state , and then obtain the adjusted target moving path.
  • the client determines the action position of the virtual prop according to the usage of the virtual prop, and then determines the movement path of the target.
  • the use state of the moving path is adjusted, and the target moving path is converted from an unusable state to a usable state, so that the first virtual object can move along the target moving path.
  • the client can eliminate the obstacles in the above-mentioned target movement path. Obstacles that interrupt the movement path of the target. Exemplarily, as shown in FIG. 3 , an obstacle 31 is included in the game screen 30 , and the obstacle 31 makes the target moving path 32 in an unusable state. At this time, the first virtual object cannot move from the first position 33 to the first position 33 . Second position 34. Further, after the first virtual object uses the virtual props, since the virtual props can eliminate obstacles and eliminate the obstacles 31 in the game screen 30, the target moving path 32 is converted from the unavailable state to the usable state.
  • obstacles such as crushing obstacles, removing obstacles, etc.
  • the available movement paths are added to the above target movement paths.
  • the game screen 40 includes a high platform 41 .
  • the target movement path 42 is in an unavailable state, and the first virtual object cannot move from the first position 43 to the second position 44 .
  • the usable moving path 46 added by the virtual prop 45 can be displayed in the game screen 40.
  • the target moving path 42 is not available. The state transitions to a usable state.
  • the client can replace the unavailable movement path with a usable movement path in the above-mentioned target movement path. movement path.
  • the game screen 30 includes a trap 51 .
  • the target moving path 52 is in an unavailable state, and the first virtual object cannot move from the first position 53 to the second position 54 .
  • the virtual prop 55 since the virtual prop 55 can replace the path, the virtual prop 55 appears in the game screen 30 to fill the trap 51, and the usable moving path corresponding to the virtual prop 55 is used to replace the trap.
  • 51 corresponds to the unusable movement path
  • the target movement path 52 is converted from the unusable state to the usable state.
  • the above-mentioned unusable moving path refers to a partial moving path in the target moving path 52 .
  • the virtual props are used to convert the target moving path from the unusable state to the usable state, so that the virtual object can move on the target moving path, which enriches the adjustment method of the path and further improves the flexibility of the game operation. sex.
  • the above-mentioned virtual prop has second attribute information.
  • the client after determining that the first virtual object uses the virtual prop, the client switches the target movement path from the usable state to the unusable state. state, and then get the adjusted target movement path.
  • the client determines the action position of the virtual prop according to the usage of the virtual prop, and then determines the movement path of the target.
  • the use state of the moving path is adjusted to convert the target displacement path from a usable state to an unusable state, so that the first virtual object cannot move along the target moving path.
  • the client adds an obstacle for disconnecting the target moving path in the target moving path.
  • the game screen 60 includes a target movement path 61 in a usable state, and after the first virtual object 62 uses the virtual prop, the game screen 60 appears for disconnecting the target movement path.
  • the obstacle 63 of 61, and then the target moving path 61 is converted from the usable state to the unusable state.
  • the hostile virtual object of the first virtual object 61 cannot move through the target moving path 61. And attack the first virtual object 61 .
  • the client can replace the available moving path with an unusable moving path in the target moving path. movement path.
  • the game screen 70 includes a target movement path 71 in a usable state. After the first virtual object uses the virtual prop, a trap 72 appears in the game screen 70, and the corresponding trap 72 is used. The unusable movement path replaces the usable path in the target movement path 71 .
  • the target movement path 71 is converted from the usable state to the unusable state, the first virtual object cannot move from the first position 73 to the second position 74 , and the hostile virtual object of the first virtual object cannot move to the second position 74 either. to the first position 73.
  • the above-mentioned usable moving paths refer to partial moving paths in the target moving path 71 .
  • the client removes the usable movement path from the target displacement path after detecting the use operation for the virtual prop.
  • the game screen 70 includes a target movement path 71 in a usable state. After the first virtual object uses virtual props, the virtual props are used to smash part of the ground to eliminate the target movement path 71 . 81 of the available travel paths. At this time, the target movement path 71 is converted from the usable state to the unusable state, the first virtual object cannot move from the first position 73 to the second position 74 , and the hostile virtual object of the first virtual object cannot move to the second position 74 either. to the first position 73.
  • the above-mentioned usable moving path 81 refers to a partial moving path in the target moving path 71 .
  • the hostile virtual object is prevented from moving on the target moving path, the adjustment method of the path is enriched, and the flexibility of the game operation is further improved. sex.
  • the client controls the first virtual object to use the virtual prop
  • the corresponding target movement path is The virtual environment elements of the game are updated, thereby prompting the progress and situation of the game, and improving the display richness and display effect of the game screen.
  • the client displays virtual props as obstacles in the virtual environment displayed on the game screen; The obstacle for disconnecting the target movement path is canceled in the environment; or, based on the adjusted target movement path, the client displays the effect of the virtual prop on the target movement path in the virtual environment displayed on the game screen.
  • the changes of the game screen are as shown in the above-mentioned FIGS. 3 to 8 , which will not be repeated here.
  • the same virtual prop may correspond to multiple different path change schemes.
  • the above step 202 further includes the following steps:
  • the client after detecting the use operation for the virtual prop, the client obtains the attribute information of the virtual prop, and based on the attribute information, generates a variety of candidate path change solutions, and displays the various candidate path change solutions.
  • Path change program After detecting the use operation for the virtual prop, the client obtains the attribute information of the virtual prop, and based on the attribute information, generates a variety of candidate path change solutions, and displays the various candidate path change solutions. Path change program.
  • the above-mentioned multiple candidate path change schemes are directly displayed on the game screen.
  • the client displays the action position of the virtual prop on the game screen based on the multiple candidate path change solutions.
  • the display styles of the action positions of the virtual props corresponding to different path change schemes are different, and the action times of the virtual props corresponding to different path change schemes may be different.
  • the client may determine to use the virtual prop after detecting the use operation of the use control for the virtual prop.
  • the above-mentioned multiple candidate path change schemes are the path change schemes for the same virtual prop.
  • the game screen 90 includes a target movement path 91 in an unavailable state, and the first virtual object is in a first position 92 and cannot be moved to a second position 93 .
  • the client detects the trigger operation of the use control 94 for the virtual prop, it controls the first virtual object to use the virtual prop (square), and displays the first action position 95 of the virtual prop on the game screen 90 (fill to below the ground break) and a second action position 96 (filling above the ground break).
  • the first action position 95 corresponds to the first candidate path change scheme
  • the second action position 96 corresponds to the second candidate path change scheme.
  • the above-mentioned multiple candidate path change solutions are path change solutions for different virtual props.
  • the game screen 90 includes a target movement path 91 in an unavailable state, and the first virtual object is in a first position 92 and cannot be moved to a second position 93 .
  • the client detects the triggering operation of the use control 94 for the virtual item, it controls the first virtual object to use the first virtual item (square) or the second virtual item (hammer), and displays the first virtual item on the game screen 90 .
  • the first action position 101 and the second action position 102 of a virtual prop, and the action position 103 of the second virtual prop corresponds to the first candidate path change scheme
  • the first action position 101 of the first virtual prop corresponds to the first candidate path change scheme
  • the second action position 102 of the first virtual prop corresponds to the second candidate path change scheme
  • the action position 103 of the second virtual prop corresponds to the first candidate path change scheme.
  • the indication information of the above-mentioned multiple candidate path change schemes is displayed on the game screen in the form of a list.
  • the client displays a solution list 110 in the game screen, where the solution list 110 includes identification information of each candidate path change solution.
  • the action position of the virtual prop corresponding to the candidate path change scheme is displayed on the game screen.
  • the above-mentioned solution list 110 may include candidate path change solutions corresponding to the same or different virtual props.
  • the indication information of various candidate path change schemes may also be displayed on the game screen in the form of a card matrix, which is not limited in this embodiment of the present application.
  • the client after displaying multiple candidate path change schemes, the client detects the game screen.
  • the target path change scheme adjusts the use state of the target movement path included in the game screen, thereby obtaining the adjusted target movement path.
  • (1) Parachute When the first virtual object character is in a floating state and the height is sufficient from the ground, the parachute is opened through the use control of the virtual prop to slow down the descending speed of the first virtual object.
  • the user can flexibly adjust the falling speed of the first virtual object in the air by operating the use controls for the virtual props, and when the first virtual object is in the air, the user can control the first virtual object to glide in the air by moving the operation controls.
  • Sledgehammer assist the first virtual object to open physical organs or destroy specific gates, objects, ground, obstacles, etc. After the client detects the use of the sledgehammer, it needs to obtain the physical material of the action position of the sledgehammer. If the physical material matches the sledgehammer, it is determined that the sledgehammer can destroy the position; if the physical material does not match the sledgehammer, it is determined that the sledgehammer cannot destroy the position. Of course, the sledgehammer can also inflict health reduction on hostile virtual objects.
  • Lava core After using the lava core, the first virtual object can walk in the magma without taking damage, that is, it will obtain a passive damage reduction for magma. Moreover, after the first virtual object uses the lava core, a reduced area for the hostile virtual object can also be summoned.
  • the first virtual object uses the energy cube, it can generate one or more energy cubes within the action range of the energy cube, and the energy cube disappears automatically for a period of time after being generated.
  • the energy cube can illuminate a certain range of areas after being generated, and the first virtual object can stand above the energy cube.
  • the first virtual object uses the universal glove, it can pick up or put down virtual objects with damage effects (such as seeds covered with spikes, burning bombs, etc.). Moreover, after the time period after the first virtual object picks up the virtual item reaches a certain value, the first virtual object can possess the virtual item, or the virtual item disappears in the virtual environment.
  • damage effects such as seeds covered with spikes, burning bombs, etc.
  • Drone After the first virtual object uses the drone, it summons a drone that can move on the ground or in the air, and the first virtual object can control the drone to move in the virtual environment to activate specific organs or Observe the location of hostile virtual objects.
  • each virtual prop is only exemplary and explanatory.
  • the staff can flexibly configure specific use functions for each virtual prop, and the staff can also play in the horizontal version of the game.
  • a new virtual prop is added, which is not limited in this embodiment of the present application.
  • FIG. 12 shows a block diagram of an apparatus for controlling a virtual object provided by an embodiment of the present application.
  • the device has the function of realizing the above-mentioned control method of the virtual object, and the function can be realized by hardware, and can also be realized by the hardware executing corresponding software.
  • the device can be a terminal, or can be set in a terminal.
  • the apparatus 1200 may include: a picture display module 1210 , a prop using module 1220 , a path adjustment module 1230 and an object control module 1240 .
  • the screen display module 1210 is configured to display a game screen of the horizontal game, where the game screen includes a first virtual object and at least one moving path for the first virtual object to move.
  • the prop using module 1220 is configured to control the first virtual object to use the virtual prop in response to the use operation for the virtual prop, and the virtual prop is used to change the usage state of the moving path.
  • the path adjustment module 1230 is configured to adjust the use state of the target movement path included in the game screen according to the virtual prop, and obtain the adjusted target movement path.
  • the object control module 1240 is configured to control the first virtual object to move on the adjusted target moving path.
  • the path adjustment module 1230 is configured to switch the target movement path from an unusable state to an usable state under the condition that the virtual prop has the first attribute information, so as to obtain the adjustment The target movement path after the target movement path; wherein, when the target movement path is in the unusable state, the first virtual object cannot move on the target movement path; when the target movement path is in the available state In the use state, the first virtual object can move on the target moving path.
  • the path adjustment module 1230 is further configured to, in the case that the first attribute information is to eliminate obstacles, eliminate the path for disconnecting the target movement path in the target movement path obstacles; or, in the case that the first attribute information is an additional path, add a usable movement path to the target movement path; or, in the case that the first attribute information is a replacement path, in the In the target displacement path, a usable moving path is used to replace the unusable moving path.
  • the path adjustment module 1230 is configured to switch the target movement path from a usable state to an unusable state under the condition that the virtual prop has the second attribute information, so as to obtain the adjustment The target moving path after; wherein, when the target moving path is in the usable state, the second virtual object in the game screen can move on the target moving path; in the target moving path When in the unavailable state, the second virtual object in the game screen cannot move on the target moving path, and the second virtual object has an adversarial relationship with the first virtual object.
  • the path adjustment module 1230 is further configured to, in the case that the second attribute information is adding an obstacle, add a parameter for disconnecting the target moving path in the target moving path obstacles; or, in the case that the second attribute information is a replacement path, use an unusable moving path in the target moving path to replace the usable moving path; or, when the second attribute information is elimination In the case of a path, the available movement path is removed from the target displacement path.
  • the apparatus 1200 further includes: a screen updating module 1250 .
  • the screen updating module 1250 is configured to update the virtual environment element corresponding to the target moving path based on the adjusted target moving path in the virtual environment displayed on the game screen.
  • the screen update module 1250 is configured to display the virtual prop as an obstacle in the virtual environment displayed on the game screen based on the adjusted target movement path; or, based on The adjusted target movement path, in the virtual environment displayed on the game screen, cancel the display of the obstacle for disconnecting the target movement path; or, based on the adjusted target movement path, in the In the virtual environment displayed on the game screen, the effect of the virtual prop on the moving path of the target is displayed.
  • the apparatus 1200 further includes: a scheme display module 1260 .
  • the scheme display module 1260 is configured to generate multiple candidate path change schemes based on the attribute information of the virtual prop, wherein different path change schemes correspond to different path adjustment methods; and display the multiple candidate path change schemes.
  • the path adjustment module 1230 is further configured to, in response to a selection operation for a target path change scheme among the multiple candidate path change schemes, adjust the target movement path included in the game screen based on the target path change scheme. to adjust the usage status of , and get the adjusted target movement path.
  • the solution display module 1260 is configured to display the action positions of the virtual props in the game screen based on the multiple candidate path change solutions; wherein different paths change The display styles of the action positions of the virtual props corresponding to the solutions are different.
  • the apparatus 1200 further includes: a data acquisition module 1270 .
  • a data acquisition module 1270 configured to acquire attribute data of the first virtual object.
  • the screen display module 1210 is further configured to display the use control of the virtual prop in the game screen when the attribute data of the first virtual object meets the conditions; wherein, the use control is used to trigger Use operations for the virtual props.
  • the state of the target movement path included in the game screen is adjusted through virtual props, so that the target movement path can be adjusted, the game diversity is increased, and the game content is more abundant , the user can adjust the target moving path according to the actual situation, making the game operation more flexible.
  • FIG. 14 shows a structural block diagram of a terminal 1400 provided by an embodiment of the present application.
  • the terminal 1400 may be an electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia playback device, a wearable device, a PC, and the like.
  • the terminal is used to implement the method for controlling virtual objects provided in the above embodiments.
  • the terminal may be the terminal 10 in the game running environment shown in FIG. 1 . Specifically:
  • the terminal 1400 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 be implemented by at least one hardware form among DSP (Digital Signal Processing, digital signal processing), FPGA (Field Programmable Gate Array, field programmable gate array), and PLA (Programmable Logic Array, 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 the wake-up state, also called CPU (Central Processing Unit, central processing unit); the coprocessor is A low-power processor for processing data in a standby state.
  • the processor 1401 may be integrated with a GPU (Graphics Processing Unit, image processor), 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 AI (Artificial Intelligence, artificial intelligence) processor, where the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 1402 may include one or more computer-readable storage media, which may be 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, a non-transitory computer-readable storage medium in memory 1402 is used to store at least one instruction, at least one program, code set or instruction set, the at least one instruction, at least one program, code set or instruction set and configured to be executed by one or more processors to implement the above-mentioned control method of virtual objects.
  • the terminal 1400 may optionally further include: a peripheral device interface 1403 and at least one peripheral device.
  • the processor 1401, the memory 1402 and the peripheral device interface 1403 may be connected through a bus or a signal line.
  • Each peripheral device can be connected to the peripheral device interface 1403 through a bus, a signal line or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 1404 , a display screen 1405 , an audio circuit 1407 and a power supply 1409 .
  • 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.
  • a 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 piece of program , the code set or the instruction set is executed by the processor to implement the above-mentioned control method of the virtual object.
  • the computer-readable storage medium may include: ROM (Read Only Memory, read-only memory), RAM (Random Access Memory, random access memory), SSD (Solid State Drives, solid-state hard disk), or an optical disk.
  • the random access memory may include ReRAM (Resistance Random Access Memory, resistive random access memory) and DRAM (Dynamic Random Access Memory, dynamic random access memory).
  • a computer program product or computer program comprising computer instructions 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 above-mentioned method for controlling a virtual object.
  • references herein to "a plurality" means two or more.
  • the numbering of the steps described in this document only exemplarily shows a possible execution sequence between the steps.
  • the above steps may also be executed in different order, such as two different numbers.
  • the steps are performed at the same time, or two steps with different numbers are performed in a reverse order to that shown in the figure, which is not limited in this embodiment of the present application.

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Abstract

本申请公开了一种虚拟对象的控制方法、装置、终端、存储介质及程序产品,属于计算机和互联网技术领域。所述方法包括:显示横版游戏的游戏画面(201);响应于针对虚拟道具的使用操作,控制第一虚拟对象使用虚拟道具(202);按照虚拟道具对游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径(203);控制第一虚拟对象在调整后的目标移动路径上进行移动(204)。本申请中,用户可以根据实际情况对目标移动路径进行调整,使得游戏操作更加灵活;还提升了虚拟对象的移动效率、以及用户对虚拟对象的控制效率。

Description

虚拟对象的控制方法、装置、终端、存储介质及程序产品
本申请要求于2021年01月21日提交的、申请号为202110084247.6、发明名称为“虚拟对象的控制方法、装置、终端及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及计算机和互联网技术领域,特别涉及一种虚拟对象的控制方法、装置、终端、存储介质及程序产品。
背景技术
目前,横版游戏的数量和种类越来越多。
在相关技术中,在横版游戏中会提前设计好虚拟对象的移动路径。在游戏过程中,用户需要控制虚拟对象沿着设计好的移动路径进行移动才能通关。
然而,在上述相关技术中,移动路径提前设计好的,游戏操作不灵活。
发明内容
本申请实施例提供了一种虚拟对象的控制方法、装置、终端、存储介质及程序产品。所述技术方案如下:
根据本申请实施例的一个方面,提供了一种虚拟对象的控制方法,所述方法由终端执行,所述方法包括:
显示横版游戏的游戏画面,所述游戏画面中包括第一虚拟对象以及供所述第一虚拟对象移动的至少一条移动路径;
响应于针对虚拟道具的使用操作,控制所述第一虚拟对象使用所述虚拟道具,所述虚拟道具用于改变所述移动路径的使用状态;
按照所述虚拟道具对所述游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径;
控制所述第一虚拟对象在所述调整后的目标移动路径上进行移动。
根据本申请实施例的一个方面,提供了一种虚拟对象的控制装置,所述装置包括:
画面显示模块,用于显示横版游戏的游戏画面,所述游戏画面中包括第一虚拟对象以及供所述第一虚拟对象移动的至少一条移动路径;
道具使用模块,用于响应于针对虚拟道具的使用操作,控制所述第一虚拟对象使用所述虚拟道具,所述虚拟道具用于改变所述移动路径的使用状态;
路径调整模块,用于按照所述虚拟道具对所述游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径;
对象控制模块,用于控制所述第一虚拟对象在所述调整后的目标移动路径上进行移动。
根据本申请实施例的一个方面,提供了一种终端,所述终端包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现上述虚拟对象的控制方法。
根据本申请实施例的一个方面,提供了一种计算机可读存储介质,所述可读存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现上述虚拟对象的控制方法。
根据本申请实施例的一个方面,提供了一种计算机程序产品或计算机程序,该计算机程 序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该终端执行上述虚拟对象的控制方法。
本申请实施例提供的技术方案可以带来如下有益效果:
通过虚拟道具对游戏画面中包括的目标移动路径进行状态调整,使得目标移动路径为可调整的,增加游戏的多样性,游戏内容更加丰富,用户可以根据实际情况对目标移动路径进行调整,使得游戏操作更加灵活。
另外,本申请实施例中,通过在横版游戏中控制虚拟对象使用虚拟道具,以调整移动路径的使用状态,从而提升了移动路径的使用灵活性,并提升了用户操作方式的多样性和丰富性。并且,由于用户控制虚拟对象的过程中,可以直接通过虚拟道具来调整移动路径的使用状态,相比于控制虚拟对象绕路移动,从而节省了用户控制虚拟对象移动所需的时间,提升了虚拟对象的移动效率,进而提升了用户对虚拟对象的控制效率。
附图说明
图1是本申请一个实施例提供的横版游戏运行环境的示意图;
图2是本申请一个实施例提供的虚拟对象的控制方法的流程图;
图3示例性示出了一种游戏画面的显示效果的示意图;
图4示例性示出了另一种游戏画面的显示效果的示意图;
图5示例性示出了另一种游戏画面的显示效果的示意图;
图6示例性示出了另一种游戏画面的显示效果的示意图;
图7示例性示出了另一种游戏画面的显示效果的示意图;
图8示例性示出了另一种游戏画面的显示效果的示意图;
图9示例性示出了另一种游戏画面的显示效果的示意图;
图10示例性示出了另一种游戏画面的显示效果的示意图;
图11示例性示出了一种方案列表的显示效果的示意图;
图12是本申请一个实施例提供的虚拟对象的控制装置的框图;
图13是本申请另一个实施例提供的虚拟对象的控制装置的框图;
图14是本申请一个实施例提供的终端的结构框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
请参考图1,其示出了本申请一个实施例提供的横版游戏运行环境的示意图。该横版游戏运行环境可以包括:终端10和服务器20。
终端10可以是诸如手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备、PC(Personal Computer,个人计算机)等电子设备。终端10中可以安装横版游戏的客户端。其中,该横版游戏可以是需要下载安装的应用程序,也可以是即点即用的应用程序,本申请实施例对此不作限定。
在本申请实施例中,上述横版游戏可以是任何能够提供虚拟环境,以供用户控制虚拟对象在该虚拟环境中进行二维活动的应用程序,如横版闯关游戏、横版格斗游戏、横版跑酷游戏等。本申请实施例提供的技术方案也可以应用于横版游戏之外的其他游戏中,如竖版闯关游戏、竖版竞速游戏等等。可选地,在该横版游戏中包括供虚拟对象移动(如行走)的至少一条移动路径。其中,该移动路径是二维的移动路径。用户在控制虚拟对象移动时,可以在二维平面中控制虚拟对象进行上、下、左、右的移动,但用户无法控制虚拟对象在三维空间 中进行前、后的移动。
其中,上述虚拟环境是横版游戏的客户端在终端上运行时显示(或提供)的场景,该虚拟环境是指营造出的供虚拟对象进行活动的场景,如虚拟房屋、虚拟岛屿、虚拟地图和虚拟建筑等。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟环境可以是二维虚拟环境,也可以是2.5维虚拟环境,或者是三维虚拟环境,本申请实施例对此不作限定。
上述虚拟对象可以是用户帐号在横版游戏中控制的虚拟角色,也可以是由横版游戏中的计算机程序控制的虚拟角色。示例性地,虚拟对象可以是用户帐号在横版游戏中控制的游戏角色,也可以是横版游戏中的计算机程序控制的游戏怪物。虚拟对象可以是人物形态,可以是动物、卡通或者其它形态,本申请实施例对此不作限定。虚拟对象可以三维形式展示,也可以二维形式展示,本申请实施例对此不作限定。
服务器20用于为终端10中的横版游戏的客户端提供后台服务。例如,服务器20可以是上述横版游戏的后台服务器。服务器20可以是一台服务器,也可以是由多台服务器组成的服务器集群,或者是一个云计算服务中心。可选地,服务器20同时为多个终端10中的横版游戏的客户端提供后台服务。
可选地,终端10和服务器20之间可通过网络30进行互相通信。
请参考图2,其示出了本申请一个实施例提供的虚拟对象的控制方法的流程图。该方法可应用于图1所示的横版游戏运行环境中的终端10,如各步骤的执行主体可以是终端10中横版游戏的客户端。该方法可以包括以下几个步骤(201~204):
步骤201,显示横版游戏的游戏画面。
在一些实施例中,该游戏画面为横版游戏、竖版游戏或其他类型的游戏的画面。下面,以该游戏为横版游戏为例介绍该实施例。
横版游戏可以是任何能够提供虚拟环境,以供用户控制第一虚拟对象在该虚拟环境中进行二维活动的应用程序,如横版闯关游戏、横版格斗游戏、横版跑酷游戏等。可选地,在该横版游戏中,第一虚拟对象行走时,可以在二维平面中控制虚拟对象进行上、下、左、右的移动,但第一虚拟对象无法在三维空间中进行前、后的移动。
游戏画面是指在横版游戏运行过程中向用户展示的画面。可选地,该游戏画面中包括横版游戏预先设置的虚拟环境,以及第一虚拟对象的实时操作。其中,上述虚拟环境中包括虚拟岛屿、虚拟地图、虚拟建筑和虚拟道具等,第一虚拟对象在虚拟环境中移动时,可以与虚拟环境中的虚拟物品进行交互,如捡起虚拟道具、攻击虚拟建筑等。可选地,虚拟对象的移动包括行走、奔跑、骑行、滑行、爬行、飞行、蹦跳、滚动等。
在本申请实施例中,在上述横版游戏运行过程中,客户端显示该横版游戏的游戏画面。其中,该游戏画面中包括第一虚拟对象以及供第一虚拟对象移动的至少一条移动路径。其中,移动路径是指第一虚拟对象的位移路径,即,移动路径用于指示第一虚拟对象在横版游戏运行过程中的可移动路线。可选地,该移动路径是由第一虚拟对象能够移动至的各个位置点连接形成的路径线。
需要说明的一点是,上述移动路径是指二维的移动路径,在本申请实施例中,第一虚拟对象只能在二维平面中进行移动。可选地,第一虚拟对象在依据移动路径进行移动时,能够在二维平面中上、下、左、右移动,但无法在三维空间中前后移动。当然,在实际运用中,上述移动路径也可称为动线或其它名称,本申请实施例对此不作限定。
可选地,上述第一虚拟对象是用户通过用户帐号控制的虚拟对象,用户能够通过用户帐号控制该第一虚拟对象在虚拟环境中,按照上述移动路径进行移动;或者,上述第一虚拟对象是横版游戏的计算机程序控制的虚拟对象,在横版游戏运行过程中,计算机程序自动控制该第一虚拟对象在虚拟环境中,按照上述移动路径进行移动。需要说明的一点是,在本申请实施例中,同一个用户可以控制多个不同的虚拟对象,且不同的虚拟对象对应的用户帐号可 以相同,也可以不同,本申请实施例对此不作限定。
当然,在其它可能的实施方式中,上述第一虚拟对象包括用户帐号所控制的虚拟对象,以及计算机程序所控制的虚拟对象。也就是说,横版游戏可以为不同的虚拟对象提供移动路径。其中,不同的虚拟对象对应的移动路径可以相同,也可以不同,本申请实施例对此不作限定。
步骤202,响应于针对虚拟道具的使用操作,控制第一虚拟对象使用虚拟道具。
虚拟道具是指横版游戏中为第一虚拟对象所提供的道具。在一种可能的实施方式中,虚拟道具显示在上述虚拟环境中,第一虚拟对象通过在虚拟环境的搜索操作,获取该虚拟道具。其中,不同的虚拟道具在虚拟环境中的位置可以不同。在另一种可能的实施方式中,虚拟道具隐藏在游戏进程中,第一虚拟对象在完成对应的操作或执行对应的任务之后,获取该虚拟道具。其中,不同的虚拟道具对应的操作(或任务)可以不同。当然,在实际运用中,上述虚拟道具也可以是横版游戏开局时,用户或计算机程序为第一虚拟对象配置的虚拟道具。
在本申请实施例中,虚拟道具用于改变游戏画面中包含的移动路径的使用状态。客户端在显示上述横版游戏的游戏画面之后,对该游戏画面进行检测,在接收到针对虚拟道具的使用操作之后,控制第一虚拟对象使用虚拟道具,进而客户端根据该虚拟道具的作用效果,对游戏画面中包括的移动路径的使用状态进行调整。其中,上述使用操作可以是用户触发生成的操作,也可以在横版游戏运行过程中自动触发生成的操作。
在一种可能的实施方式中,上述使用操作为用户触发生成的操作。可选地,用户通过虚拟道具的使用控件来触发生成上述使用操作。上述游戏画面中包括虚拟道具的使用控件,客户端在显示上述游戏画面进行检测,在检测到针对虚拟道具的使用控件的触发操作之后,确定接收到虚拟道具的使用操作,进而控制第一虚拟对象使用该虚拟道具。可选地,用户触发生成使用操作的方式还包括:点击(如单击、双击、三击等)虚拟道具、长按虚拟道具、滑动虚拟道具、拖动虚拟道具至需要虚拟道具作用的位置等等。
可选地,上述虚拟道具的使用控件可以在横版游戏启动时直接显示在游戏画面中,也可以在满足显示条件后显示在游戏画面中。示例性地,客户端在显示上述游戏画面之后,对第一虚拟对象进行检测,获取该第一虚拟对象的属性数据,并在该第一虚拟对象的属性数据符合条件的情况下,在游戏画面中显示上述虚拟道具的使用控件,该使用控件用于触发针对虚拟道具的使用操作。其中,上述属性数据和上述显示条件可以根据实际情况进行灵活配置。例如,上述属性数据包括第一虚拟对象当前所处的位置,客户端在确定第一虚拟对象处于道具使用区域时,确定该属性数据符合条件,进而确定当前已满足上述使用控件的显示条件,在游戏画面中显示该使用控件;或者,上述属性数据包括第一虚拟对象所完成的操作,客户端在确定第一虚拟对象完成目标操作时,确定该属性数据符合条件,进而确定当前已满足上述使用控件的显示条件,在游戏画面中显示该使用控件;或者,上述属性数据包括第一虚拟对象针对虚拟道具的拥有时长,客户端在确定该拥有时长超过目标值时,确定该属性数据符合条件,进而确定当前已满足上述使用控件的显示条件,在游戏画面中显示该使用控件;等等,本申请实施例在此不一一举例。
在另一种可能的实施方式中,上述使用操作为横版游戏运行过程中自动触发生成的。可选地,客户端在显示上述游戏画面之后,对该游戏画面中的第一虚拟对象进行检测,获取第一虚拟对象的属性数据,在该属性数据满足道具使用条件时,自动触发生成针对该虚拟道具的使用操作,并控制第一虚拟对象使用该虚拟道具。其中,上述属性数据和上述道具使用条件可以根据实际情况进行灵活配置。例如,属性数据包括第一虚拟对象当前所处的位置,道具使用条件为第一虚拟对象处于道具使用区域;或者,属性数据包括第一虚拟对象所完成的操作,道具使用条件为第一虚拟对象完成目标操作;或者,属性数据包括第一虚拟对象针对虚拟道具的拥有时长,道具使用条件为拥有时长超过目标值;等等,本申请实施例在此不一一举例。
其中,上述道具使用区域可以是具有特殊属性的区域,如免伤区域、减伤区域、加速区 域等;或者,上述道具使用区域也可以是预先设定好的区域,如以预先设定的坐标为中心的区域。
可选地,在本申请实施例中,上述第一虚拟对象可以同时拥有多个不同的虚拟道具,在这种情况下,游戏画面可以显示多个虚拟道具的使用控件,使得用户可以灵活控制第一虚拟对象使用不同的虚拟道具。当然,游戏画面中也可以只显示一个虚拟道具的使用控件,用户通过对第一虚拟对象当前持有的虚拟道具进行切换,来更换该使用控件所针对的虚拟道具。
步骤203,按照虚拟道具对游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径。
在一些实施例中,根据虚拟道具的属性信息,对游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径。虚拟道具的属性信息用于指示虚拟道具针对移动路径的作用效果。可选地,上述使用状态也可称为可用状态。在一些实施例中,使用状态是指虚拟对象在对应的移动路径上是否可移动。可选地,使用状态包括可使用状态和不可使用状态。在本申请实施例中,虚拟道具能够控制移动路径在可使用状态和不可使用状态之间进行转换,不同的虚拟道具对应的作用效果可以不同。可选地,在移动路径处于不可使用状态的情况下,第一虚拟对象无法在移动路径上移动;在移动路径处于可使用状态的情况下,第一虚拟对象能够在目标移动路径上移动。
在本申请实施例中,客户端在确定第一虚拟对象使用上述虚拟道具之后,获取该虚拟道具的属性信息,并根据该虚拟道具的属性信息,对游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径。其中,目标移动路径是指虚拟道具所作用的移动路径,可选地,客户端基于虚拟道具的作用位置,确定该虚拟道具所作用的移动路径,进而确定上述目标移动路径。显然,该虚拟道具所作用的移动路径即为目标移动路径。在一些实施例中,将虚拟道具的作用位置所在的移动路径,确定为目标移动路径。在一些实施例中,将处于可使用状态的移动路径中,距离虚拟道具的作用位置最近的移动路径,确定为目标移动路径。
步骤204,控制第一虚拟对象在调整后的目标移动路径上进行移动。
在本申请实施例中,客户端在对目标移动路径进行调整后,对游戏画面中的第一虚拟对象进行检测,在确定识别到针对第一虚拟对象的移动控制操作之后,基于针对第一虚拟对象的移动控制操作,控制第一虚拟对象在调整后的目标移动路径上进行移动。其中,上述移动控制操作可以是用户触发生成的,也可以是在横版游戏运行过程中自动触发生成的,本申请实施例对此不作限定。
在一种可能的实施方式中,上述移动控制操作由用户触发生成。可选地,上述游戏画面中包括用于控制第一虚拟对象移动的移动控件,用户通过该移动控件来执行针对第一虚拟对象的移动控制操作,进而控制第一虚拟对象在目标移动路径上进行移动。当然,在目标移动路径调整之后,用户可以根据实际情况判断是否执行针对上述第一虚拟对象的移动控制操作,本申请实施例对此不作限定。
在另一种可能的实施方式中,上述移动控制操作在横版游戏运行过程中自动触发生成。可选地,客户端在确定上述目标移动路径进行调整之后,自动控制第一虚拟对象在目标移动路径上进行移动。示例性地,假设第一虚拟对象为计算机程序控制的虚拟对象,在目标移动路径由不可使用状态转换为可使用状态之后,计算机程序自动控制该第一虚拟对象在目标移动路径上移动。
综上所述,本申请实施例提供的技术方案中,通过虚拟道具对游戏画面中包括的目标移动路径进行状态调整,使得目标移动路径为可调整的,增加游戏的多样性,游戏内容更加丰富,用户可以根据实际情况对目标移动路径进行调整,使得游戏操作更加灵活。
另外,本申请实施例中,通过在横版游戏中控制虚拟对象使用虚拟道具,以调整移动路径的使用状态,从而提升了移动路径的使用灵活性,并提升了用户操作方式的多样性和丰富性。并且,由于用户控制虚拟对象的过程中,可以直接通过虚拟道具来调整移动路径的使用 状态,相比于控制虚拟对象绕路移动,从而节省了用户控制虚拟对象移动所需的时间,提升了虚拟对象的移动效率,进而提升了用户对虚拟对象的控制效率。
可选地,在本申请实施例中,虚拟道具具备的属性信息不同,对应的目标移动路径的使用状态的调整方式不同。下面,对本申请中目标移动路径的状态调整进行介绍。
在一种可能的实施方式中,上述虚拟道具具备第一属性信息,在这种情况下,客户端在确定第一虚拟对象使用虚拟道具之后,将目标移动路径从不可使用状态切换为可使用状态,进而得到调整后的目标移动路径。可选地,在虚拟道具使用之后,客户端根据该虚拟道具的使用情况确定该虚拟道具的作用位置,进而确定目标移动路径,之后,客户端在确定虚拟道具具备第一属性信息之后,对目标移动路径的使用状态进行调整,将目标移动路径从不可使用状态转换为可使用状态,进而使得第一虚拟对象能够沿着该目标移动路径进行移动。
可选地,若上述第一属性信息为消除障碍物(如击碎障碍物、移除障碍物等),则客户端在检测到针对虚拟道具的使用操作之后,在上述目标移动路径中消除用于断开该目标移动路径的障碍物。示例性地,如图3所示,在游戏画面30中包括障碍物31,该障碍物31使得目标移动路径32处于不可使用状态,此时,第一虚拟对象无法从第一位置33移动至第二位置34。进一步地,在第一虚拟对象使用虚拟道具之后,由于虚拟道具能够消除障碍物,消除游戏画面30中的障碍物31,目标移动路径32由不可使用状态转换为可使用状态。
可选地,若上述第一属性信息为增加路径(如使用虚拟道具越过障碍物、使用虚拟道具飞上高台、使用虚拟道具穿过减伤区域等),则客户端在检测到针对虚拟道具的使用操作之后,在上述目标移动路径中增加可使用的移动路径。示例性地,如图4所示,在游戏画面40中包括高台41,此时,目标移动路径42处于不可使用状态,第一虚拟对象无法从第一位置43移动至第二位置44。进一步地,在第一虚拟对象使用虚拟道具45之后,由于虚拟道具45能够增加路径,在游戏画面40中可以显示虚拟道具45增加的可使用移动路径46,此时,目标移动路径42由不可使用状态转换为可使用状态。
可选地,若上述第一属性信息为替换路径(如填平陷阱等),则客户端在检测到针对虚拟道具的使用操作之后,在上述目标移动路径中采用可使用的移动路径替换不可使用的移动路径。示例性地,结合参考图5,在游戏画面30中包括陷阱51,此时,目标移动路径52处于不可使用状态,第一虚拟对象无法从第一位置53移动至第二位置54。进一步地,在第一虚拟对象使用虚拟道具55之后,由于虚拟道具55能够替换路径,在游戏画面30中出现虚拟道具55来填平陷阱51,采用虚拟道具55对应的可使用的移动路径替换陷阱51对应的不可使用的移动路径,此时,目标移动路径52由不可使用状态转换为可使用状态。其中,上述不可使用的移动路径是指目标移动路径52中的部分移动路径。
在上述实施方式中,通过使用虚拟道具将目标移动路径由不可使用状态转换为可使用状态,以使得虚拟对象可以在目标移动路径上移动,丰富了路径的调整方式,进一步提升了游戏操作的灵活性。
在另一种可能的实施方式中,上述虚拟道具具备第二属性信息,在这种情况下,客户端在确定第一虚拟对象使用虚拟道具之后,将目标移动路径从可使用状态切换为不可使用状态,进而得到调整后的目标移动路径。可选地,在虚拟道具使用之后,客户端根据该虚拟道具的使用情况确定该虚拟道具的作用位置,进而确定目标移动路径,之后,客户端在确定虚拟道具具备第二属性信息之后,对目标移动路径的使用状态进行调整,将目标位移路径从可使用状态转换为不可使用状态,进而使得第一虚拟对象无法沿着该目标移动路径进行移动。
可选地,若上述第二属性信息为增加障碍物,则客户端在检测到针对虚拟道具的使用操作之后,在目标移动路径中增加用于断开目标移动路径的障碍物。示例性地,如图6所示,在游戏画面60中包括处于可使用状态的目标移动路径61,在第一虚拟对象62使用虚拟道具之后,在游戏画面60中出现用于断开目标移动路径61的障碍物63,进而目标移动路径61由可使用状态转换不可使用状态,此时,由于目标移动路径61处于不可使用状态,第一虚拟 对象61的敌对虚拟对象无法通过目标移动路径61进行移动并攻击第一虚拟对象61。
可选地,若上述第二属性信息为替换路径(如在地面放置陷阱等),则客户端在检测到针对虚拟道具的使用操作之后,在目标移动路径中采用不可使用的移动路径替换可使用的移动路径。示例性地,如图7所示,在游戏画面70中包括处于可使用状态的目标移动路径71,在第一虚拟对象使用虚拟道具之后,在游戏画面70中出现陷阱72,采用陷阱72对应的不可使用的移动路径替换目标移动路径71中的可使用路径。此时,目标移动路径71由可使用状态转换为不可使用状态,第一虚拟对象无法从第一位置73移动至第二位置74,第一虚拟对象的敌对虚拟对象也无法送第二位置74移动至第一位置73。其中,上述可使用的移动路径是指目标移动路径71中的部分移动路径。
可选地,若上述第二属性信息为消除路径(如击碎地面等),则客户端在检测到针对虚拟道具的使用操作之后,在目标位移路径中去除可使用的移动路径。示例性地,如图8所示,在游戏画面70中包括处于可使用状态的目标移动路径71,在第一虚拟对象使用虚拟道具之后,使用虚拟道具击碎部分地面,消除目标动路径71中的可使用的移动路径81。此时,目标移动路径71由可使用状态转换为不可使用状态,第一虚拟对象无法从第一位置73移动至第二位置74,第一虚拟对象的敌对虚拟对象也无法送第二位置74移动至第一位置73。其中,上述可使用的移动路径81是指目标移动路径71中的部分移动路径。
在上述实施方式中,通过使用虚拟道具将目标移动路径由可使用状态转换为不可使用状态,从而阻止敌对虚拟对象在目标移动路径上移动,丰富了路径的调整方式,进一步提升了游戏操作的灵活性。
除此之外,在本申请实施例中,客户端在控制第一虚拟对象使用虚拟道具之后,在游戏画面所显示的虚拟环境中,基于上述调整后的目标移动路径,对目标移动路径所对应的虚拟环境元素进行更新,从而提示游戏进度和情况,并提升了游戏画面的显示丰富性和显示效果。可选地,客户端基于调整后的目标移动路径,将虚拟道具作为障碍物显示在游戏画面所显示的虚拟环境中;或者,客户端基于调整后的目标移动路径,在游戏画面所显示的虚拟环境中取消显示用于断开目标移动路径的障碍物;或者,客户端基于调整后的目标移动路径,在游戏画面所显示的虚拟环境中,显示虚拟道具针对目标移动路径的作用效果。另外,关于游戏画面的变化情况,如上述图3至8所示,在此不作赘述。
可选地,在本申请实施例中,同一虚拟道具可以对应多个不同的路径改变方案。在示例性实施例中,上述步骤202之后还包括以下几个步骤:
1、基于虚拟道具的属性信息,生成多种候选的路径改变方案,其中,不同的路径改变方案对应不同的路径调整方式;
2、显示多种候选的路径改变方案;
3、响应于针对多种候选的路径改变方案中的目标路径改变方案的选择操作,基于目标路径改变方案对游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径。
在本申请实施例中,客户端在检测到针对虚拟道具的使用操作之后,获取该虚拟道具的属性信息,并基于该属性信息,生成多种候选的路径改变方案,并显示该多种候选的路径改变方案。
在一种可能的实施方式中,上述多种候选的路径改变方案直接显示在游戏画面中。可选地,客户端在获取多种候选的路径改变方案之后,基于该多种候选的路径改变方案,在游戏画面中显示该虚拟道具的作用位置。其中,不同的路径改变方案对应的虚拟道具的作用位置的显示样式不同,且不同的路径改变方案对应的虚拟道具的作用次数可以不同。可选地,客户端可以在检测到针对虚拟道具的使用控件的使用操作之后,确定使用该虚拟道具。
可选地,若上述虚拟道具的使用控件用于指示第一虚拟对象使用虚拟道具,则上述多种 候选的路径改变方案为针对同一虚拟道具的路径改变方案。示例性地,结合参考图9,在游戏画面90中包括处于不可使用状态的目标移动路径91,且第一虚拟对象处于第一位置92,无法移动至第二位置93。此时,在客户端检测到针对虚拟道具的使用控件94的触发操作之后,控制第一虚拟对象使用虚拟道具(方块),并在游戏画面90中显示虚拟道具的第一作用位置95(填充至地面断裂处下方)和第二作用位置96(填充至地面断裂处上方)。其中,第一作用位置95对应第一候选的路径改变方案,第二作用位置96对应第二候选的路径改变方案。
可选地,若上述虚拟道具的使用控件用于指示第一虚拟对象移动至目标位置,则上述多种候选的路径改变方案为针对不同虚拟道具的路径改变方案。示例性地,结合参考图10,在游戏画面90中包括处于不可使用状态的目标移动路径91,且第一虚拟对象处于第一位置92,无法移动至第二位置93。此时,在客户端检测到针对虚拟道具的使用控件94的触发操作之后,控制第一虚拟对象使用第一虚拟道具(方块)或第二虚拟道具(锤子),并在游戏画面90中显示第一虚拟道具的第一作用位置101和第二作用位置102,以及第二虚拟道具的作用位置103。其中,第一虚拟道具的第一作用位置101对应第一候选的路径改变方案,第一虚拟道具的第二作用位置102对应第二候选的路径改变方案,第二虚拟道具的作用位置103对应第三候选的路径改变方案。
在另一种可能的实施方式中,上述多种候选的路径改变方案的指示信息以列表的形式显示在游戏画面中。示例性地,如图11所示,客户端在检测到针对虚拟道具的使用操作之后,在游戏画面中显示方案列表110,该方案列表110中包括各个候选的路径改变方案的标识信息。进一步地,在检测到针对某个候选的路径改变方案的标识信息的选择操作之后,在游戏画面中显示该候选的路径改变方案对应的,虚拟道具的作用位置。其中,上述方案列表110中可以包括相同或不同虚拟道具对应的候选的路径改变方案。当然,在实际运用中,多种候选的路径改变方案的指示信息也可以卡片矩阵的形式显示在游戏画面中,本申请实施例对此不作限定。
在本申请实施例中,客户端在显示多种候选的路径改变方案之后,对游戏画面进行检测,若检测到针对多种候选的路径改变方案中的目标路径改变方案的选择操作,则基于该目标路径改变方案对游戏画面中包含的目标移动路径的使用状态进行调整,进而得到调整后的目标移动路径。
另外,对本申请中涉及的虚拟道具的种类进行简单的举例说明:
(1)降落伞:在第一虚拟对象角色处于浮空状态且距离地面高度足够时,通过虚拟道具的使用控件打开降落伞,以减慢第一虚拟对象的下降速度。用户可以通过针对虚拟道具的使用控件的操作,灵活调整第一虚拟对象在空中的下落速度,且在第一虚拟对象处于空中时,用户可以通过移动操作控件,控制第一虚拟对象在空中滑翔。
(2)大锤:辅助第一虚拟对象开启物理机关或破坏特定的大门、物件、地面、障碍物等。客户端在检测针对大锤的使用操作之后,需要获取大锤的作用位置的物理材质。若该物理材质与大锤匹配,则确定该大锤可以破坏该位置;若该物理材质与大锤不匹配,则确定该大锤无法破坏该位置。当然,大锤也可以对敌对虚拟对象造成生命值减少。
(3)熔岩核心:第一虚拟对象在使用熔岩核心后,在岩浆中行走能够不受伤害,即获得针对岩浆的减伤被动。而且,第一虚拟对象在使用熔岩核心后,还可以召唤出针对敌对虚拟对象的减少区域。
(4)能量立方:第一虚拟对象使用能量立方后,能够在该能量立方的作用范围内生成一个或多个能量立方,该能量立方生成后持续一段时间自动消失。其中,该能量立方生成后能照亮一定范围的区域,且第一虚拟对象可以站立在该能量立方上方。
(5)万能手套:第一虚拟对象在使用万能手套后,能够抱起或放下具有伤害效果的虚拟物品(如布满尖刺的种子、燃烧中的炸弹等)。而且,在第一虚拟对象抱起虚拟物品之后的时 长达到一定数值后,第一虚拟对象能够拥有该虚拟物品,或者,该虚拟物品在虚拟环境中消失。
(6)无人机:第一虚拟对象在使用无人机后,召唤能够在地面或空中移动的无人机,第一虚拟对象可以操控无人机在虚拟环境中移动,以开启特定的机关或观察敌对虚拟对象的位置。
需要说明的一点是,上述对各个虚拟道具的介绍只是示例性和解释性的,在实际运用中,工作人员可以为各个虚拟道具灵活配置具体的使用功能,且工作人员也可以在横版游戏中增加新的虚拟道具,本申请实施例对此不作限定。
请参考图12,其示出了本申请一个实施例提供的虚拟对象的控制装置的框图。该装置具有实现上述虚拟对象的控制方法的功能,所述功能可以由硬件实现,也可以由硬件执行相应的软件实现。该装置可以是终端,也可以设置终端中。该装置1200可以包括:画面显示模块1210、道具使用模块1220、路径调整模块1230和对象控制模块1240。
画面显示模块1210,用于显示横版游戏的游戏画面,所述游戏画面中包括第一虚拟对象以及供所述第一虚拟对象移动的至少一条移动路径。
道具使用模块1220,用于响应于针对虚拟道具的使用操作,控制所述第一虚拟对象使用所述虚拟道具,所述虚拟道具用于改变所述移动路径的使用状态。
路径调整模块1230,用于按照所述虚拟道具对所述游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径。
对象控制模块1240,用于控制所述第一虚拟对象在所述调整后的目标移动路径上进行移动。
在示例性实施例中,所述路径调整模块1230,用于在所述虚拟道具具备第一属性信息的情况下,将所述目标移动路径从不可使用状态切换为可使用状态,得到所述调整后的目标移动路径;其中,在所述目标移动路径处于所述不可使用状态的情况下,所述第一虚拟对象无法在所述目标移动路径上移动;在所述目标移动路径处于所述可使用状态的情况下,所述第一虚拟对象能够在所述目标移动路径上移动。
在示例性实施例中,所述路径调整模块1230,还用于在所述第一属性信息为消除障碍物的情况下,在所述目标移动路径中消除用于断开所述目标移动路径的障碍物;或者,在所述第一属性信息为增加路径的情况下,在所述目标移动路径中增加可使用的移动路径;或者,在所述第一属性信息为替换路径的情况下,在所述目标位移路径中采用可使用的移动路径替换不可使用的移动路径。
在示例性实施例中,所述路径调整模块1230,用于在所述虚拟道具具备第二属性信息的情况下,将所述目标移动路径从可使用状态切换为不可使用状态,得到所述调整后的目标移动路径;其中,在所述目标移动路径处于所述可使用状态的情况下,所述游戏画面中的第二虚拟对象能够在所述目标移动路径上移动;在所述目标移动路径处于所述不可使用状态的情况下,所述游戏画面中的第二虚拟对象无法在所述目标移动路径上移动,所述第二虚拟对象与所述第一虚拟对象具有敌对关系。
在示例性实施例中,所述路径调整模块1230,还用于在所述第二属性信息为增加障碍物的情况下,在所述目标移动路径中增加用于断开所述目标移动路径的障碍物;或者,在所述第二属性信息为替换路径的情况下,在所述目标移动路径中采用不可使用的移动路径替换可使用的移动路径;或者,在所述第二属性信息为消除路径的情况下,在所述目标位移路径中去除可使用的移动路径。
在示例性实施例中,如图13所示,所述装置1200还包括:画面更新模块1250。
画面更新模块1250,用于在所述游戏画面所显示的虚拟环境中,基于所述调整后的目标移动路径,对所述目标移动路径所对应的虚拟环境元素进行更新。
在示例性实施例中,所述画面更新模块1250,用于基于所述调整后的目标移动路径,将 所述虚拟道具作为障碍物显示在所述游戏画面所显示的虚拟环境中;或者,基于所述调整后的目标移动路径,在所述游戏画面所显示的虚拟环境中取消显示用于断开所述目标移动路径的障碍物;或者,基于所述调整后的目标移动路径,在所述游戏画面所显示的虚拟环境中,显示所述虚拟道具针对所述目标移动路径的作用效果。
在示例性实施例中,如图13所示,所述装置1200还包括:方案显示模块1260。
方案显示模块1260,用于基于所述虚拟道具的属性信息,生成多种候选的路径改变方案,其中,不同的路径改变方案对应不同的路径调整方式;显示所述多种候选的路径改变方案。
所述路径调整模块1230,还用于响应于针对所述多种候选的路径改变方案中的目标路径改变方案的选择操作,基于所述目标路径改变方案对所述游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径。
在示例性实施例中,所述方案显示模块1260,用于基于所述多种候选的路径改变方案,在所述游戏画面中显示所述虚拟道具的作用位置;其中,不同的所述路径改变方案对应的所述虚拟道具的作用位置的显示样式不同。
在示例性实施例中,如图13所示,所述装置1200还包括:数据获取模块1270。
数据获取模块1270,用于获取所述第一虚拟对象的属性数据。
所述画面显示模块1210,还用于在所述第一虚拟对象的属性数据符合条件的情况下,在所述游戏画面中显示所述虚拟道具的使用控件;其中,所述使用控件用于触发针对所述虚拟道具的使用操作。
综上所述,本申请实施例提供的技术方案中,通过虚拟道具对游戏画面中包括的目标移动路径进行状态调整,使得目标移动路径为可调整的,增加游戏的多样性,游戏内容更加丰富,用户可以根据实际情况对目标移动路径进行调整,使得游戏操作更加灵活。
请参考图14,其示出了本申请一个实施例提供的终端1400的结构框图。该终端1400可以是诸如手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备、PC等电子设备。该终端用于实施上述实施例中提供的虚拟对象的控制方法。该终端可以是图1所示游戏运行环境中的终端10。具体来讲:
通常,终端1400包括有:处理器1401和存储器1402。
处理器1401可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1401可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1401也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1401可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1401还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1402可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1402还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1402中的非暂态的计算机可读存储介质用于存储至少一个指令,至少一段程序、代码集或指令集,所述至少一条指令、至少一段程序、代码集或指令集,且经配置以由一个或者一个以上处理器执行,以实现上述虚拟对象的控制方法。
在一些实施例中,终端1400还可选包括有:外围设备接口1403和至少一个外围设备。处理器1401、存储器1402和外围设备接口1403之间可以通过总线或信号线相连。各个外围设备可以通过总线、信号线或电路板与外围设备接口1403相连。具体地,外围设备包括:射频电路1404、显示屏1405、音频电路1407和电源1409中的至少一种。
本领域技术人员可以理解,图14中示出的结构并不构成对终端1400的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
在示例性实施例中,还提供了一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或所述指令集在被处理器执行时以实现上述虚拟对象的控制方法。
可选地,该计算机可读存储介质可以包括:ROM(Read Only Memory,只读存储器)、RAM(Random Access Memory,随机存取记忆体)、SSD(Solid State Drives,固态硬盘)或光盘等。其中,随机存取记忆体可以包括ReRAM(Resistance Random Access Memory,电阻式随机存取记忆体)和DRAM(Dynamic Random Access Memory,动态随机存取存储器)。
在示例性实施例中,还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该终端执行上述虚拟对象的控制方法。
应当理解的是,在本文中提及的“多个”是指两个或两个以上。另外,本文中描述的步骤编号,仅示例性示出了步骤间的一种可能的执行先后顺序,在一些其它实施例中,上述步骤也可以不按照编号顺序来执行,如两个不同编号的步骤同时执行,或者两个不同编号的步骤按照与图示相反的顺序执行,本申请实施例对此不作限定。
以上所述仅为本申请的示例性实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (20)

  1. 一种虚拟对象的控制方法,所述方法由终端执行,所述方法包括:
    显示横版游戏的游戏画面,所述游戏画面中包括第一虚拟对象以及供所述第一虚拟对象移动的至少一条移动路径;
    响应于针对虚拟道具的使用操作,控制所述第一虚拟对象使用所述虚拟道具,所述虚拟道具用于改变所述移动路径的使用状态;
    按照所述虚拟道具对所述游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径;
    控制所述第一虚拟对象在所述调整后的目标移动路径上进行移动。
  2. 根据权利要求1所述的方法,其中,所述基于所述虚拟道具对所述游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径,包括:
    在所述虚拟道具具备第一属性信息的情况下,将所述目标移动路径从不可使用状态切换为可使用状态,得到所述调整后的目标移动路径;
    其中,在所述目标移动路径处于所述不可使用状态的情况下,所述第一虚拟对象无法在所述目标移动路径上移动;在所述目标移动路径处于所述可使用状态的情况下,所述第一虚拟对象能够在所述目标移动路径上移动。
  3. 根据权利要求2所述的方法,其中,所述在所述虚拟道具具备第一属性信息的情况下,将所述目标移动路径从不可使用状态切换为可使用状态,得到所述调整后的目标移动路径,包括:
    在所述第一属性信息为消除障碍物的情况下,在所述目标移动路径中消除用于断开所述目标移动路径的障碍物;
    或者,
    在所述第一属性信息为增加路径的情况下,在所述目标移动路径中增加可使用的移动路径;
    或者,
    在所述第一属性信息为替换路径的情况下,在所述目标位移路径中采用可使用的移动路径替换不可使用的移动路径。
  4. 根据权利要求1所述的方法,其中,所述基于所述虚拟道具对所述游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径,包括:
    在所述虚拟道具具备第二属性信息的情况下,将所述目标移动路径从可使用状态切换为不可使用状态,得到所述调整后的目标移动路径;
    其中,在所述目标移动路径处于所述可使用状态的情况下,所述游戏画面中的第二虚拟对象能够在所述目标移动路径上移动;在所述目标移动路径处于所述不可使用状态的情况下,所述游戏画面中的第二虚拟对象无法在所述目标移动路径上移动,所述第二虚拟对象与所述第一虚拟对象具有敌对关系。
  5. 根据权利要求4所述的方法,其中,所述在所述虚拟道具具备第二属性信息的情况下,将所述目标移动路径从可使用状态切换为不可使用状态,得到所述调整后的目标移动路径,包括:
    在所述第二属性信息为增加障碍物的情况下,在所述目标移动路径中增加用于断开所述目标移动路径的障碍物;
    或者,
    在所述第二属性信息为替换路径的情况下,在所述目标移动路径中采用不可使用的移动路径替换可使用的移动路径;
    或者,
    在所述第二属性信息为消除路径的情况下,在所述目标位移路径中去除可使用的移动路径。
  6. 根据权利要求1所述的方法,其中,所述响应于针对虚拟道具的使用操作,控制所述第一虚拟对象使用所述虚拟道具之后,还包括:
    在所述游戏画面所显示的虚拟环境中,基于所述调整后的目标移动路径,对所述目标移动路径所对应的虚拟环境元素进行更新。
  7. 根据权利要求6所述的方法,其中,所述在所述游戏画面所显示的虚拟环境中,基于所述调整后的目标移动路径,对所述目标移动路径所对应的虚拟环境元素进行更新,包括:
    基于所述调整后的目标移动路径,将所述虚拟道具作为障碍物显示在所述游戏画面所显示的虚拟环境中;
    或者,
    基于所述调整后的目标移动路径,在所述游戏画面所显示的虚拟环境中取消显示用于断开所述目标移动路径的障碍物;
    或者,
    基于所述调整后的目标移动路径,在所述游戏画面所显示的虚拟环境中,显示所述虚拟道具针对所述目标移动路径的作用效果。
  8. 根据权利要求1所述的方法,其中,所述响应于针对虚拟道具的使用操作,控制所述第一虚拟对象使用所述虚拟道具之后,还包括:
    基于所述虚拟道具的属性信息,生成多种候选的路径改变方案,其中,不同的路径改变方案对应不同的路径调整方式;
    显示所述多种候选的路径改变方案;
    响应于针对所述多种候选的路径改变方案中的目标路径改变方案的选择操作,基于所述目标路径改变方案对所述游戏画面中包含的目标移动路径的使用状态进行调整,得到所述调整后的目标移动路径。
  9. 根据权利要求8所述的方法,其中,所述显示所述多种候选的路径改变方案,包括:
    基于所述多种候选的路径改变方案,在所述游戏画面中显示所述虚拟道具的作用位置;
    其中,不同的所述路径改变方案对应的所述虚拟道具的作用位置的显示样式不同。
  10. 根据权利要求1至9任一项所述的方法,其中,所述方法还包括:
    获取所述第一虚拟对象的属性数据;
    在所述第一虚拟对象的属性数据符合条件的情况下,在所述游戏画面中显示所述虚拟道具的使用控件;
    其中,所述使用控件用于触发针对所述虚拟道具的使用操作。
  11. 一种虚拟对象的控制装置,所述装置包括:
    画面显示模块,用于显示横版游戏的游戏画面,所述游戏画面中包括第一虚拟对象以及供所述第一虚拟对象移动的至少一条移动路径;
    道具使用模块,用于响应于针对虚拟道具的使用操作,控制所述第一虚拟对象使用所述 虚拟道具,所述虚拟道具用于改变所述移动路径的使用状态;
    路径调整模块,用于按照所述虚拟道具对所述游戏画面中包含的目标移动路径的使用状态进行调整,得到调整后的目标移动路径;
    对象控制模块,用于控制所述第一虚拟对象在所述调整后的目标移动路径上进行移动。
  12. 根据权利要求11所述的装置,其中,所述路径调整模块,用于:
    在所述虚拟道具具备第一属性信息的情况下,将所述目标移动路径从不可使用状态切换为可使用状态,得到所述调整后的目标移动路径;
    其中,在所述目标移动路径处于所述不可使用状态的情况下,所述第一虚拟对象无法在所述目标移动路径上移动;在所述目标移动路径处于所述可使用状态的情况下,所述第一虚拟对象能够在所述目标移动路径上移动。
  13. 根据权利要求12所述的装置,其中,所述路径调整模块,用于:
    在所述第一属性信息为消除障碍物的情况下,在所述目标移动路径中消除用于断开所述目标移动路径的障碍物;
    或者,
    在所述第一属性信息为增加路径的情况下,在所述目标移动路径中增加可使用的移动路径;
    或者,
    在所述第一属性信息为替换路径的情况下,在所述目标位移路径中采用可使用的移动路径替换不可使用的移动路径。
  14. 根据权利要求11所述的装置,其中,所述路径调整模块,用于:
    在所述虚拟道具具备第二属性信息的情况下,将所述目标移动路径从可使用状态切换为不可使用状态,得到所述调整后的目标移动路径;
    其中,在所述目标移动路径处于所述可使用状态的情况下,所述游戏画面中的第二虚拟对象能够在所述目标移动路径上移动;在所述目标移动路径处于所述不可使用状态的情况下,所述游戏画面中的第二虚拟对象无法在所述目标移动路径上移动,所述第二虚拟对象与所述第一虚拟对象具有敌对关系。
  15. 根据权利要求14所述的装置,其中,所述路径调整模块,用于:
    在所述第二属性信息为增加障碍物的情况下,在所述目标移动路径中增加用于断开所述目标移动路径的障碍物;
    或者,
    在所述第二属性信息为替换路径的情况下,在所述目标移动路径中采用不可使用的移动路径替换可使用的移动路径;
    或者,
    在所述第二属性信息为消除路径的情况下,在所述目标位移路径中去除可使用的移动路径。
  16. 根据权利要求11所述的装置,其中,所述装置还包括:
    画面更新模块,用于在所述游戏画面所显示的虚拟环境中,基于所述调整后的目标移动路径,对所述目标移动路径所对应的虚拟环境元素进行更新。
  17. 根据权利要求16所述的装置,其中,所述画面更新模块,用于:
    基于所述调整后的目标移动路径,将所述虚拟道具作为障碍物显示在所述游戏画面所显 示的虚拟环境中;
    或者,
    基于所述调整后的目标移动路径,在所述游戏画面所显示的虚拟环境中取消显示用于断开所述目标移动路径的障碍物;
    或者,
    基于所述调整后的目标移动路径,在所述游戏画面所显示的虚拟环境中,显示所述虚拟道具针对所述目标移动路径的作用效果。
  18. 一种终端,所述终端包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如权利要求1至10任一项所述的虚拟对象的控制方法。
  19. 一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如权利要求1至10任一项所述的虚拟对象的控制方法。
  20. 一种计算机程序产品或计算机程序,所述计算机程序产品或计算机程序包括计算机指令,所述计算机指令存储在计算机可读存储介质中,处理器从计算机可读存储介质读取并执行所述计算机指令以实现如权利要求1至10任一项所述的虚拟对象的控制方法。
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