WO2023160049A1 - 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
WO2023160049A1
WO2023160049A1 PCT/CN2022/133965 CN2022133965W WO2023160049A1 WO 2023160049 A1 WO2023160049 A1 WO 2023160049A1 CN 2022133965 W CN2022133965 W CN 2022133965W WO 2023160049 A1 WO2023160049 A1 WO 2023160049A1
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Prior art keywords
virtual
leader
objects
group
virtual objects
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PCT/CN2022/133965
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English (en)
French (fr)
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蔡奋麟
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腾讯科技(深圳)有限公司
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Priority to US18/203,945 priority Critical patent/US20230302361A1/en
Publication of WO2023160049A1 publication Critical patent/WO2023160049A1/zh

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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
    • A63F13/50Controlling 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
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • 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
    • 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
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/307Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying an additional window with a view from the top of the game field, e.g. radar screen
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Definitions

  • the embodiments of the present application relate to the field of computer and Internet technology, and in particular to a virtual object control method, device, terminal, storage medium, and program product.
  • the control of AI Artificial Intelligence, artificial intelligence objects has an important impact on player experience.
  • the AI object may refer to a virtual character controlled by a non-player, such as a virtual character controlled by a terminal.
  • each AI object executes the general logic template.
  • each AI object whose attack target is a virtual object controlled by a player executes a common logic template independent of each other to pursue the virtual object controlled by the player.
  • AI objects will gradually disperse in the game level, or even fall out of battle.
  • the controllability of the position of the AI object is not high, the game screen is more chaotic, and the AI objects are scattered in various positions of the game screen, and the player needs to frequently switch the orientation of the virtual object to the AI objects scattered in different positions and directions Only by counterattacking can the game continue. The player's interaction is too difficult, which seriously affects the player's game experience.
  • a method for controlling a virtual object comprising:
  • a virtual environment picture is displayed in the user interface, and the virtual environment picture is a picture for observing the virtual environment from the perspective of the first virtual object;
  • the leader object leads the non-leader objects to move in groups towards the first virtual object.
  • a device for controlling a virtual object includes:
  • An interface display module configured to display a user interface, the user interface displays a virtual environment picture, and the virtual environment picture is a picture for observing the virtual environment from the perspective of the first virtual object;
  • a leader determination module configured to determine a leader object from the at least two second virtual objects in response to the first virtual object moving within the attack range of at least two second virtual objects, and the at least two second virtual objects non-leader objects in the dummy cluster towards the leader object;
  • a screen display module configured to display, in the virtual environment screen, that the leader object leads the non-leader objects to move in groups towards the first virtual object.
  • a terminal the terminal includes a processor and a memory, at least one computer-readable instruction is stored in the memory, and the at least one computer-readable instruction is loaded and executed by the processor to implement the above-mentioned method for controlling a virtual object .
  • a computer-readable storage medium wherein at least one computer-readable instruction is stored in the computer-readable storage medium, and the at least one computer-readable instruction is loaded and executed by a processor to implement the above method for controlling a virtual object.
  • a computer program product or computer program comprising computer readable instructions stored on a computer readable storage medium.
  • the processor of the terminal reads the computer-readable instructions from the computer-readable storage medium, and the processor executes the computer-readable instructions, so that the terminal executes the above-mentioned virtual object control method.
  • Fig. 1 is a schematic diagram of a scheme implementation environment provided by an embodiment of the present application.
  • Fig. 2 is a flowchart of a virtual object control method provided by an embodiment of the present application
  • Fig. 3 is a schematic diagram of the basic logic of the second virtual object provided by an embodiment of the present application.
  • FIG. 4 is a schematic diagram of non-leader objects gathering toward leader objects provided by an embodiment of the present application.
  • Fig. 5 is a schematic diagram of a method for determining a leader object provided by an embodiment of the present application
  • Fig. 6 is a schematic diagram of multiple leader objects provided by an embodiment of the present application.
  • Fig. 7 is a schematic diagram of an aggregation point provided by an embodiment of the present application.
  • Fig. 8 is a schematic diagram of a group management method provided by an embodiment of the present application.
  • Fig. 9 is a flowchart of a virtual object control method provided by another embodiment of the present application.
  • Fig. 10 is a flowchart of a virtual object control method provided by another embodiment of the present application.
  • Fig. 11 is a block diagram of a virtual object control device provided by an embodiment of the present application.
  • Fig. 12 is a block diagram of a virtual object control device provided by another embodiment of the present application.
  • Fig. 13 is a block diagram of a terminal provided by an embodiment of the present application.
  • a method for controlling a virtual object is provided.
  • the control method of the virtual object can be applied to, but not limited to, game terminal applications (Application, APP for short) that complete predetermined game tasks in a virtual scene, such as Player VS Environment (also called confrontation role) games (Player VS Environment, short for short).
  • game terminal applications Application, APP for short
  • Player VS Environment also called confrontation role
  • Player VS Environment short for short
  • the above-mentioned game task can be, but not limited to, the game task that the current player controls the virtual character in the virtual scene through human-computer interaction and interacts with the virtual character controlled by the terminal.
  • the game task here can be but not limited to Plug-ins and applets run in applications (such as game apps that do not run independently), or run in applications in the game engine (such as game apps that run independently).
  • the types of the aforementioned game applications may include, but are not limited to, at least one of the following: two-dimensional (Two Dimension, referred to as 2D) game applications, three-dimensional (Three Dimension, referred to as 3D) game applications, virtual reality (Virtual Reality, referred to as VR) game applications, Augmented Reality (AR for short) game application, Mixed Reality (MR for short) game application.
  • 2D two-dimensional
  • Three-dimensional Three-dimensional
  • VR virtual reality
  • AR Augmented Reality
  • MR Mixed Reality
  • Player vs. role game (Player VS Environment, referred to as PVE): It is a game method in which the player controls a virtual object to compete with an AI object (usually a hostile object) generated in the game that operates according to a certain logic, in the hope of winning.
  • PVE Player vs. role game
  • a large number of AI objects means that in a virtual game duel, the player needs to face multiple (such as 2 or more) AI objects at the same time, and these AI objects will launch pursuit of the player at the same time.
  • FIG. 1 shows a schematic diagram of a solution implementation environment provided by an embodiment of the present application.
  • the implementation environment may include: a terminal 10 and a server 20 .
  • the terminal 10 may be, for example, a mobile phone (such as an Android mobile phone, an iOS mobile phone, etc.), a notebook computer, a tablet computer, a handheld computer, a MID (Mobile Internet Devices, a mobile Internet device), a PAD, a desktop computer, a smart TV, and the like.
  • Clients of target applications such as game applications, simulation learning applications, and the like, may be installed in the terminal 10 .
  • the server 20 is used to provide background services for clients of target application programs (such as game application programs) in the terminal 10 .
  • the server 20 may be a background server of the above-mentioned application programs (such as game application programs).
  • the server 20 may be one server, or a server cluster composed of multiple servers, or a cloud computing service center.
  • the terminal 10 and the server 20 can communicate with each other through the network 30 .
  • the network 30 may include but not limited to: wired network, wireless network, wherein the wired network includes: local area network, metropolitan area network and wide area network, and the wireless network includes: bluetooth, WIFI and other networks for wireless communication.
  • the virtual object controlled by the player will encounter a large number of AI objects.
  • the skills and positions of these AI objects vary widely. It is also in a state of constant movement, which will cause a large number of AI objects to gradually disperse in the process of chasing the virtual objects controlled by the player, and finally scattered in different positions in the virtual game scene.
  • the game screen is very messy and uncontrollable, and the AI objects gradually They are scattered in every corner of the level, and even appear to be out of the game, which obviously exceeds the expectations of the game designers.
  • the second virtual object that is, the AI object
  • the client obtains at least two second virtual objects that take the first virtual object as the attack target in real time, and controls the non-leader objects in the at least two second virtual objects to move towards the at least two second virtual objects.
  • the leader objects are gathered, and the leader objects are controlled to lead the non-leader objects to move in groups to the first virtual object, so as to realize the group control of the second virtual object targeting the first virtual object.
  • the second virtual object that is, the AI object
  • executes an independent general logic template and the second virtual object gradually loses combat or gradually disperses in the process of chasing the first virtual object, thereby improving In the pursuit process, the position controllability of the second virtual object is ensured.
  • the distribution of the second virtual objects is more regular in the pursuit scene, so that players can , to carry out targeted operations, thereby improving the player experience.
  • FIG. 2 shows a flow chart of a virtual object control method provided by an embodiment of the present application.
  • the execution subject of each step of the method may be the terminal 10 in the implementation environment of the solution shown in FIG. 1 (such as in the terminal 10
  • the client of the target application program the method may include the following steps (step 201 ⁇ step 203):
  • Step 201 displaying a user interface, where a virtual environment picture is displayed, and the virtual environment picture is a picture for observing the virtual environment from the perspective of a first virtual object.
  • the user interface refers to a display interface of an application program, such as the display interface of the above-mentioned target application program.
  • the user interface may be a display interface of a game level, and the user interface is used to present a virtual environment corresponding to the game level to the user.
  • the user interface may be a display interface of the learning scene, and the user interface is used to present the simulated environment in the learning scene to the user.
  • the user interface includes a display layer and a control layer. Wherein, the display level of the control layer is higher than that of the display layer.
  • the display layer is used to display picture information (such as pursuit picture, group movement picture, etc.), and the control layer is used to display UI (User Interface, user interface) controls (such as movement control, attack control, etc.).
  • the above-mentioned first virtual object may refer to a virtual character controlled by the player account in the application program, that is, the first virtual object is a virtual character controlled by the player.
  • the first virtual object refers to the game character controlled by the player account in the shooting game application program.
  • the first virtual object may be in the form of a character, animal, cartoon or other forms, which is not limited in this embodiment of the present application.
  • the first virtual object may be displayed in a 3D form or in a 2D form, which is not limited in this embodiment of the present application.
  • the above-mentioned virtual environment is the environment displayed (or provided) when the client of the application program (such as a game application program) runs on the terminal.
  • the virtual environment refers to the environment created for virtual objects to perform activities (such as conquering game levels). , such as a virtual house, a virtual island, a virtual sky, a virtual land, etc.
  • the virtual environment may be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictitious environment, which is not limited in this embodiment of the present application.
  • the virtual environment picture may refer to a picture obtained by the first virtual object observing the virtual environment from a perspective such as a first-person perspective or a third-person perspective.
  • Step 202 in response to the first virtual object moving into the attack range of the at least two second virtual objects, determine the leader object from the at least two second virtual objects, and the non-leader objects in the at least two second virtual objects move towards the leader Objects gather.
  • the second virtual object refers to a virtual character (a virtual character not controlled by a player) that operates according to a certain logic in the application program, that is, the above-mentioned AI object.
  • the second virtual object may refer to an attack unit that operates according to a certain logic in the PVE game application program, such as hostile virtual characters, wild monsters in game levels, elite monsters, etc. .
  • the attack range can be set and adjusted according to actual usage requirements. Exemplarily, for different types of second virtual objects, the size and shape of the corresponding attack ranges may be different. For example, the attack range of the second virtual object of the long-range attack type is larger than the attack range of the second virtual object of the close-range attack type.
  • the second virtual object can use the first virtual object as an attacking target to perform behaviors such as attacking and following movement.
  • the first virtual object moves into the attack range of the second virtual object, if the second virtual object has an attack target, the second virtual object does not switch the attack target to the first virtual object . Otherwise, the second virtual object switches the attack target to the first virtual object.
  • the process of determining the second virtual object corresponding to the first virtual object may also be as follows:
  • the second virtual object is set with three states: an idle state 301 , an alert state 302 and an attack state 303 .
  • the second virtual object In the initial state, the second virtual object is in the idle state 301 , and in the idle state 301 , the second virtual object can have behaviors such as gathering and patrolling.
  • the second virtual object finds the first virtual object through means such as vision and hearing, the second virtual object enters the alert state 302 and starts to move in the direction where the first virtual object search.
  • the second virtual object sees the first virtual object, or is attacked by the first virtual object, or receives broadcasts from other second virtual objects (such as signals indicating the position of the first virtual object, etc.) ), etc., the second virtual object switches from the alert state 302 to the attack state 303, and starts to move towards the first virtual object, that is, the first virtual object is set as the attack target.
  • the second virtual object moves to a position where the distance from the first virtual object is less than or equal to the set distance, the second virtual object starts to attack the first virtual object.
  • the client detects that the distance between the second virtual object and the first virtual object is greater than or equal to the set threshold (that is, losing the field of view of the first virtual object), or the first virtual object has died, or the first virtual object exits the application In the case of programs, etc., the client controls the second virtual object to change the attack target according to the battlefield situation. If there is no suitable attack target, the second virtual object returns to the idle state 301 or the alert state 302 .
  • the leader object may refer to a second virtual object that takes into account both the aggregation function and the guidance function.
  • the leader object can be used as an aggregation point to achieve the aggregation of non-leader objects.
  • the leader object can also act as a guide to lead the non-leader objects to move in groups towards the first virtual object.
  • the non-leader object refers to the second virtual object except the leader object among the at least two second virtual objects.
  • the first virtual object 401 moves into the attack range of multiple second virtual objects in FIG. 401 is the target of the attack.
  • the plurality of second virtual objects gather around the first virtual object 402 (ie, the leader object).
  • the first virtual object 401 is a virtual character controlled by a player
  • the second virtual object is an AI object.
  • first virtual objects may exist in the virtual environment, and each first virtual object may correspond to a leader object and a non-leader object respectively.
  • the non-leader objects corresponding to each first virtual object gather toward the leader object corresponding to each first virtual object.
  • the process of determining the leader object may be as follows:
  • leader priorities corresponding to at least two second virtual objects respectively, where the leader priorities are used to indicate the priority at which the second virtual object is determined to be the leader object;
  • the leader priority may be determined based on the level of the second virtual object. For example, the higher the level of the second virtual object, the higher the leader priority of the second virtual object.
  • the boss priority may also be determined based on the type of the second virtual object.
  • AI objects can include common AI objects, elite AI objects, and BOSS AI objects, where the leader priority of the BOSS AI object is higher than that of the elite AI object, and the leader priority of the elite AI object is higher than that of the elite AI object. Priority is higher than boss priority of normal AI objects.
  • the embodiment of the present application does not limit the method for determining the priority of the leader.
  • the first sequence can be obtained by sorting at least two second virtual objects according to the order of leader priority from small to large; sorting the at least two second virtual objects according to the order of distance from large to small to obtain second sequence: based on the positions of the second virtual objects in the first sequence and the second sequence respectively, determine leader scores corresponding to at least two second virtual objects respectively, and the leader scores are used to indicate that the second virtual object is set as a leader Possibility of the object: determine the second virtual object whose leader score is greater than or equal to the scoring threshold as the leader object.
  • a set number (such as 1) of second virtual objects before the leader's scoring may also be determined as the leader object.
  • the position (such as serial number) of the second virtual object in the first sequence and the position of the second virtual object in the second sequence are summed (or weighted and summed, etc.), to obtain the Leader rating.
  • the leader score of the second virtual object is greater than or equal to the scoring threshold, the second virtual object may be determined as a leader object, otherwise, the second virtual object may be determined as a non-leader object.
  • the score threshold can be set and adjusted according to actual usage requirements, so that there is at least one second virtual object whose leader score is greater than or equal to the score threshold, that is, at least one leader object can be determined.
  • the second virtual object within the setting range corresponding to each leader is determined as the non-leader object corresponding to each leader object.
  • the non-leader objects corresponding to each leader object gather toward each leader object.
  • the second virtual object includes the second virtual object of the first type and the second virtual object of the second type; wherein, the leader priority of the second virtual object of the first type is higher than that of the second virtual object of the second type
  • the leader priority is used to indicate the priority of the second virtual object being determined as the leader object.
  • the second virtual objects of the first type may be elite monsters (ie, AI objects), boss monsters, etc.
  • the second virtual objects of the second type may be ordinary mobs, wild monsters, etc.
  • the process of determining the leader object can also be as follows: in the case that the at least two second virtual objects include the second virtual object of the first type, among the at least two second virtual objects, the difference between the first virtual object and the first virtual object The second virtual object of the first type with the smallest distance between them is determined as the leader object; if the second virtual object of the first type is not included in the at least two second virtual objects, among the at least two second virtual objects, and The second virtual object of the second type with the smallest distance between the first virtual objects is determined to be the leader object.
  • the second virtual object 502, the second virtual object 503, the second virtual object 504, the second virtual object 505, the second virtual object 506 and the second virtual object 507 all use the first virtual object 501 as an attack Target.
  • the closest distance to the first virtual object 501 will be The second virtual object 504 is determined to be the leader object. If there is no second virtual object of the first type, the second virtual object 502 with the closest distance to the first virtual object 501 is determined as the leader object.
  • all second virtual objects of the first type may be determined as leader objects.
  • the client obtains the location information of the non-leader objects and the leader object in real time, and dynamically adjusts the orientation of the non-leader objects according to the location information of the non-leader objects and the leader object and aggregate movement speed.
  • the orientation of the non-leader objects is to point to the leader object, the non-leader objects move around the leader object (that is, move in eight directions), the gathering movement speed of the non-leader objects and the non-leader objects
  • the distance between the object and the leader object is negatively correlated.
  • the aggregation moving speed can be set to a step configuration. For example, 0.5-10 meters corresponds to the first gathering moving speed, 10-30 meters corresponds to the second gathering moving speed, 30 meters or more is the third gathering moving speed, the third gathering moving speed is greater than the second gathering moving speed, the second gathering moving speed The speed is greater than the first aggregate movement speed.
  • a minimum distance may also be set between the second virtual objects, such as 0.2 meter, 0.5 meter, 1 meter, etc., to prevent collision and extrusion between the second virtual objects.
  • the movement direction of the non-leader object is to point to the leader object.
  • Step 203 in the virtual environment screen, it is displayed that the leader object leads the non-leader objects to move in group to the first virtual object.
  • the non-leader objects in the at least two second virtual objects all gather towards the leader object, and the leader object leads at least two second virtual objects All non-leader objects in the group move toward the first virtual object.
  • the leader object 402 leads the non-leader objects to move to the first virtual object 401 in groups.
  • the non-leader object is the second virtual object except the leader object 402 in FIG. 4 .
  • the non-leader objects corresponding to each leader object gather toward each leader object, and each leader object leads the non-leader objects corresponding to each leader object to the first virtual Subjects move in groups.
  • the ordinary mobs (ie, the second virtual object of the second type) and the elite monsters (ie, the second virtual object of the first type) in FIG. 6 both target the first virtual object 601 .
  • Figure 6 includes three leader objects: leader object 602, leader object 603 and leader object 604, leader object 602, leader object 603 and leader object 604 respectively lead their corresponding non-leader objects to the first virtual object 601 for group movement .
  • the client obtains the position information of the first virtual object and the leader object in real time, and dynamically adjusts the The movement direction and movement speed of the leader object.
  • the leader object can be replaced according to the actual scene, and the specific content can be as follows:
  • a new leader object is determined from remaining second virtual objects corresponding to at least two second virtual objects. For example, in the case that the leader object is killed by the first virtual object, a new leader object is determined from non-leader objects in at least two second virtual objects using the method provided in the above embodiment.
  • a new leader object is determined from the remaining second virtual objects corresponding to at least two second virtual objects. For example, in the case that the leader object is trapped (for example, the first virtual object releases a skill, etc.) and the first virtual object is lost, the method provided by the above embodiment is used to determine the new The leader object.
  • At least two second virtual objects are determined as group members of the object group corresponding to the first virtual object; in response to the first virtual object moving into the attack range of the new second virtual object, Adding a new second virtual object to the object group to obtain an updated object group; determining a new leader object from the updated object group.
  • the object group corresponding to the first virtual object includes the second virtual object A, the second virtual object B and the second virtual object C, and when the first virtual object moves into the attack range of the second virtual object D, Add the second virtual object D to the object group corresponding to the first virtual object to obtain the updated object group corresponding to the first virtual object, and then use the method provided in the above-mentioned embodiment to determine the new object group from the updated object group
  • the leader object may also be retained, and the leader object is not re-determined.
  • the leader object will also stay and wait for the non-leader objects, and the specific content may be as follows:
  • the leader object stops moving, and the non-leader objects in the at least two second virtual objects continue to gather toward the leader object; the maximum distance between the at least two second virtual objects and the first virtual object, and the at least two second virtual objects In a case where the difference between the minimum distances between the object and the first virtual object is less than or equal to the fifth distance threshold, the leader object continues to lead the non-leader objects towards the first virtual object for group movement.
  • the fourth distance threshold and the fifth distance threshold can be set and adjusted according to actual needs, and the fourth distance threshold is greater than the fifth distance threshold.
  • the fourth distance threshold is used to prevent non-leader objects from being too scattered
  • the fifth distance threshold is used to indicate that non-leader objects are relatively concentrated, that is, the degree of aggregation is relatively high.
  • the leader object may perform behaviors such as beckoning and shouting to the non-leader objects. And the non-leader objects that are closer to the leader object also stop moving along with the leader object, so as to wait for the non-leader objects that are farther away from the leader object.
  • the leader object continues to lead the non-leader objects to move in groups towards the first virtual object.
  • the leader object does not need to stay and wait for the non-leader object.
  • the embodiment of the present application supports the wait-and-gather mechanism to prevent non-leader objects from being too scattered, avoiding scene confusion, and facilitating the group control of the second virtual object.
  • an aggregation point is further set in the virtual environment, and the aggregation point is used to aggregate the second virtual object.
  • the aggregation priority of the aggregation point is higher than that of the leader object.
  • the application method of the aggregation point can be as follows: obtain the aggregation point in the virtual environment; if there is an aggregation point, display at least two second virtual objects to gather toward the aggregation point; if there is no aggregation point, display at least two The non-leader objects in the second virtual object gather towards the leader object.
  • the aggregation point may be a target location point in the virtual environment, such as a gate, a fence, a building exit, etc., and the target setting point may be different in different applications or at different stages in the application.
  • the aggregation point can be triggered at a specific moment, or a specific scene, or a specific stage.
  • the client when the first virtual object 701 enters the virtual warehouse, the client activates the aggregation point 702 , and at least two second virtual objects move toward the aggregation point 702 instead of toward the leader object.
  • At least two second virtual objects may be determined as group members of the object group corresponding to the first virtual object; the group members of the object group corresponding to the first virtual object lose the first virtual object In the case of an object, if there are other first virtual objects within the attack range of the group members of the object group corresponding to the first virtual object, then add the group members of the object group corresponding to the first virtual object to In the object group corresponding to the other first virtual object.
  • the first virtual object A corresponds to the object group A-GROUP
  • the object group A-GROUP includes at least two second virtual objects
  • the first virtual object B corresponds to the object group B-GROUP
  • the object group The group B-GROUP also includes at least two second virtual objects.
  • the group members in the object group A-GROUP corresponding to the first virtual object A lose the first virtual object A. If the first virtual object B is within the attack range of the group members of the object group A-GROUP corresponding to the first virtual object A, add the group members of the object group A-GROUP to the corresponding In the object group B-GROUP.
  • the first virtual object B is within the attack range of the leader object in the object group A-GROUP corresponding to the first virtual object A, then add the group members of the object group A-GROUP to the corresponding in the object group B-GROUP.
  • the first virtual object B is within the attack range of a set number of second virtual objects in the object group A-GROUP corresponding to the first virtual object A, then the object group A corresponding to the first virtual object A - The group members of GROUP are added to the object group B-GROUP of the first virtual object B.
  • the group members of the object group A-GROUP can be Members are dispersed into multiple object groups corresponding to the first virtual objects B, and the group members of the object group A-GROUP can also be added to the first virtual object B with the closest distance to the object group A-GROUP
  • this embodiment of the present application does not limit it.
  • a joint attack signal is sent to each non-leader object after an interval;
  • the mark displays each non-leader object, and displays a picture of at least two second virtual objects conducting a joint attack on the first virtual object; wherein, during the process of the leader object issuing an attack instruction, The leader object stops moving, and when the non-leader objects receive the joint attack signal, the non-leader objects gather towards the leader object.
  • the attack indication is used to indicate that at least two second virtual objects are about to launch a joint attack on the first virtual object.
  • special marks can be made on the leader object, such as displaying special marks such as a progress bar, bubbles, and air masses directly above the leader object.
  • the attack instruction may be actions such as jumping, shouting, and waving commands by the leader object, which is not limited in this embodiment of the present application.
  • the interval time can be set to be greater than or equal to the display duration of the attack indication, leaving enough observation time and reaction time for the player.
  • each non-leader object can be marked and displayed. For example, certain special effects or UI can be performed on non-leader objects.
  • Each non-leader object is displayed by marking, indicating that each non-leader object has received a joint attack signal, and can start a joint attack on the first virtual object.
  • Joint attacks can include the same joint attack action or combined attack actions.
  • the joint attack action can be simultaneous charge, simultaneous high jump, simultaneous swing of props, simultaneous shooting, etc.
  • the combined attack action can be group charge, combined attack skills, etc.
  • the trigger condition of the attack indication may include at least one of the following:
  • the leader object sends an attack instruction.
  • the fifth threshold is used to represent the quantity corresponding to at least two second virtual objects, which is large enough to launch an attack.
  • the fifth threshold can be set and adjusted according to actual usage requirements.
  • the difference between the maximum distance between at least two second virtual objects and the first virtual object and the minimum distance between at least two second virtual objects and the first virtual object is less than or equal to the second distance
  • the leader object sends an attack indication.
  • the second distance threshold is used to indicate the gathering degree of at least two second virtual objects, which is high enough to launch an attack.
  • the leader object sends an attack instruction.
  • the third distance threshold is used to indicate the distance between the leader object and the first virtual object, which is close enough to launch an attack, and the third distance threshold can be set and adjusted according to actual usage requirements.
  • the scene setting may be that the first virtual object reaches a set point, or the first virtual object completes a set task (such as the number of kills is greater than a threshold), and the like.
  • the target non-leader objects may not be led by the leader object, that is, the target non-leader objects may Carry out behaviors such as following and attacking the first virtual object by itself.
  • the first virtual object 802 corresponds to a plurality of second virtual objects, and the distance between the non-leader object 803 and the first virtual object 802 in the plurality of second virtual objects is sufficient close, the non-leader object 803 can follow and attack the first virtual object 802 without being controlled by the leader object.
  • the technical solution provided by the embodiment of the present application leads at least two The non-leader objects in the second virtual object move to the first virtual object in a group, which realizes the group control of the second virtual object with the first virtual object as the attack target, and avoids the second virtual object (that is, the AI object) )
  • the second virtual object that is, the AI object
  • Due to the execution of an independent general logic template the problem that the second virtual object gradually loses combat or gradually disperses in the process of chasing the first virtual object caused by the execution of an independent general logic template, thus improving the performance of the second virtual object in the pursuit process positional controllability.
  • the distribution of the second virtual object is more regular in the pursuit scene, and the attack target of the second virtual object is more clear, so that The player can perform targeted operations based on the regular distribution and attack target of the first virtual object, thereby improving the player experience.
  • the attacking and moving rhythm of the second virtual object is clarified, so that the player's defense or moving rhythm is clarified, and the player experience is further improved.
  • the method for controlling the virtual objects may also be as follows:
  • Step 901 displaying a user interface, where a virtual environment picture is displayed, and the virtual environment picture is a picture for observing the virtual environment from the perspective of a first virtual object.
  • Step 901 is the same as that described in the above-mentioned embodiment.
  • Step 902 In response to the first virtual object moving into the attack range of the at least two second virtual objects, divide the at least two second virtual objects to obtain multiple object groups.
  • the second virtual object refers to a virtual character (a virtual character not controlled by a player) that operates according to a certain logic in the application program, that is, the above-mentioned AI object.
  • the at least two second virtual objects above all use the first virtual object as an attack target.
  • the non-leader objects in the target object group gather toward the leader object corresponding to the target object group.
  • the target object group is any object group in the plurality of object groups.
  • the leader object may refer to a second virtual object that takes into account both the aggregation function and the guiding function.
  • the leader object can be used as an aggregation point to achieve the aggregation of non-leader objects.
  • the leader object can also act as a guide to lead the non-leader objects to move in groups towards the first virtual object.
  • the non-leader object refers to the second virtual object except the leader object among the at least two second virtual objects.
  • the object group division method may be as follows: based on the distance between each of the at least two second virtual objects, at least two second virtual objects are divided to obtain multiple object groups ; Wherein, for the first object group and the second object group in the plurality of object groups, the distance between the group members of the first object group and the group members of the second object group is greater than the first distance Threshold, the distance between each group member of the first object group is less than or equal to the first distance threshold, and the distance between each group member of the second object group is less than or equal to the first distance threshold.
  • the first distance threshold is used to indicate the position distribution of each second virtual object in the virtual environment.
  • the second virtual objects that are close to each other can be divided into the same object group, and the second virtual objects that are relatively far away can be divided into different object groups. In this way, using the second Based on the existing position distribution of virtual objects, dividing the second virtual object into blocks can obtain multiple group objects more reasonably and conveniently.
  • an object group 605 , an object group 606 and an object group 607 can be obtained.
  • the distance between each group member in the object group 605 is less than or equal to the first distance threshold, and the distance between the group members of the object group 605 and the group members of the object group 606 The distance is greater than the first distance threshold, and the distance between the group members of the object group 605 and the group members of the object group 607 is greater than the first distance threshold.
  • Step 903 determine the leader object corresponding to each object group.
  • the two methods for determining the leader object introduced in the above embodiments may be used to determine the leader object of each object group respectively.
  • the target object group if the target object group includes the first type of second virtual object, the first type of second virtual object with the smallest distance to the first virtual object is determined as the target object The leader object of the group. If the target object group does not include the second virtual object of the first type, the second virtual object of the second type with the smallest distance to the first virtual object is determined as the leader object of the target object group.
  • the first-type second virtual object can be The second virtual object is determined as the leader object of the object group 605 (or object group 607).
  • the leader object 602 is the leader object of the object group 605
  • the leader object 603 is the leader object of the object group 607 . Since there is no second virtual object of the first type in the object group 606 , the second virtual object 604 with the smallest distance to the first virtual object 601 can be determined as the leader object of the object group 606 .
  • Step 904 in the virtual environment screen, each leader object is displayed to lead the non-leader objects in their respective object groups to move to the first virtual object in a group.
  • the leader object 602 leads the non-leader objects in the object group 605 to move in groups to the first virtual object 601
  • the leader object 603 leads the non-leader objects in the object group 607 to move in groups to the first virtual object 601
  • the leader object 604 leads the non-leader objects in the object group 606 to move towards the first virtual object 601 in groups.
  • the object groups can be merged according to the actual scene, and the specific content can be as follows:
  • the group members of the target object group Add to the object group adjacent to the target object group; redefine the leader object of the object group adjacent to the target object group.
  • the first threshold value is used to indicate that the group members in the object group are too few.
  • the first threshold can be set and adjusted according to actual usage requirements, such as 3, 4, 5 and so on.
  • the object group adjacent to the target object group may refer to an object group whose distance from the target object group is less than a set distance. In a case where there are multiple object groups adjacent to the target object group, the group members of the target object group may be dispersed into a plurality of object groups adjacent to the target object group.
  • the first threshold value is set to 6, and the object group 606 is adjacent to the object group 605 . Since the number of group members in the object group 606 is 5, which is less than the first threshold, the group members in the object group 606 can be merged into the object group 605 . Then, the leader object of the object group 605 is re-determined, and the leader object 602 of the object group 605 can also be retained.
  • the group members of the target object group may also be added to the minimum distance between the target object group in the object group.
  • a target number of object groups is selected from a plurality of object groups, and the target number is the number of object groups equal to the second threshold
  • the second threshold is used to indicate that the number of object groups is too large.
  • the second threshold can be set and adjusted according to actual usage requirements, such as 4, 5, 6, and so on.
  • a target number of target groups can be randomly selected from a plurality of target groups, or a target number of target groups with fewer group members can be selected from a plurality of target groups, or a target number of target groups can also be selected from a plurality of target groups. Select an object group with more group members of the target number from the object groups, which is not limited in this embodiment of the present application.
  • a target number of group members of the object group may also be added to other object groups closest to them.
  • the embodiment of the present application supports the merging of object groups, thereby reducing the complexity of group management, thereby reducing the pressure of group management.
  • the object group can also be split according to the actual scene, and the specific content can be as follows:
  • the target object group when the number of group members of the target object group is greater than a third threshold value, the target object group is split to obtain at least Two new object groups.
  • the third threshold value is used to indicate that the target object group has too many group members.
  • the third threshold can be set and adjusted according to actual usage requirements.
  • respective leader objects can be determined by using the methods provided in the above embodiments.
  • a target object group among the plurality of object groups when the dispersion degree of group members of the target object group is greater than a fourth threshold value, split the target object group, Get at least two new object groups.
  • the fourth threshold value is used to indicate that group members of the target object group are too dispersed.
  • the fourth threshold can be set and adjusted according to actual usage requirements.
  • respective leader objects can be determined by using the methods provided in the above embodiments.
  • the technical solution provided by the embodiment of the present application leads at least two The non-leader objects in the second virtual object move to the first virtual object in a group, which realizes the group control of the second virtual object with the first virtual object as the attack target, and avoids the second virtual object (that is, the AI object) )
  • the second virtual object that is, the AI object
  • Due to the execution of an independent general logic template the problem that the second virtual object gradually loses combat or gradually disperses in the process of chasing the first virtual object caused by the execution of an independent general logic template, thus improving the performance of the second virtual object in the pursuit process Positional controllability.
  • the distribution of the second virtual objects is more regular in the pursuit scene, so that players can , to carry out targeted operations, thereby improving the player experience.
  • the method for controlling a virtual object may be as follows:
  • the client gets multiple AI objects targeting the player object.
  • the player object is the above-mentioned first virtual object
  • the AI object is the above-mentioned second virtual object. For example, if the player object moves into the attack range of the target AI object, then the attack target of the target AI object is determined as the player object.
  • the client obtains the position information of the player object and the position information corresponding to multiple AI objects.
  • the client calculates the distances between the multiple first AI objects and the player object according to the position information of the player object and the position information respectively corresponding to the multiple AI objects.
  • the client controls the target AI object to attack the player object.
  • the target AI object belongs to the object group corresponding to the player object, the target AI object is removed from the object group. After the attack of the target AI object is completed, continue to obtain the distance between the target AI object and the player object, and continue to compare with the first threshold.
  • the client classifies the target AI object into the object group corresponding to the player object.
  • the client performs the above-mentioned comparison on multiple AI objects respectively, and obtains the object group corresponding to the player object.
  • the client determines the leader object in the object group.
  • the leader object and the method for determining the leader object are the same as those described in the above embodiments, and will not be repeated here.
  • the leader object For any group member in the object group, compare the identity of the group member, and if the group member is the leader object, wait for the non-leader objects in the object group to gather. When the aggregation degree of the non-leader objects is high enough, the leader object sends out an attack instruction, and sends a joint attack signal to each non-leader object.
  • the client controls the group member to gather to the leader object. If the group member receives the joint attack signal from the leader object, the client will mark and display the group member. If the group member does not receive the joint attack signal from the leader object, the client will continue to obtain the location information of the group member and judge whether to directly attack the virtual object.
  • the client controls the non-leader objects and the leader object in the object group to jointly attack the player character.
  • the technical solution provided by the embodiment of the present application leads at least two The non-leader objects in the second virtual object move to the first virtual object in a group, which realizes the group control of the second virtual object with the first virtual object as the attack target, and avoids the second virtual object (that is, the AI object) )
  • the second virtual object that is, the AI object
  • Due to the execution of an independent general logic template the problem that the second virtual object gradually loses combat or gradually disperses in the process of chasing the first virtual object caused by the execution of an independent general logic template, thus improving the performance of the second virtual object in the pursuit process positional controllability.
  • the distribution of the second virtual objects is more regular in the pursuit scene, so that players can , to carry out targeted operations, thereby improving the player experience.
  • FIG. 11 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 method example, and the function may be realized by hardware, or may be realized by executing corresponding software by the hardware.
  • the device may be the terminal described above, or be set in the terminal. As shown in Figure 11, the device 1100 includes:
  • Interface display module 1101 leader determination module 1102 and screen display module 1103 .
  • the interface display module 1101 is configured to display a user interface, where a virtual environment picture is displayed, and the virtual environment picture is a picture for observing the virtual environment from the perspective of the first virtual object.
  • a leader determination module 1102 configured to determine a leader object from at least two second virtual objects in response to the first virtual object moving into the attack range of at least two second virtual objects, and the non-member of the at least two second virtual objects The leader object gathers towards the leader object.
  • the screen display module 1103 is configured to display in the virtual environment screen that the leader object leads the non-leader objects to move in groups to the first virtual object.
  • the leader determination module 1102 includes: a priority acquisition submodule 1102a, a distance acquisition submodule 1102b, and a leader determination submodule 1102c.
  • the priority acquiring sub-module 1102a is configured to acquire leader priorities respectively corresponding to at least two second virtual objects, where the leader priority is used to indicate the priority at which the second virtual object is determined to be the leader object.
  • the distance acquisition sub-module 1102b is configured to acquire the distances between at least two second virtual objects and the first virtual object respectively.
  • the leader determination sub-module 1102c is configured to select from at least two second virtual objects based on the leader priorities corresponding to the at least two second virtual objects and the distances between the at least two second virtual objects and the first virtual object respectively. Determine the leader object in.
  • the leader determining submodule 1102c is used for:
  • leader scores corresponding to at least two second virtual objects respectively, where the leader scores are used to indicate the possibility that the second virtual object is set as a leader object;
  • the second virtual object whose leader score is greater than or equal to the score threshold is determined as the leader object.
  • the second virtual object includes a first type of second virtual object and a second type of second virtual object; wherein, the leader priority of the first type of second virtual object is higher than that of the second type of second virtual object
  • the leader priority of the object, the leader priority is used to indicate the priority of the second virtual object being determined as the leader object; the leader determination module 1102 is also used to:
  • the at least two second virtual objects include the second virtual object of the first type, among the at least two second virtual objects, the second virtual object of the first type with the smallest distance from the first virtual object is determined for the leader object;
  • the second virtual object of the second type with the smallest distance from the first virtual object Determined as the leader object.
  • the leader determination module 1102 is further configured to:
  • a new leader object is determined from the remaining second virtual objects corresponding to at least two second virtual objects;
  • a new leader object is determined from the remaining second virtual objects corresponding to at least two second virtual objects.
  • the leader determining module 1102 further includes: a group determining submodule 1102d.
  • the group determination sub-module 1102d is configured to determine at least two second virtual objects as group members of the object group corresponding to the first virtual object.
  • the group determination sub-module 1102d is further configured to add a new second virtual object to the object group to obtain an updated object group in response to the first virtual object moving into the attack range of the new second virtual object.
  • the leader determination sub-module 1102c is also used to determine a new leader object from the updated object group.
  • the group determining submodule 1102d is further configured to divide at least two second virtual objects to obtain multiple object groups.
  • the leader determination sub-module 1102c is also used to determine the leader object corresponding to each object group; wherein, for the target object group in each object group, the non-leader objects in the target object group correspond to the target object group The leader object gathers.
  • the group determination submodule 1102d is also used to:
  • At least two second virtual objects are divided to obtain a plurality of object groups; wherein, for the first object in the plurality of object groups group and the second object group, the distance between the group members of the first object group and the group members of the second object group is greater than the first distance threshold, the first object group or the second object group The distance between each group member is less than or equal to a first distance threshold.
  • the group determination submodule 1102d is further configured to, for a target object group among the plurality of object groups, the number of group members in the target object group is less than or equal to a first threshold value In the case of , add the group members of the target audience to the target audience adjacent to the target audience.
  • the leader determination sub-module 1102c is also used to re-determine the leader object of the object group adjacent to the target object group.
  • the group determination submodule 1102d is further configured to select a target number of object groups from multiple object groups when the number of object groups is greater than a second threshold value, and the target The quantity is a difference between the quantity of the object group and the second threshold.
  • the group determination sub-module 1102d is further configured to distribute the target number of group members of the object group to other object groups in the plurality of object groups.
  • the leader determination sub-module 1102c is also used to re-determine the leader objects of other object groups.
  • the group determination submodule 1102d is also used to:
  • a target object group among the plurality of object groups when the number of group members of the target object group is greater than a third threshold value, split the target object group to obtain at least two new objects group;
  • the target object group when the dispersion degree of the group members of the target object group is greater than the fourth threshold value, the target object group is split to obtain at least two new object group.
  • the group determination submodule 1102d is also used to:
  • the group members of the object group lose the first virtual object, if there are other first virtual objects within the attack range of the group members of the object group, the group members of the object group are added to other first virtual objects. In the object group corresponding to a virtual object.
  • the screen display module 1103 is configured to:
  • each non-leader object receives a joint attack signal
  • the marker displays each non-leader object, and displays a picture of at least two second virtual objects conducting a joint attack on the first virtual object; wherein, when the leader object sends an attack instruction During the process, the leader object stops moving, and when the non-leader objects receive the joint attack signal, the non-leader objects gather towards the leader object.
  • the leader object when the number corresponding to at least two second virtual objects is greater than or equal to a fifth threshold value, the leader object sends an attack indication
  • the difference between the maximum distance between the at least two second virtual objects and the first virtual object and the minimum distance between the at least two second virtual objects and the first virtual object is less than or equal to the second distance
  • the leader object sends an attack indication
  • the leader object sends an attack instruction
  • the leader object sends out an attack instruction.
  • the difference between the maximum distance between the at least two second virtual objects and the first virtual object, and the minimum distance between the at least two second virtual objects and the first virtual object When the distance is greater than the fourth threshold, the leader object stops moving, and the non-leader objects in at least two second virtual objects continue to gather towards the leader object;
  • the difference between the maximum distance between the at least two second virtual objects and the first virtual object and the minimum distance between the at least two second virtual objects and the first virtual object is less than or equal to the fifth distance threshold In this case, the leader object continues to lead the non-leader objects to move towards the first virtual object in groups.
  • the apparatus 1100 further includes: an aggregation point acquisition module 1104 .
  • An aggregation point acquiring module 1104 configured to acquire aggregation points in the virtual environment; wherein, the aggregation priority of the aggregation point is higher than that of the leader object.
  • the screen display module 1103 is further configured to display that at least two second virtual objects converge toward the aggregation point if there is an aggregation point.
  • the screen display module 1103 is further configured to display that the non-leader objects in the at least two second virtual objects converge toward the leader object when there is no aggregation point.
  • the technical solution provided by the embodiment of the present application by acquiring at least two second virtual objects with the first virtual object as the attack target, and supporting the leader object in the at least two second virtual objects, leading at least two second virtual objects
  • the non-leader objects in the two virtual objects move to the first virtual object in a group, which realizes the group control of the second virtual object with the first virtual object as the attack target, and avoids the second virtual object (that is, the AI object)
  • Executing an independent and common logic template leads to the problem that the second virtual object gradually loses combat or gradually disperses in the process of chasing the first virtual object, thereby improving the accuracy of the position of the second virtual object in the pursuit process. controlling.
  • the distribution of the second virtual objects is more regular in the pursuit scene, so that players can , to carry out targeted operations, thereby improving the player experience.
  • the division of the above-mentioned functional modules is used as an example for illustration. In practical applications, the above-mentioned function allocation can be completed by different functional modules according to the needs.
  • the internal structure of the device is divided into different functional modules to complete all or part of the functions described above.
  • the device and the method embodiment provided by the above embodiment belong to the same idea, and the specific implementation process thereof is detailed in the method embodiment, and will not be repeated here.
  • FIG. 13 shows a structural block diagram of a terminal 1300 provided by an embodiment of the present application.
  • the terminal is used to implement the virtual object control method provided in the above embodiments.
  • the terminal may be the terminal 10 in the implementation environment shown in FIG. 1 . Specifically:
  • the terminal 1300 includes: a processor 1301 and a memory 1302 .
  • the processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • Processor 1301 can be realized by at least one hardware form in DSP (Digital Signal Processing, digital signal processing), FPGA (Field Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array, programmable logic array) .
  • Processor 1301 may also include a main processor and a coprocessor, and the main processor is a processor for processing data in a wake-up state, also called a CPU (Central Processing Unit, central processing unit); the coprocessor is Low-power processor for processing data in standby state.
  • CPU Central Processing Unit, central processing unit
  • the coprocessor is Low-power processor for processing data in standby state.
  • the processor 1301 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 1301 may also 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 1302 may include one or more computer-readable storage media, which may be non-transitory.
  • the memory 1302 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
  • the non-transitory computer-readable storage medium in the memory 1302 is used to store at least one computer-readable instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code A set or an instruction set configured to be executed by one or more processors to implement the above virtual object control method.
  • the terminal 1300 may optionally further include: a peripheral device interface 1303 and at least one peripheral device.
  • the processor 1301, the memory 1302, and the peripheral device interface 1303 may be connected through buses or signal lines.
  • Each peripheral device can be connected to the peripheral device interface 1303 through a bus, a signal line or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 1304 , a display screen 1305 , an audio circuit 1306 and a power supply 1307 .
  • FIG. 13 does not constitute a limitation to the terminal 1300, and may include more or less components than shown in the figure, or combine certain components, or adopt a different component arrangement.
  • a computer-readable storage medium is also provided, and at least one computer-readable instruction, at least one segment of program, code set or instruction set is stored in the storage medium, and the at least one computer-readable The instruction, the at least one segment of the program, the code set or the instruction set can realize the control method of the virtual object mentioned above when executed by the processor.
  • 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 drive) or an optical disc, etc.
  • 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 readable instructions stored in a computer readable storage medium.
  • the processor of the terminal reads the computer-readable instructions from the computer-readable storage medium, and the processor executes the computer-readable instructions, so that the terminal executes the above method for controlling a virtual object.
  • the information including but not limited to target device information, target personal information, etc.
  • data including but not limited to data used for analysis, stored data, displayed data, etc.
  • signals involved in this application All are authorized by the subject or fully authorized by all parties, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.
  • the player operation data involved in this application are all obtained under full authorization.
  • the "plurality” mentioned herein refers to two or more than two.
  • “And/or” describes the association relationship of associated objects, indicating that there may be three types of relationships, for example, A and/or B may indicate: A exists alone, A and B exist simultaneously, and B exists independently.
  • the character "/” generally indicates that the contextual objects are an "or” relationship.
  • the numbering of the steps described herein only exemplarily shows a possible sequence of execution among the steps. In some other embodiments, the above-mentioned steps may not be executed according to the order of the numbers, such as two different numbers The steps are executed at the same time, or two steps with different numbers are executed in the reverse order as shown in the illustration, which is not limited in this embodiment of the present application.

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Abstract

一种虚拟对象的控制方法,包括:显示以第一虚拟对象的视角对虚拟环境进行观察得到的虚拟环境画面(201);响应于第一虚拟对象移动到至少两个第二虚拟对象的攻击范围内,从至少两个第二虚拟对象中确定首领对象,至少两个第二虚拟对象中的非首领对象朝首领对象聚集(202);在虚拟环境画面中,显示首领对象带领非首领对象向第一虚拟对象进行群体移动(203)。

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2022年02月28日提交中国专利局,申请号为202210185345.3,申请名称为“虚拟对象的控制方法、装置、终端、存储介质及程序产品”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
本申请实施例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,在游戏类应用程序中,AI(Artificial Intelligence,人工智能)对象的控制对玩家体验有着重要的影响。其中,AI对象可以是指非玩家控制的虚拟角色,如由终端控制的虚拟角色。
以PVE(Player versus Environment,玩家对战环境)游戏为例,相关技术设置有通用的逻辑模板,也即每个AI对象均执行该通用的逻辑模板。例如,在PVE游戏的虚拟游戏场景中,每个以玩家所控制的虚拟对象为攻击目标的AI对象,各自执行相互独立的通用的逻辑模板,以对玩家所控制的虚拟对象进行追击。
然而,在追击过程中,由于AI对象的初始位置不同、寻路路径不同、AI对象间的相互碰撞挤压等不可控因素,会出现AI对象各自逐渐走散在游戏关卡中,甚至脱战的情况,从而导致追击过程中,AI对象的位置可控性不高,游戏画面较为混乱,AI对象散落在游戏画面的各个位置,玩家需要频繁切换虚拟对象的朝向对散落在不同位置、方向的AI对象进行反击才能继续游戏,玩家的交互难度太大,严重影响玩家的游戏体验。
发明内容
一种虚拟对象的控制方法,所述方法包括:
显示用户界面,所述用户界面中显示有虚拟环境画面,所述虚拟环境画面是以第一虚拟对象的视角对虚拟环境进行观察的画面;
响应于所述第一虚拟对象移动到至少两个第二虚拟对象的攻击范围内,从所述至少两个第二虚拟对象中确定首领对象,所述至少两个第二虚拟对象中的非首领对象朝所述首领对象聚集;
在所述虚拟环境画面中,显示所述首领对象带领所述非首领对象向所述第一虚拟对象进行群体移动。
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:
界面显示模块,用于显示用户界面,所述用户界面中显示有虚拟环境画面,所述虚拟环境画面是以第一虚拟对象的视角对虚拟环境进行观察的画面;
首领确定模块,用于响应于所述第一虚拟对象移动到至少两个第二虚拟对象的攻击范围内,从所述至少两个第二虚拟对象中确定首领对象,所述至少两个第二虚拟对象中的非首领对象朝所述首领对象聚集;
画面显示模块,用于在所述虚拟环境画面中,显示所述首领对象带领所述非首领对象向所述第一虚拟对象进行群体移动。
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计算机可读 指令,所述至少一条计算机可读指令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。
一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条计算机可读指令,所述至少一条计算机可读指令由处理器加载并执行以实现上述虚拟对象的控制方法。
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可读指令,该计算机可读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可读指令,处理器执行该计算机可读指令,使得该终端执行上述虚拟对象的控制方法。
附图说明
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本申请一个实施例提供的方案实施环境的示意图;
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是本申请一个实施例提供的第二虚拟对象的基础逻辑的示意图;
图4是本申请一个实施例提供的非首领对象朝首领对象聚集的示意图;
图5是本申请一个实施例提供的首领对象的确定方法的示意图;
图6是本申请一个实施例提供的多个首领对象的示意图;
图7是本申请一个实施例提供的聚合点的示意图;
图8是本申请一个实施例提供的群组管理方法的示意图;
图9是本申请另一个实施例提供的虚拟对象的控制方法的流程图;
图10是本申请另一个实施例提供的虚拟对象的控制方法的流程图;
图11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12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13是本申请一个实施例提供的终端的框图。
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。
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。该虚拟对象的控制方法可以但不限于应用于在虚拟场景中完成既定游戏任务的游戏类终端应用(Application,简称APP)中,如玩家对抗环境(也称对抗角色)游戏(Player VS Environment,简称为PVE),其中,上述游戏任务可以但不限于是当前玩家通过人机交互操作控制虚拟场景中的虚拟角色与终端控制的虚拟角色通过互动完成的游戏任务,这里的游戏任务可以但不限于以插件、小程序形式运行在应用(如非独立运行的游戏APP)中,或在游戏引擎中运行在应用(如独立运行的游戏APP)中。上述游戏应用的类型可以包括但不限于以下至少之一:二维(Two Dimension,简称2D)游戏应用、三维(Three Dimension,简称3D)游戏应用、虚拟现实(Virtual Reality,简称VR)游戏应用、增强现实(Augmented Reality,简称AR)游戏应用、混合现实(Mixed Reality,简称MR)游戏应用。以上只是一种示例, 本实施例对此不作任何限定。
玩家对抗角色游戏(Player VS Environment,简称为PVE):是一种玩家控制虚拟对象与游戏中生成的按照一定逻辑运行的AI对象(通常为敌对对象)进行对决,以期望获得胜利的游戏方式。
多数量AI对象:指在一场虚拟游戏对决中玩家需要同时面对多个(如2个及以上)AI对象,这些AI对象会同时对玩家发起追击。
请参考图1,其示出了本申请一个实施例提供的方案实施环境的示意图。该实施环境可以包括:终端10和服务器20。
终端10可以是诸如手机(如Android手机、iOS手机等)、笔记本电脑、平板电脑、掌上电脑、MID(Mobile Internet Devices,移动互联网设备)、PAD、台式电脑、智能电视等。终端10中可以安装目标应用程序的客户端,诸如游戏类应用程序、模拟学习类应用程序等的客户端。
服务器20用于为终端10中的目标应用程序(如游戏类应用程序)的客户端提供后台服务。例如,服务器20可以是上述应用程序(如游戏类应用程序)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。
终端10和服务器20之间可通过网络30进行互相通信。该网络30可以包括但不限于:有线网络,无线网络,其中,该有线网络包括:局域网、城域网和广域网,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络。
相关技术中,随着游戏的进行,玩家控制的虚拟对象会遭遇多数量AI对象,这些AI对象的技能、位置千差万别,但是在实际游戏体验中,尤其是3D实时射击游戏,玩家控制的虚拟对象又处于不断移动的状态,会导致多数量AI对象在追击玩家控制的虚拟对象的过程中走位逐渐分散,最后散落在虚拟游戏场景中的不同位置,游戏画面非常杂乱、不可控,AI对象逐渐各自分散在关卡中各个角落,甚至出现脱离本次游戏的情况,这显然超出了游戏设计师的预期。
示例性地,本申请实施例提供的虚拟对象的控制方法,以应用游戏类应用程序的客户端为例,在第二虚拟对象(即AI对象)追击第一虚拟对象(玩家所控制的虚拟对象)的过程中,客户端实时获取以第一虚拟对象为攻击目标的至少两个第二虚拟对象,并控制至少两个第二虚拟对象中的非首领对象朝至少两个第二虚拟对象中的首领对象聚集,以及控制首领对象带领非首领对象向第一虚拟对象进行群体移动,从而实现对以第一虚拟对象为攻击目标的第二虚拟对象进行群组控制。避免了第二虚拟对象(即AI对象)因执行独立的通用的逻辑模板,而导致的在追击第一虚拟对象的过程中,第二虚拟对象逐渐脱战或走位逐渐分散的问题,从而提高了追击过程中,第二虚拟对象的位置可控性。
另外,通过基于第一虚拟对象,对第二虚拟对象进行了群组的划分,使得追击场景下,第二虚拟对象的分布更具规律性,从而使得玩家可基于第一虚拟对象的规律性分布,进行针对性的操作,进而提高了玩家体验。
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,该方法各步骤的执行主体可以是图1所示方案实施环境中的终端10(如终端10中的目标应用程序的客户端),该方法可以包括如下几个步骤(步骤201~步骤203):
步骤201,显示用户界面,用户界面中显示有虚拟环境画面,该虚拟环境画面是以第一虚拟对象的视角对虚拟环境进行观察的画面。
用户界面是指应用程序的显示界面,诸如上述目标应用程序的显示界面。示例性地,在PVE游戏类应用程序中,用户界面可以是游戏关卡的显示界面,该用户界面用于向用户呈现游戏关卡对应的虚拟环境。在模拟学习类应用程序中,用户界面可以是学习场景的显示界面,该用户界面用于向用户呈现学习场景中的模拟环境。可选地,用户界面包括显示层和控件层。其中,控件层的显示层级高于显示层的显示层级。显示层用于显示画面信息(如追击画面、群体移动画面等),控件层用于显示UI(User Interface,用户界面)控件(如移动控件、攻击控件等)。
在本申请实施例中,上述第一虚拟对象可以是指玩家帐号在应用程序中控制的虚拟角色,也即第一虚拟对象为玩家所控制的虚拟角色。以射击游戏类应用程序为例,第一虚拟对象是指玩家帐号在射击游戏类应用程序中所控制的游戏角色。第一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。第一虚拟对象可以3维形式展示,也可以2维形式展示,本申请实施例对此不作限定。
上述虚拟环境是应用程序(如游戏类应用程序)的客户端在终端上运行时显示(或提供)的环境,该虚拟环境是指营造出的供虚拟对象进行活动(如攻克游戏关卡)的环境,如可以是虚拟房屋、虚拟岛屿、虚拟天空、虚拟陆地等。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,本申请实施例对此不作限定。
可选地,虚拟环境画面可以是指第一虚拟对象在诸如第一人称、第三人称等视角下,对虚拟环境进行观察得到的画面。
步骤202,响应于第一虚拟对象移动到至少两个第二虚拟对象的攻击范围内,从至少两个第二虚拟对象中确定首领对象,至少两个第二虚拟对象中的非首领对象朝首领对象聚集。
其中,第二虚拟对象是指应用程序中按照一定逻辑运行的虚拟角色(非玩家控制的虚拟角色),即上述的AI对象。示例性地,以PVE游戏类应用程序为例,第二虚拟对象可以是指PVE游戏类应用程序中,按照一定逻辑运行的攻击单位,诸如敌对虚拟角色、游戏关卡中的野怪、精英怪等。
攻击范围可以按照实际使用需求进行设置与调整。示例性地,对于不同类型的第二虚拟对象,其所对应的攻击范围的大小可以不同、形状可以不同。例如,远距离攻击类的第二虚拟对象的攻击范围大于近距离攻击类的第二虚拟对象的攻击范围。在第一虚拟对象移动到第二虚拟对象的攻击范围内时,第二虚拟对象则可以以第一虚拟对象为攻击目标,以进行攻击、跟随移动等行为。可选地,在第一虚拟对象移动到第二虚拟对象的攻击范围内的情况下,若该第二虚拟对象有攻击目标,则该第二虚拟对象不将攻击目标切换为该第一虚拟对象。否则,该第二虚拟对象将攻击目标切换为该第一虚拟对象。
在一些实施例中,第一虚拟对象对应的第二虚拟对象的确定过程还可以如下:
参考图3,第二虚拟对象被设置有三种状态:空闲状态301、警戒状态302和攻击状态303。在初始状态下,第二虚拟对象处于空闲状态301,在空闲状态301下,第二虚拟对象可以有集合、巡逻等行为。在第二虚拟对象通过诸如视觉、听觉等方式发现第一虚拟 对象的情况下,第二虚拟对象则进入警戒状态302,并开始朝第一虚拟对象所在的方向移动,以及对第一虚拟对象进行搜索。在处于警戒状态302的第二虚拟对象看到第一虚拟对象、或被第一虚拟对象攻击、或接收到其他第二虚拟对象发出的广播(如用于指示第一虚拟对象的位置的信号等)等情况下,第二虚拟对象从警戒状态302切换至攻击状态303,并开始朝第一虚拟对象进行移动,也即将第一虚拟对象作为攻击目标。在第二虚拟对象移动至与第一虚拟对象之间的距离小于或等于设定距离的位置的情况下,第二虚拟对象开始对第一虚拟对象进行攻击。在客户端检测到第二虚拟对象与第一虚拟对象之间的距离大于或等于设定阈值(即丢失第一虚拟对象的视野)、或第一虚拟对象已经死亡、或第一虚拟对象退出应用程序等情况下,客户端根据战场情况,控制第二虚拟对象更换攻击目标。若没有合适的攻击目标,第二虚拟对象则重新回到空闲状态301或警戒状态302。
在本申请实施例中,首领对象可以是指兼顾聚合功能和引导功能的第二虚拟对象。例如,首领对象可以作为聚合点,以实现非首领对象的聚集。首领对象还可以作为引导者,以带领非首领对象朝第一虚拟对象进行群体移动。非首领对象是指至少两个第二虚拟对象中除去首领对象的第二虚拟对象。
示例性地,参考图4,在用户界面400中,第一虚拟对象401移动至过图4中多个第二虚拟对象的攻击范围内,且该多个第二虚拟对象均以第一虚拟对象401为攻击目标。该多个第二虚拟对象聚集在第一虚拟对象402(即首领对象)的周围。其中,第一虚拟对象401为玩家所控制的虚拟角色,第二虚拟对象为AI对象。
可选地,虚拟环境中可以存在多个第一虚拟对象,则各个第一虚拟对象可以分别对应有首领对象和非首领对象。各个第一虚拟对象对应的非首领对象朝各个第一虚拟对象对应的首领对象聚集。
在一个示例中,首领对象的确定过程可以如下:
获取至少两个第二虚拟对象分别对应的首领优先级,该首领优先级用于指示第二虚拟对象被确定为首领对象的优先级;获取至少两个第二虚拟对象分别与第一虚拟对象之间的距离;基于至少两个第二虚拟对象分别对应的首领优先级,以及至少两个第二虚拟对象分别与第一虚拟对象之间的距离,从至少两个第二虚拟对象中确定首领对象。
其中,首领优先级可以基于第二虚拟对象的等级来确定。例如,第二虚拟对象的等级越高,该第二虚拟对象的首领优先级就越高。首领优先级还可以基于第二虚拟对象的类型来确定。例如,在PVE游戏类应用程序中,AI对象可以包括普通AI对象、精英AI对象和BOSS AI对象,其中,BOSS AI对象的首领优先级高于精英AI对象的首领优先级,精英AI对象的首领优先级高于普通AI对象的首领优先级。本申请实施例对首领优先级的确定方法不作限定。
可选地,可以按照首领优先级从小到大的顺序,对至少两个第二虚拟对象进行排序得到第一序列;按照距离从大到小的顺序,对至少两个第二虚拟对象进行排序得到第二序列;基于第二虚拟对象分别在第一序列和第二序列中的位置,确定至少两个第二虚拟对象分别对应的首领评分,该首领评分用于指示第二虚拟对象被设置为首领对象的可能性;将首领评分大于或等于评分阈值的第二虚拟对象,确定为首领对象。也可以将首领评分前设定数量(如1)的第二虚拟对象确定为首领对象。
示例性地,对第二虚拟对象在第一序列中的位置(如序号)和第二虚拟对象在第二序 列中的位置进行求和(或进行加权求和等),得到第二虚拟对象的首领评分。若第二虚拟对象的首领评分大于或等于评分阈值,则可以将该第二虚拟对象确定为首领对象,否则可以将该第二虚拟对象确定为非首领对象。其中,评分阈值可以根据实际使用需求进行设置与调整,以使得存在至少一个第二虚拟对象的首领评分大于或等于评分阈值,也即可以确定出至少一个首领对象。并将各个首领对应的设置范围内的第二虚拟对象,确定为各个首领对象分别对应的非首领对象。各个首领对象对应的非首领对象朝各个首领对象聚集。
在另一个示例中,第二虚拟对象包括第一类第二虚拟对象和第二类第二虚拟对象;其中,第一类第二虚拟对象的首领优先级高于第二类第二虚拟对象的首领优先级,该首领优先级用于指示第二虚拟对象被确定为首领对象的优先级。例如,在PVE游戏类应用程序中,第一类第二虚拟对象可以为精英怪(即AI对象)、BOSS怪等,第二类第二虚拟对象可以为普通小怪、野怪等。
可选地,首领对象的确定过程还可以如下:在至少两个第二虚拟对象中包括第一类第二虚拟对象的情况下,将至少两个第二虚拟对象中,与第一虚拟对象之间的距离最小的第一类第二虚拟对象确定为首领对象;在至少两个第二虚拟对象中不包括第一类第二虚拟对象的情况下,将至少两个第二虚拟对象中,与第一虚拟对象之间的距离最小的所述第二类第二虚拟对象确定为首领对象。
例如,参考图5,第二虚拟对象502、第二虚拟对象503、第二虚拟对象504、第二虚拟对象505、第二虚拟对象506和第二虚拟对象507均以第一虚拟对象501为攻击目标。在第二虚拟对象502至第二虚拟对象507中,若第二虚拟对象504和第二虚拟对象506均为第一类第二虚拟对象,则将与第一虚拟对象501之间的距离最近的第二虚拟对象504确定为首领对象。若不存在第一类第二虚拟对象,则将与第一虚拟对象501之间的距离最近的第二虚拟对象502确定为首领对象。
在一个可行示例中,在至少两个第二虚拟对象中包括第一类第二虚拟对象的情况下,可以将所有的第一类第二虚拟对象都确定为首领对象。
可选地,在非首领对象朝首领对象聚集的过程中,客户端实时地获取非首领对象和首领对象的位置信息,并根据非首领对象和首领对象的位置信息,动态调整非首领对象的朝向和聚集移动速度。
示例性地,在非首领对象向首领对象聚集的过程中,非首领对象的朝向为指向首领对象,非首领对象围绕首领对象移动(即八方向移动),非首领对象的聚集移动速度和非首领对象与首领对象之间的距离成负相关关系。可选地,也可以根据非首领对象与首领对象之间的距离,将聚集移动速度设置为阶梯配置。例如,0.5-10米对应第一聚集移动速度,10-30米对应第二聚集移动速度,30米以上为第三聚集移动速度,第三聚集移动速度大于第二聚集移动速度,第二聚集移动速度大于第一聚集移动速度。其中,第二虚拟对象之间还可以设置有最小距离,诸如0.2米、0.5米、1米等,以防止第二虚拟对象之间的碰撞挤压。可选地,非首领对象的移动朝向为指向首领对象。
步骤203,在虚拟环境画面中,显示首领对象带领非首领对象向第一虚拟对象进行群体移动。
在从至少两个第二虚拟对象中只确定一个首领对象的情况下,至少两个第二虚拟对象中的非首领对象均朝该首领对象聚集,且该首领对象带领至少两个第二虚拟对象中的所有 非首领对象向第一虚拟对象进行群体移动。例如,参考图4,在用户界面400中,首领对象402带领非首领对象向第一虚拟对象401进行群体移动。其中,非首领对象为图4中除去首领对象402之外的第二虚拟对象。
在从至少两个第二虚拟对象中确定多个首领对象的情况下,各个首领对象对应的非首领对象朝各个首领对象聚集,且各个首领对象带领各个首领对象对应的非首领对象向第一虚拟对象进行群体移动。例如,参考图6,图6中的普通小怪(即第二类第二虚拟对象)和精英怪(即第一类第二虚拟对象)均以第一虚拟对象601为攻击目标。图6中包括三个首领对象:首领对象602、首领对象603和首领对象604,首领对象602、首领对象603和首领对象604分别带领着各自对应的非首领对象向第一虚拟对象601进行群体移动。
在首领对象带领非首领对象向第一虚拟对象进行群体移动的过程中,客户端实时地获取第一虚拟对象和首领对象的位置信息,并根据第一虚拟对象和首领对象的位置信息,动态调整首领对象的移动朝向和移动速度。
可选地,在首领对象带领非首领对象向第一虚拟对象进行群体移动的过程中,可以根据实际场景,对首领对象进行更换,其具体内容可以如下:
在一个示例中,在首领对象阵亡的情况下,从至少两个第二虚拟对象对应的剩余第二虚拟对象中确定新的首领对象。例如,在首领对象被第一虚拟对象击杀的情况下,采用上述实施例提供的方法从至少两个第二虚拟对象中的非首领对象中确定新的首领对象。
或者,在首领对象脱战的情况下,从至少两个第二虚拟对象对应的剩余第二虚拟对象中确定新的首领对象。例如,在首领对象被困(如第一虚拟对象释放技能等)导致丢失第一虚拟对象的情况下,采用上述实施例提供的方法从至少两个第二虚拟对象中的非首领对象中确定新的首领对象。
在另一个示例中,将至少两个第二虚拟对象,确定为第一虚拟对象对应的对象群组的群组成员;响应于第一虚拟对象移动到新的第二虚拟对象的攻击范围内,将新的第二虚拟对象添加至对象群组,得到更新后的对象群组;从更新后的对象群组中确定新的首领对象。例如,第一虚拟对象对应的对象群组中包括第二虚拟对象A、第二虚拟对象B和第二虚拟对象C,在第一虚拟对象又移动到第二虚拟对象D的攻击范围内时,将第二虚拟对象D添加至第一虚拟对象对应的对象群组,得到第一虚拟对象对应的更新后的对象群组,再采用上述实施例提供的方法从更新后的对象群组中确定新的首领对象。可选地,也可以保留第一虚拟对象对应的首领对象,不进行首领对象的重新确定。
可选地,在首领对象带领非首领对象向第一虚拟对象进行群体移动的过程中,首领对象还会停留等待非首领对象,其具体内容可以如下:
在至少两个第二虚拟对象与第一虚拟对象之间的最大距离,和至少两个第二虚拟对象与第一虚拟对象之间的最小距离之间的差值大于第四距离阈值的情况下,首领对象停止移动,至少两个第二虚拟对象中的非首领对象继续向首领对象聚集;在至少两个第二虚拟对象与第一虚拟对象之间的最大距离,和至少两个第二虚拟对象与第一虚拟对象之间的最小距离之间的差值小于或等于第五距离阈值的情况下,首领对象继续带领非首领对象向第一虚拟对象进行群体移动。
其中,第四距离阈值和第五距离阈值可以根据实际用需求进行设置与调整,第四距离阈值大于第五距离阈值。第四距离阈值用于防止非首领对象过于分散,第五距离阈值用于 指示非首领对象相对集中,也即聚集程度相对较高。
可选地,在首领对象等待非首领对象聚集的过程中,首领对象可以向非首领对象进行招手、呼喊等行为。且与首领对象之间的距离较近的非首领对象也随着首领对象停止移动,以等待与首领对象之间的距离较远的非首领对象。在非首领对象的聚集程度恢复至相对较高的情况下,首领对象继续带领非首领对象向第一虚拟对象进行群体移动。可选地,在非首领对象与首领对象之间的距离足够大的情况下,首领对象无需停留等待该非首领对象。
本申请实施例通过支持等待聚集机制,防止非首领对象过于分散,避免了场景混乱,有利于第二虚拟对象的群组控制。
在一个示例中,虚拟环境中还设置有聚合点,该聚合点用于聚合第二虚拟对象。聚合点的聚合优先级高于首领对象的聚合优先级。该聚合点的应用方法可以如下:获取虚拟环境中的聚合点;在存在聚合点的情况下,显示至少两个第二虚拟对象向聚合点聚集;在不存在聚合点的情况下,显示至少两个第二虚拟对象中的非首领对象朝首领对象聚集。
可选地,聚合点可以是虚拟环境中的目标位置点,诸如门、栅栏、建筑物出口等,且在不同应用程序、或应用程序中的不同阶段,目标设置点可以不同。聚合点可以在特定时刻、或特定场景、或特定阶段下被触发。
示例性地,参考图7,当第一虚拟对象701进入虚拟仓库时,客户端激活聚合点702,至少两个第二虚拟对象向聚合点702进行聚集移动,而不是向首领对象进行聚集移动。
在一个示例中,可以将至少两个第二虚拟对象,确定为第一虚拟对象对应的对象群组的群组成员;在该第一虚拟对象对应的对象群组的群组成员丢失第一虚拟对象的情况下,若存在其他第一虚拟对象位于该第一虚拟对象对应的对象群组的群组成员的攻击范围内,则将该第一虚拟对象对应的对象群组的群组成员添加至该其他第一虚拟对象对应的对象群组中。
示例性地,第一虚拟对象A对应有对象群组A-GROUP,对象群组A-GROUP中包括至少两个第二虚拟对象,第一虚拟对象B对应有对象群组B-GROUP,对象群组B-GROUP中也包括至少两个第二虚拟对象。在第一虚拟对象A死亡、脱战或退出应用程序的情况下,第一虚拟对象A对应的对象群组A-GROUP中的群组成员丢失第一虚拟对象A。若第一虚拟对象B位于第一虚拟对象A对应的对象群组A-GROUP的群组成员的攻击范围内,则将对象群组A-GROUP的群组成员添加至第一虚拟对象B对应的对象群组B-GROUP中。例如,第一虚拟对象B位于第一虚拟对象A对应的对象群组A-GROUP中的首领对象的攻击范围内,则将对象群组A-GROUP的群组成员添加至第一虚拟对象B对应的对象群组B-GROUP中。又例如,第一虚拟对象B位于第一虚拟对象A对应的对象群组A-GROUP中的设定数量的第二虚拟对象的攻击范围内,则将第一虚拟对象A对应的对象群组A-GROUP的群组成员添加至第一虚拟对象B的对象群组B-GROUP中。
可选地,在有多个第一虚拟对象B位于第一虚拟对象A对应的对象群组A-GROUP的群组成员的攻击范围内的情况下,可以将对象群组A-GROUP的群组成员分散至多个第一虚拟对象B分别对应的对象群组中,也可以将对象群组A-GROUP的群组成员添加至与对象群组A-GROUP之间的距离最近的第一虚拟对象B的对象群组B-GROUP中,本申请实施例对此不作限定。
在一个示例中,在首领对象带领非首领对象向第一虚拟对象进行群体移动的过程中, 响应于首领对象发出的攻击指示,在间隔时间后向各个非首领对象发送联合攻击信号;在各个非首领对象接收到联合攻击信号的情况下,标记显示各个非首领对象,以及显示至少两个第二虚拟对象向第一虚拟对象进行联合攻击的画面;其中,在首领对象发出攻击指示的过程中,首领对象停止移动,在非首领对象接收到联合攻击信号的情况下,非首领对象向首领对象聚集。
其中,攻击指示用于指示至少两个第二虚拟对象即将对第一虚拟对象发动联合攻击。在发出攻击指示的过程中,可以对首领对象进行特殊标记,如在首领对象的正上方显示进度条、气泡、气团等特殊标记。该攻击指示可以是首领对象进行跳跃、喊话、挥手指挥等行为,本申请实施例对此不作限定。
间隔时间可以被设置为大于或等于攻击指示的显示时长,以为玩家留下足够的观察时间和反应时间。可选地,在各个非首领对象接收到联合攻击信号的情况下,可以标记显示各个非首领对象。例如,可以对非首领对象进行一定的特效或UI等表现。通过标记显示各个非首领对象,表明各个非首领对象已经接收到联合攻击信号,可以开始对第一虚拟对象进行联合攻击。
联合攻击可以包括相同的联合攻击动作或者组合攻击动作。联合攻击动作可以为同时冲锋、同时高跳、同时挥动道具、同时射击等,组合攻击动作可以为战团冲锋、组合攻击技能等。
可选地,攻击指示的触发条件可以包括以下至少一项:
1、在至少两个第二虚拟对象对应的数量大于或等于第五门限值的情况下,首领对象发出攻击指示。
第五门限值用于表征至少两个第二虚拟对象对应的数量,多到足够发动攻击,第五门限值可以根据实际使用需求进行设置与调整。
2、在至少两个第二虚拟对象与第一虚拟对象之间的最大距离,和至少两个第二虚拟对象与第一虚拟对象之间的最小距离之间的差值小于或等于第二距离阈值的情况下,首领对象发出攻击指示。
第二距离阈值用于指示至少两个第二虚拟对象的聚拢程度,高到足够发动攻击。
3、在首领对象与第一虚拟对象之间的距离小于或等于第三距离阈值的情况下,首领对象发出攻击指示。
第三距离阈值用于指示首领对象与第一虚拟对象之间的距离,近到足以发动攻击,第三距离阈值可以根据实际使用需求进行设置与调整。
4、在第一虚拟对象触发场景设置的情况下,首领对象发出攻击指示。
可选地,该场景设置可以为第一虚拟对象到达设定位置点、或第一虚拟对象完成设定任务(如击杀数大于阈值)等。
可选地,对于至少两个第二虚拟对象中,与第一虚拟对象之间的距离足够近的目标非首领对象,目标非首领对象可以不受首领对象的带领,也即目标非首领对象可以自行对第一虚拟对象进行跟随、攻击等行为。
例如,参考图8,在用户界面801中,第一虚拟对象802对应有多个第二虚拟对象,该多个第二虚拟对象中的非首领对象803与第一虚拟对象802之间的距离足够近,则非首领对象803可以自行对第一虚拟对象802进行跟随、攻击等,而不再受首领对象的控制。
综上所述,本申请实施例提供的技术方案,通过获取以第一虚拟对象为攻击目标的至少两个第二虚拟对象,并支持至少两个第二虚拟对象中的首领对象,带领至少两个第二虚拟对象中的非首领对象向第一虚拟对象进行群体移动,实现了对以第一虚拟对象为攻击目标的第二虚拟对象进行群组控制,避免了第二虚拟对象(即AI对象)因执行独立的通用的逻辑模板,而导致的在追击第一虚拟对象的过程中,第二虚拟对象逐渐脱战或走位逐渐分散的问题,从而提高了追击过程中,第二虚拟对象的位置可控性。
另外,通过基于第一虚拟对象,对第二虚拟对象进行了群组的划分,使得追击场景下,第二虚拟对象的分布更具规律性,第二虚拟对象的攻击目标更加明确化,从而使得玩家可基于第一虚拟对象的规律性分布和攻击目标,进行针对性的操作,进而提高了玩家体验。
另外,通过采用本申请提供的技术方案,使得第二虚拟对象的进攻和走位的节奏清晰化,从而使得玩家的防守或走位的节奏清晰化,进一步提高了玩家体验。
另外,由于非首领对象的移动和攻击,受首领对象的指挥,实现了第二虚拟对象的联动性移动或攻击,从而使得虚拟环境画面的显示更加地清晰化和规律化。
在一个示例性实施例中,在将至少两个第二虚拟对象划分成多个群组对象的情况下,参考图9,虚拟对象的控制方法还可以如下:
步骤901,显示用户界面,用户界面中显示有虚拟环境画面,该虚拟环境画面是以第一虚拟对象的视角对虚拟环境进行观察的画面。
步骤901与上述实施例介绍相同,本申请实施例未说明的内容,可以参考上述实施例,这里不再赘述。
步骤902,响应于第一虚拟对象移动到至少两个第二虚拟对象的攻击范围内,对至少两个第二虚拟对象进行划分,得到多个对象群组。
其中,第二虚拟对象是指应用程序中按照一定逻辑运行的虚拟角色(非玩家控制的虚拟角色),即上述的AI对象。上述至少两个第二虚拟对象均以第一虚拟对象为攻击目标。
可选地,对于各个对象群组中的目标对象群组,目标对象群组中的非首领对象朝目标对象群组对应的首领对象聚集。其中,目标对象群组为多个对象群组中的任一对象群组。首领对象可以是指兼顾聚合功能和引导功能的第二虚拟对象。例如,首领对象可以作为聚合点,以实现非首领对象的聚集。首领对象还可以作为引导者,以带领非首领对象朝第一虚拟对象进行群体移动。非首领对象是指至少两个第二虚拟对象中除去首领对象的第二虚拟对象。
在一个示例中,对象群组的划分方法可以如下:基于至少两个第二虚拟对象中各个第二虚拟对象之间的距离,对至少两个第二虚拟对象进行划分,得到多个对象群组;其中,对于多个对象群组中的第一对象群组和第二对象群组,第一对象群组的群组成员与第二对象群组的群组成员之间的距离大于第一距离阈值,第一对象群组的各个群组成员之间的距离小于或等于第一距离阈值,第二对象群组的各个群组成员之间的距离小于或等于第一距离阈值。
其中,第一距离阈值用于指示各个第二虚拟对象在虚拟环境中的位置分布。通过第一距离阈值,可以将站位靠近的第二虚拟对象划分至同一对象群组,对于站位相对较远的第二虚拟对象,可以分别划分至不同的对象群组,如此,利用第二虚拟对象现有的位置分布,对第二虚拟对象进行区块化划分,可以更合理便捷地得到多个群组对象。
例如,参考图6,对图6中的多个第二虚拟对象进行划分,可以得到对象群组605、对象群组606和对象群组607。其中,对于对象群组605,对象群组605中的各个群组成员之间的距离小于或等于第一距离阈值,对象群组605的群组成员与对象群组606的群组成员之间的距离大于第一距离阈值,对象群组605的群组成员与对象群组607的群组成员之间的距离大于第一距离阈值。
步骤903,确定各个对象群组分别对应的首领对象。
可选地,可以采用上述实施例介绍的两种首领对象的确定方法,分别确定各个对象群组的首领对象。示例性地,对于目标对象群组,在目标对象群组包括第一类第二虚拟对象的情况下,将与第一虚拟对象之间的距离最小的第一类第二虚拟对象确定为目标对象群组的首领对象。在目标对象群组不包括第一类第二虚拟对象的情况下,将与第一虚拟对象之间的距离最小的第二类第二虚拟对象确定为目标对象群组的首领对象。
例如,参考图6,由于对象群组605(或对象群组607)中只存在一个第一类第二虚拟对象(图6所示的精英小怪),因此,可以直接将该第一类第二虚拟对象确定为对象群组605(或对象群组607)的首领对象。首领对象602为对象群组605的首领对象,首领对象603为对象群组607的首领对象。而由于对象群组606中不存在第一类第二虚拟对象,则可以将与第一虚拟对象601之间的距离最小的第二虚拟对象604确定为对象群组606的首领对象。
步骤904,在虚拟环境画面中,显示各个首领对象带领各自的对象群组中的非首领对象向第一虚拟对象进行群体移动。
例如,参考图6,首领对象602带领对象群组605中的非首领对象向第一虚拟对象601进行群体移动,首领对象603带领对象群组607中的非首领对象向第一虚拟对象601进行群体移动,首领对象604带领对象群组606中的非首领对象向第一虚拟对象601进行群体移动。
可选地,在首领对象带领非首领对象向第一虚拟对象进行群体移动的过程中,可以根据实际场景,对对象群组进行合并,其具体内容可以如下:
在一个示例中,对于多个对象群组中的目标对象群组,在目标对象群组的群组成员的数量小于或等于第一门限值的情况下,将目标对象群组的群组成员添加至与目标对象群组相邻的对象群组中;重新确定与目标对象群组相邻的对象群组的首领对象。
其中,第一门限值用于指示对象群组中的群组成员过于稀少。第一门限值可以根据实际使用需求进行设置与调整,诸如3、4、5等。与目标对象群组相邻的对象群组可以是指与目标对象群组之间的距离小于设定距离的对象群组。在与目标对象群组相邻的对象群组是多个的情况下,可以将目标对象群组的群组成员分散至与目标对象群组相邻的多个对象群组中。
示例性地,参考图6,设第一门限值为6,对象群组606与对象群组605相邻。由于对象群组606中的群组成员的数量为5,小于第一门限值,则可以将对象群组606中的群组成员并入对象群组605中。然后,再重新确定对象群组605的首领对象,也可以保留对象群组605的首领对象602。
可选地,在目标对象群组的群组成员的数量小于或等于第一门限值的情况下,也可以将目标对象群组的群组成员添加至与目标对象群组之间的距离最小的对象群组中。
在另一个示例中,在对象群组的数量大于第二门限值的情况下,从多个对象群组中选择目标数量的对象群组,目标数量为对象群组的数量与第二门限值之间的差值;将目标数量的对象群组的群组成员,分散至多个对象群组中的其他对象群组;重新确定其他对象群组的首领对象。
其中,第二门限值用于指示对象群组的数量过多。第二门限值可以根据实际使用需求进行设置与调整,诸如4、5、6等。可选地,可以随机从多个对象群组中选择出目标数量的对象群组,也可以从多个对象群组中选择出目标数量的较少群组成员的对象群组,还可以从多个对象群组中选择出目标数量的较多群组成员的对象群组,本申请实施例对此不作限定。
可选地,也可以将目标数量的对象群组的群组成员分别添加至与其最近的其他对象群组中。
本申请实施例通过支持对象群组的合并,从而减少群组管理的复杂度,进而降低群组管理的压力。
可选地,在首领对象带领非首领对象向第一虚拟对象进行群体移动的过程中,还可以根据实际场景,对对象群组进行拆分,其具体内容可以如下:
在一个示例中,对于多个对象群组中的目标对象群组,在目标对象群组的群组成员的数量大于第三门限值的情况下,对目标对象群组进行拆分,得到至少两个新的对象群组。
其中,第三门限值用于指示目标对象群组的群组成员过多。第三门限值可以根据实际使用需求进行设置与调整。对于拆分得到的新的对象群组,可以采用上述实施例提供的方法分别确定出各自的首领对象。
在另一个示例中,对于多个对象群组中的目标对象群组,在目标对象群组的群组成员的分散程度大于第四门限值的情况下,对目标对象群组进行拆分,得到至少两个新的对象群组。
其中,第四门限值用于指示目标对象群组的群组成员过于分散。第四门限值可以根据实际使用需求进行设置与调整。对于拆分得到的新的对象群组,可以采用上述实施例提供的方法分别确定出各自的首领对象。
综上所述,本申请实施例提供的技术方案,通过获取以第一虚拟对象为攻击目标的至少两个第二虚拟对象,并支持至少两个第二虚拟对象中的首领对象,带领至少两个第二虚拟对象中的非首领对象向第一虚拟对象进行群体移动,实现了对以第一虚拟对象为攻击目标的第二虚拟对象进行群组控制,避免了第二虚拟对象(即AI对象)因执行独立的通用的逻辑模板,而导致的在追击第一虚拟对象的过程中,第二虚拟对象逐渐脱战或走位逐渐分散的问题,从而提高了追击过程中,第二虚拟对象的位置可控性。
另外,通过基于第一虚拟对象,对第二虚拟对象进行了群组的划分,使得追击场景下,第二虚拟对象的分布更具规律性,从而使得玩家可基于第一虚拟对象的规律性分布,进行针对性的操作,进而提高了玩家体验。
在一个示例性实施例中,参考图10,以PVE游戏为例,本申请实施例提供的虚拟对象的控制方法可以如下:
客户端获取以玩家对象为攻击目标的多个AI对象。其中,玩家对象即为上述的第一虚拟对象,AI对象即为上述的第二虚拟对象。例如,若玩家对象移动到目标AI对象的攻 击范围内,则将该目标AI对象的攻击目标确定为玩家对象。
客户端获取玩家对象的位置信息,以及多个AI对象分别对应的位置信息。客户端根据玩家对象的位置信息和多个AI对象分别对应的位置信息,计算得到多个第一AI对象分别与玩家对象之间的距离。
对于多个AI对象中的目标AI对象,若目标AI对象与玩家对象之间的距离小于或等于第一阈值,客户端则控制目标AI对象对玩家对象进行攻击。可选地,在目标AI对象属于玩家对象对应的对象群组的情况下,将目标AI对象从对象群组中剔除。在目标AI对象的攻击完成之后,继续获取目标AI对象与玩家对象之间的距离,并继续与第一阈值进行比对。
若目标AI对象与玩家对象之间的距离大于第一阈值,客户端则将目标AI对象划入玩家对象对应的对象群组中。
客户端分别对多个AI对象进行上述比对,得到玩家对象对应的对象群组。
客户端确定出对象群组中的首领对象。首领对象以及首领对象的确定方法与上述实施例介绍相同,这里不再赘述。
对于对象群组中的任一群组成员,对该群组成员进行身份比对,若该群组成员为首领对象,则等待对象群组中的非首领对象聚集。在非首领对象的聚集程度足够高的情况下,首领对象发出攻击指示,以及向各个非首领对象发送联合攻击信号。
若该群组成员为非首领对象,则客户端控制该群组成员向首领对象聚集。若该群组成员接收到来自首领对象的联合攻击信号,客户端则标记显示该该群组成员。若该群组成员未接收到来自首领对象的联合攻击信号,客户端则继续获取该群组成员的位置信息,以及进行是否直接对虚拟对象进行攻击的判断。
在对象群组中的所有非首领对象均接收到来自首领对象的联合攻击信号的情况下,客户端控制对象群组中的非首领对象和首领对象对玩家角色进行联合攻击。
综上所述,本申请实施例提供的技术方案,通过获取以第一虚拟对象为攻击目标的至少两个第二虚拟对象,并支持至少两个第二虚拟对象中的首领对象,带领至少两个第二虚拟对象中的非首领对象向第一虚拟对象进行群体移动,实现了对以第一虚拟对象为攻击目标的第二虚拟对象进行群组控制,避免了第二虚拟对象(即AI对象)因执行独立的通用的逻辑模板,而导致的在追击第一虚拟对象的过程中,第二虚拟对象逐渐脱战或走位逐渐分散的问题,从而提高了追击过程中,第二虚拟对象的位置可控性。
另外,通过基于第一虚拟对象,对第二虚拟对象进行了群组的划分,使得追击场景下,第二虚拟对象的分布更具规律性,从而使得玩家可基于第一虚拟对象的规律性分布,进行针对性的操作,进而提高了玩家体验。
下述为本申请装置实施例,可以用于执行本申请方法实施例。对于本申请装置实施例中未披露的细节,请参照本申请方法实施例。
请参考图11,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方法示例的功能,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。该装置可以是上文介绍的终端,也可以设置在终端中。如图11所示,该装置1100包括:
界面显示模块1101、首领确定模块1102和画面显示模块1103。
界面显示模块1101,用于显示用户界面,用户界面中显示有虚拟环境画面,虚拟环境画面是以第一虚拟对象的视角对虚拟环境进行观察的画面。
首领确定模块1102,用于响应于第一虚拟对象移动到至少两个第二虚拟对象的攻击范围内,从至少两个第二虚拟对象中确定首领对象,至少两个第二虚拟对象中的非首领对象朝首领对象聚集。
画面显示模块1103,用于在虚拟环境画面中,显示首领对象带领非首领对象向第一虚拟对象进行群体移动。
在一个示例性实施例中,如图12所示,首领确定模块1102,包括:优先级获取子模块1102a、距离获取子模块1102b和首领确定子模块1102c。
优先级获取子模块1102a,用于获取至少两个第二虚拟对象分别对应的首领优先级,首领优先级用于指示第二虚拟对象被确定为首领对象的优先级。
距离获取子模块1102b,用于获取至少两个第二虚拟对象分别与第一虚拟对象之间的距离。
首领确定子模块1102c,用于基于至少两个第二虚拟对象分别对应的首领优先级,以及至少两个第二虚拟对象分别与第一虚拟对象之间的距离,从至少两个第二虚拟对象中确定首领对象。
在一个示例性实施例中,首领确定子模块1102c,用于:
按照首领优先级从小到大的顺序,对至少两个第二虚拟对象进行排序得到第一序列;
按照距离从大到小的顺序,对至少两个第二虚拟对象进行排序得到第二序列;
基于第二虚拟对象分别在第一序列和第二序列中的位置,确定至少两个第二虚拟对象分别对应的首领评分,首领评分用于指示第二虚拟对象被设置为首领对象的可能性;
将首领评分大于或等于评分阈值的第二虚拟对象,确定为首领对象。
在一个示例性实施例中,第二虚拟对象包括第一类第二虚拟对象和第二类第二虚拟对象;其中,第一类第二虚拟对象的首领优先级高于第二类第二虚拟对象的首领优先级,首领优先级用于指示第二虚拟对象被确定为首领对象的优先级;首领确定模块1102,还用于:
在至少两个第二虚拟对象中包括第一类第二虚拟对象的情况下,将至少两个第二虚拟对象中,与第一虚拟对象之间的距离最小的第一类第二虚拟对象确定为首领对象;
在至少两个第二虚拟对象中不包括第一类第二虚拟对象的情况下,将至少两个第二虚拟对象中,与第一虚拟对象之间的距离最小的第二类第二虚拟对象确定为首领对象。
在一个示例性实施例中,首领确定模块1102,还用于:
在首领对象阵亡的情况下,从至少两个第二虚拟对象对应的剩余第二虚拟对象中确定新的首领对象;
或者,在首领对象脱战的情况下,从至少两个第二虚拟对象对应的剩余第二虚拟对象中确定新的首领对象。
在一个示例性实施例中,如图12所示,首领确定模块1102,还包括:群组确定子模块1102d。
群组确定子模块1102d,用于将至少两个第二虚拟对象,确定为第一虚拟对象对应的对象群组的群组成员。
群组确定子模块1102d,还用于响应于第一虚拟对象移动到新的第二虚拟对象的攻击 范围内,将新的第二虚拟对象添加至对象群组,得到更新后的对象群组。
首领确定子模块1102c,还用于从更新后的对象群组中确定新的首领对象。
在一个示例性实施例中,群组确定子模块1102d,还用于对至少两个第二虚拟对象进行划分,得到多个对象群组。
首领确定子模块1102c,还用于确定各个对象群组分别对应的首领对象;其中,对于各个对象群组中的目标对象群组,目标对象群组中的非首领对象朝目标对象群组对应的首领对象聚集。
在一个示例性实施例中,群组确定子模块1102d,还用于:
基于至少两个第二虚拟对象中各个第二虚拟对象之间的距离,对至少两个第二虚拟对象进行划分,得到多个对象群组;其中,对于多个对象群组中的第一对象群组和第二对象群组,第一对象群组的群组成员与第二对象群组的群组成员之间的距离大于第一距离阈值,第一对象群组或第二对象群组的各个群组成员之间的距离小于或等于第一距离阈值。
在一个示例性实施例中,群组确定子模块1102d,还用于对于多个对象群组中的目标对象群组,在目标对象群组的群组成员的数量小于或等于第一门限值的情况下,将目标对象群组的群组成员添加至与目标对象群组相邻的对象群组中。
首领确定子模块1102c,还用于重新确定与目标对象群组相邻的对象群组的首领对象。
在一个示例性实施例中,群组确定子模块1102d,还用于在对象群组的数量大于第二门限值的情况下,从多个对象群组中选择目标数量的对象群组,目标数量为对象群组的数量与第二门限值之间的差值。
群组确定子模块1102d,还用于将目标数量的对象群组的群组成员,分散至多个对象群组中的其他对象群组。
首领确定子模块1102c,还用于重新确定其他对象群组的首领对象。
在一个示例性实施例中,群组确定子模块1102d,还用于:
对于多个对象群组中的目标对象群组,在目标对象群组的群组成员的数量大于第三门限值的情况下,对目标对象群组进行拆分,得到至少两个新的对象群组;
或者,对于多个对象群组中的目标对象群组,在目标对象群组的群组成员的分散程度大于第四门限值的情况下,对目标对象群组进行拆分,得到至少两个新的对象群组。
在一个示例性实施例中,群组确定子模块1102d,还用于:
将至少两个第二虚拟对象,确定为第一虚拟对象对应的对象群组的群组成员;
在对象群组的群组成员丢失第一虚拟对象的情况下,若存在其他第一虚拟对象位于对象群组的群组成员的攻击范围内,则将对象群组的群组成员添加至其他第一虚拟对象对应的对象群组中。
在一个示例性实施例中,画面显示模块1103,用于:
响应于首领对象发出的攻击指示,在间隔时间后向各个非首领对象发送联合攻击信号;
在各个非首领对象接收到联合攻击信号的情况下,标记显示各个非首领对象,以及显示至少两个第二虚拟对象向第一虚拟对象进行联合攻击的画面;其中,在首领对象发出攻击指示的过程中,首领对象停止移动,在非首领对象接收到联合攻击信号的情况下,非首领对象向首领对象聚集。
在一个示例性实施例中,在至少两个第二虚拟对象对应的数量大于或等于第五门限值的情况下,首领对象发出攻击指示;
或者,在至少两个第二虚拟对象与第一虚拟对象之间的最大距离,和至少两个第二虚拟对象与第一虚拟对象之间的最小距离之间的差值小于或等于第二距离阈值的情况下,首领对象发出攻击指示;
或者,在首领对象与第一虚拟对象之间的距离小于或等于第三距离阈值的情况下,首领对象发出攻击指示;
或者,在第一虚拟对象触发场景设置的情况下,首领对象发出攻击指示。
在一个示例性实施例中,在至少两个第二虚拟对象与第一虚拟对象之间的最大距离,和至少两个第二虚拟对象与第一虚拟对象之间的最小距离之间的差值大于第四距离阈值的情况下,首领对象停止移动,至少两个第二虚拟对象中的非首领对象继续向首领对象聚集;
在至少两个第二虚拟对象与第一虚拟对象之间的最大距离,和至少两个第二虚拟对象与第一虚拟对象之间的最小距离之间的差值小于或等于第五距离阈值的情况下,首领对象继续带领非首领对象向第一虚拟对象进行群体移动。
在一个示例性实施例中,如图12所示,装置1100,还包括:聚合点获取模块1104。
聚合点获取模块1104,用于获取虚拟环境中的聚合点;其中,聚合点的聚合优先级高于首领对象的聚合优先级。
画面显示模块1103,还用于在存在聚合点的情况下,显示至少两个第二虚拟对象向聚合点聚集。
画面显示模块1103,还用于在不存在聚合点的情况下,显示至少两个第二虚拟对象中的非首领对象朝首领对象聚集。
综上,本申请实施例提供的技术方案,通过获取以第一虚拟对象为攻击目标的至少两个第二虚拟对象,并支持至少两个第二虚拟对象中的首领对象,带领至少两个第二虚拟对象中的非首领对象向第一虚拟对象进行群体移动,实现了对以第一虚拟对象为攻击目标的第二虚拟对象进行群组控制,避免了第二虚拟对象(即AI对象)因执行独立的通用的逻辑模板,而导致的在追击第一虚拟对象的过程中,第二虚拟对象逐渐脱战或走位逐渐分散的问题,从而提高了追击过程中,第二虚拟对象的位置可控性。
另外,通过基于第一虚拟对象,对第二虚拟对象进行了群组的划分,使得追击场景下,第二虚拟对象的分布更具规律性,从而使得玩家可基于第一虚拟对象的规律性分布,进行针对性的操作,进而提高了玩家体验。
需要说明的是,上述实施例提供的装置,在实现其功能时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的装置与方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
请参考图13,其示出了本申请一个实施例提供的终端1300的结构框图。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所示实施环境中的终端10。具体来讲:
通常,终端1300包括有:处理器1301和存储器1302。
可选地,处理器1301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1301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1301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1301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1301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。
可选地,存储器1302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1302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1302中的非暂态的计算机可读存储介质用于存储至少一个计算机可读指令,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1300还可选包括有:外围设备接口1303和至少一个外围设备。处理器1301、存储器1302和外围设备接口1303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1303相连。具体地,外围设备包括:射频电路1304、显示屏1305、音频电路1306和电源1307中的至少一种。
本领域技术人员可以理解,图13中示出的结构并不构成对终端1300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。
在一个示例性实施例中,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计算机可读指令、至少一段程序、代码集或指令集,所述至少一条计算机可读指令、所述至少一段程序、所述代码集或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,随机存储器)、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)。
在一个示例性实施例中,还提供了一种计算机程序产品或计算机程序,所述计算机程序产品或计算机程序包括计算机可读指令,所述计算机可读指令存储在计算机可读存储介质中。终端的处理器从所述计算机可读存储介质中读取所述计算机可读指令,所述处理器执行所述计算机可读指令,使得所述终端执行上述虚拟对象的控制方法。
需要说明的是,本申请所涉及的信息(包括但不限于对象设备信息、对象个人信息等)、数据(包括但不限于用于分析的数据、存储的数据、展示的数据等)以及信号,均为经对象授权或者经过各方充分授权的,且相关数据的收集、使用和处理需要遵守相关国家和地 区的相关法律法规和标准。例如,本申请中涉及到的玩家操作数据都是在充分授权的情况下获取的。
应当理解的是,在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。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,由终端执行,所述方法包括:
    显示用户界面,所述用户界面中显示有虚拟环境画面,所述虚拟环境画面是以第一虚拟对象的视角对虚拟环境进行观察的画面;
    响应于所述第一虚拟对象移动到至少两个第二虚拟对象的攻击范围内,从所述至少两个第二虚拟对象中确定首领对象,所述至少两个第二虚拟对象中的非首领对象朝所述首领对象聚集;
    在所述虚拟环境画面中,显示所述首领对象带领所述非首领对象向所述第一虚拟对象进行群体移动。
  2. 根据权利要求1所述的方法,其特征在于,所述从所述至少两个第二虚拟对象中确定首领对象,包括:
    获取所述至少两个第二虚拟对象分别对应的首领优先级,所述首领优先级用于指示所述第二虚拟对象被确定为所述首领对象的优先级;
    获取所述至少两个第二虚拟对象分别与所述第一虚拟对象之间的距离;
    基于所述至少两个第二虚拟对象分别对应的首领优先级,以及所述至少两个第二虚拟对象分别与所述第一虚拟对象之间的距离,从所述至少两个第二虚拟对象中确定所述首领对象。
  3. 根据权利要求2所述的方法,其特征在于,所述基于所述至少两个第二虚拟对象分别对应的首领优先级,以及所述至少两个第二虚拟对象分别与所述第一虚拟对象之间的距离,从所述至少两个第二虚拟对象中确定所述首领对象,包括:
    按照所述首领优先级从小到大的顺序,对所述至少两个第二虚拟对象进行排序得到第一序列;
    按照所述距离从大到小的顺序,对所述至少两个第二虚拟对象进行排序得到第二序列;
    基于所述第二虚拟对象分别在所述第一序列和所述第二序列中的位置,确定所述至少两个第二虚拟对象分别对应的首领评分,所述首领评分用于指示所述第二虚拟对象被设置为所述首领对象的可能性;
    将所述首领评分大于或等于评分阈值的第二虚拟对象,确定为所述首领对象。
  4. 根据权利要求1所述的方法,其特征在于,所述第二虚拟对象包括第一类第二虚拟对象和第二类第二虚拟对象;其中,所述第一类第二虚拟对象的首领优先级高于所述第二类第二虚拟对象的首领优先级,所述首领优先级用于指示所述第二虚拟对象被确定为所述首领对象的优先级;
    所述从所述至少两个第二虚拟对象中确定首领对象,包括:
    在所述至少两个第二虚拟对象中包括所述第一类第二虚拟对象的情况下,将所述至少两个第二虚拟对象中,与所述第一虚拟对象之间的距离最小的所述第一类第二虚拟对象确定为所述首领对象;
    在所述至少两个第二虚拟对象中不包括所述第一类第二虚拟对象的情况下,将所述至少两个第二虚拟对象中,与所述第一虚拟对象之间的距离最小的所述第二类第二虚拟对象确定为所述首领对象。
  5. 根据权利要求1所述的方法,其特征在于,所述从所述至少两个第二虚拟对象中确定首领对象之后,还包括:
    在所述首领对象阵亡的情况下,从所述至少两个第二虚拟对象对应的剩余第二虚拟对象中确定新的首领对象;
    或者,
    在所述首领对象脱战的情况下,从所述至少两个第二虚拟对象对应的剩余第二虚拟对象中确定新的首领对象。
  6. 根据权利要求1所述的方法,其特征在于,所述从所述至少两个第二虚拟对象中确定首领对象之后,还包括:
    将所述至少两个第二虚拟对象,确定为所述第一虚拟对象对应的对象群组的群组成员;
    响应于所述第一虚拟对象移动到新的第二虚拟对象的攻击范围内,将所述新的第二虚拟对象添加至所述对象群组,得到更新后的对象群组;
    从所述更新后的对象群组中确定新的首领对象。
  7. 根据权利要求1所述的方法,其特征在于,所述从所述至少两个第二虚拟对象中确定首领对象,包括:
    对所述至少两个第二虚拟对象进行划分,得到多个对象群组;
    确定各个对象群组分别对应的首领对象;
    其中,对于所述各个对象群组中的目标对象群组,所述目标对象群组中的非首领对象朝所述目标对象群组对应的首领对象聚集。
  8. 根据权利要求7所述的方法,其特征在于,所述对所述至少两个第二虚拟对象进行划分,得到多个对象群组,包括:
    基于所述至少两个第二虚拟对象中各个第二虚拟对象之间的距离,对所述至少两个第二虚拟对象进行划分,得到所述多个对象群组;
    其中,对于所述多个对象群组中的第一对象群组和第二对象群组,所述第一对象群组的群组成员与所述第二对象群组的群组成员之间的距离大于第一距离阈值,所述第一对象群组或所述第二对象群组的各个群组成员之间的距离小于或等于所述第一距离阈值。
  9. 根据权利要求7所述的方法,其特征在于,所述对所述至少两个第二虚拟对象进行划分,得到多个对象群组之后,还包括:
    对于所述多个对象群组中的目标对象群组,在所述目标对象群组的群组成员的数量小于或等于第一门限值的情况下,将所述目标对象群组的群组成员添加至与所述目标对象群组相邻的对象群组中;
    重新确定与所述目标对象群组相邻的对象群组的首领对象。
  10. 根据权利要求7所述的方法,其特征在于,所述对所述至少两个第二虚拟对象进行划分,得到多个对象群组之后,还包括:
    在所述对象群组的数量大于第二门限值的情况下,从所述多个对象群组中选择目标数量的对象群组,所述目标数量为所述对象群组的数量与所述第二门限值之间的差值;
    将所述目标数量的对象群组的群组成员,分散至所述多个对象群组中的其他对象群组;
    重新确定所述其他对象群组的首领对象。
  11. 根据权利要求7所述的方法,其特征在于,所述对所述至少两个第二虚拟对象进行划分,得到多个对象群组之后,还包括:
    对于所述多个对象群组中的目标对象群组,在所述目标对象群组的群组成员的数量大于第三门限值的情况下,对所述目标对象群组进行拆分,得到至少两个新的对象群组;
    或者,
    对于所述多个对象群组中的目标对象群组,在所述目标对象群组的群组成员的分散程度大于第四门限值的情况下,对所述目标对象群组进行拆分,得到至少两个新的对象群组。
  12. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    将所述至少两个第二虚拟对象,确定为所述第一虚拟对象对应的对象群组的群组成员;
    在所述对象群组的群组成员丢失所述第一虚拟对象的情况下,若存在其他第一虚拟对象位于所述第一虚拟对象对应的对象群组的群组成员的攻击范围内,则将所述第一虚拟对象对应的对象群组的群组成员添加至所述其他第一虚拟对象对应的对象群组中。
  13. 根据权利要求1所述的方法,其特征在于,所述在所述虚拟环境画面中,显示所述首领对象带领所述非首领对象向所述第一虚拟对象进行群体移动之后,所述方法还包括:
    响应于所述首领对象发出的攻击指示,在间隔时间后向各个非首领对象发送联合攻击信号;
    在所述各个非首领对象接收到所述联合攻击信号的情况下,标记显示所述各个非首领对象,以及显示所述至少两个第二虚拟对象向所述第一虚拟对象进行联合攻击的画面;
    其中,在所述首领对象发出所述攻击指示的过程中,所述首领对象停止移动,在所述非首领对象接收到所述联合攻击信号的情况下,所述非首领对象向所述首领对象聚集。
  14. 根据权利要求13所述的方法,其特征在于,所述方法还包括:
    在所述至少两个第二虚拟对象对应的数量大于或等于第五门限值的情况下,所述首领对象发出所述攻击指示;
    或者,
    在所述至少两个第二虚拟对象与所述第一虚拟对象之间的最大距离,和所述至少两个第二虚拟对象与所述第一虚拟对象之间的最小距离之间的差值小于或等于第二距离阈值的情况下,所述首领对象发出所述攻击指示;
    或者,
    在所述首领对象与所述第一虚拟对象之间的距离小于或等于第三距离阈值的情况下,所述首领对象发出所述攻击指示;
    或者,
    在所述第一虚拟对象触发场景设置的情况下,所述首领对象发出所述攻击指示。
  15. 根据权利要求1至14任一项所述的方法,其特征在于,所述方法还包括:
    在所述至少两个第二虚拟对象与所述第一虚拟对象之间的最大距离,和所述至少两个第二虚拟对象与所述第一虚拟对象之间的最小距离之间的差值大于第四距离阈值的情况下,所述首领对象停止移动,所述至少两个第二虚拟对象中的非首领对象继续向所述首领 对象聚集;
    在所述至少两个第二虚拟对象与所述第一虚拟对象之间的最大距离,和所述至少两个第二虚拟对象与所述第一虚拟对象之间的最小距离之间的差值小于或等于第五距离阈值的情况下,所述首领对象继续带领所述非首领对象向所述第一虚拟对象进行群体移动。
  16. 根据权利要求1至14任一项所述的方法,其特征在于,所述方法还包括:
    获取所述虚拟环境中的聚合点;其中,所述聚合点的聚合优先级高于所述首领对象的聚合优先级;
    在存在所述聚合点的情况下,显示所述至少两个第二虚拟对象向所述聚合点聚集;
    在不存在所述聚合点的情况下,显示所述至少两个第二虚拟对象中的非首领对象朝所述首领对象聚集。
  17. 一种虚拟对象的控制装置,所述装置包括:
    界面显示模块,用于显示用户界面,所述用户界面中显示有虚拟环境画面,所述虚拟环境画面是以第一虚拟对象的视角对虚拟环境进行观察的画面;
    首领确定模块,用于响应于所述第一虚拟对象移动到至少两个第二虚拟对象的攻击范围内,从所述至少两个第二虚拟对象中确定首领对象,所述至少两个第二虚拟对象中的非首领对象朝所述首领对象聚集;
    画面显示模块,用于在所述虚拟环境画面中,显示所述首领对象带领所述非首领对象向所述第一虚拟对象进行群体移动。
  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计算机可读指令,所述至少一条计算机可读指令由所述处理器加载并执行以实现如权利要求1至16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,所述计算机可读存储介质中存储有至少一条计算机可读指令,所述至少一条计算机可读指令由处理器加载并执行以实现如权利要求1至16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可读指令,所述计算机可读指令存储在计算机可读存储介质中,处理器从所述计算机可读存储介质读取并执行所述计算机可读指令,以实现如权利要求1至16任一项所述的虚拟对象的控制方法。
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