WO2023221689A1 - 虚拟车辆的控制方法、装置、设备及介质 - Google Patents

虚拟车辆的控制方法、装置、设备及介质 Download PDF

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Publication number
WO2023221689A1
WO2023221689A1 PCT/CN2023/087583 CN2023087583W WO2023221689A1 WO 2023221689 A1 WO2023221689 A1 WO 2023221689A1 CN 2023087583 W CN2023087583 W CN 2023087583W WO 2023221689 A1 WO2023221689 A1 WO 2023221689A1
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WO
WIPO (PCT)
Prior art keywords
virtual vehicle
skill
virtual
state
vehicle
Prior art date
Application number
PCT/CN2023/087583
Other languages
English (en)
French (fr)
Inventor
薛皓晟
涂金龙
罗志鹏
Original Assignee
腾讯科技(深圳)有限公司
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Publication of WO2023221689A1 publication Critical patent/WO2023221689A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • 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
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • 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
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • 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
    • A63F2300/8017Driving on land or water; Flying

Definitions

  • the present application relates to the field of virtual world, and in particular to a control method, device, equipment and medium for a virtual vehicle.
  • players can control a virtual object and control the activities and behaviors of the virtual object in the virtual world in the game.
  • players can control a virtual vehicle to race or sightsee on a virtual road.
  • the virtual vehicle During the driving process, the virtual vehicle will encounter curves, and it needs to perform a series of operations such as turning, cornering and exiting. During this process, the virtual vehicle may enter a drift state, causing severe deceleration. Therefore, after drifting and cornering, the virtual vehicle needs to speed up.
  • the embodiments of this application provide a virtual vehicle control method, device, equipment and medium.
  • the technical solution is as follows:
  • a method for controlling a virtual vehicle is provided.
  • the method is executed by a computer device.
  • the method includes:
  • control the speed of the virtual vehicle In response to the first trigger operation on the brake control component, control the speed of the virtual vehicle to decrease;
  • the cornering skill is released, and the virtual vehicle is controlled to be in an accelerating state within the skill release duration of the bending skill.
  • the skill release duration of the bending skill is used to indicate that the virtual vehicle is accelerating.
  • the duration of the skill release of the cornering skill is greater than the duration of the virtual vehicle using acceleration energy to accelerate when it is not in a drifting state.
  • a control device for a virtual vehicle which device includes:
  • a display module is used to display a virtual scene, which includes a virtual vehicle in a drifting state in a curve;
  • a response module configured to control the speed of the virtual vehicle to decrease in response to the first trigger operation on the brake control component
  • the response module is also configured to display prompt information for consuming acceleration energy in response to the second trigger operation on the energy control component;
  • the response module is also used to respond to the third trigger operation on the throttle control component, release the cornering skill, and control the virtual vehicle to be in an accelerating state within the skill release duration of the cornering skill.
  • the skill release duration of the bending skill is for Indicates the duration when the virtual vehicle is accelerating.
  • the skill release duration of the cornering skill is longer than the duration when the virtual vehicle uses acceleration energy to accelerate when it is not in a drifting state.
  • a computer device including a memory and a processor
  • a processor used to display a virtual scene which includes a virtual vehicle in a drifting state in a curve
  • control the speed of the virtual vehicle In response to the first trigger operation on the brake control component, control the speed of the virtual vehicle to decrease;
  • the cornering skill is released, and the virtual vehicle is controlled to be in an accelerating state within the skill release duration of the bending skill.
  • the skill release duration of the bending skill is used to indicate that the virtual vehicle is accelerating.
  • the duration of the skill release of the cornering skill is greater than the duration of the virtual vehicle using acceleration energy to accelerate when it is not in a drifting state.
  • a computer-readable storage medium is provided.
  • a computer program is stored in the storage medium, and the computer program is used to be executed by a processor to implement the virtual vehicle control method as described above.
  • a chip is provided.
  • the chip includes programmable logic circuits and/or program instructions. When the chip is run, it is used to implement the virtual vehicle control method as described above.
  • a computer program product includes computer instructions.
  • the computer instructions are stored in a computer-readable storage medium.
  • the processor reads and executes the computer instructions from the computer-readable storage medium to implement The control method of the virtual vehicle as described above.
  • the cornering skill is released to control the virtual vehicle to accelerate during the skill release period, thereby meeting the requirements of the virtual vehicle during the process of drifting out of the corner.
  • Speed up demand the first trigger operation on the brake control component is used to improve the grip of the virtual vehicle; when the virtual vehicle has a high grip, the drift speed of the virtual vehicle can be increased, and the second trigger on the energy control component is used to increase the grip of the virtual vehicle.
  • the trigger operation and the third trigger operation on the throttle control component release the cornering skill to realize the acceleration of the virtual vehicle, reducing the sliding distance of the rear of the virtual vehicle, allowing the body of the virtual vehicle to be quickly aligned, thereby making the virtual vehicle
  • the driving trajectory during exiting the corner is more reasonable and the speed-increasing effect is better.
  • Figure 1 is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application.
  • Figure 2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • Figure 3 is a schematic interface diagram of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 4 is a schematic interface diagram of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 5 is a flow chart of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 6 is a flow chart of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 7 is a schematic diagram of calculating the drift angle provided by an exemplary embodiment of the present application.
  • Figure 8 is a schematic diagram of calculating the drift angle provided by an exemplary embodiment of the present application.
  • Figure 9 is a schematic interface diagram of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 10 is a schematic interface diagram of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 11 is a flow chart of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 12 is a schematic interface diagram of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 13 is a flow chart of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 14 is a schematic interface diagram of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 15 is a flow chart of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 16 is a flow chart of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 17 is a schematic interface diagram of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • Figure 18 is a flow chart of a virtual vehicle control device provided by an exemplary embodiment of the present application.
  • an application that supports a virtual environment is an application in which a user can control a virtual character to move within a virtual environment.
  • the method provided in this application can be applied to: virtual reality (Virtual Reality, VR) applications, augmented reality (Augmented Reality, AR) programs, three-dimensional map programs, virtual reality games, augmented reality games, first-person shooters In games (First-Person Shooting Game, FPS), Third-Person Shooting Game (TPS), Multiplayer Online Battle Arena Games (MOBA), Strategy Games (Simulation Game, SLG) any program.
  • a game in a virtual environment consists of one or more maps of the game world.
  • the virtual environment in the game simulates scenes in the real world.
  • Users can control virtual characters in the game to walk, run, jump, etc. in the virtual environment.
  • Actions such as shooting, fighting, and driving are highly interactive, and multiple users can form teams online for competitive games.
  • the above-mentioned application program may be a shooting game, racing game, role-playing game, adventure game, sandbox game, tactical competitive game, etc.
  • the client can support at least one operating system among Windows operating system, Apple operating system, Android operating system, IOS operating system and LINUX operating system, and clients of different operating systems can be interconnected.
  • the above-mentioned client is a program suitable for mobile terminals with touch screens.
  • the virtual vehicle control method provided by the embodiment of the present application can be applied to applications that support racing games, and players can control the virtual vehicle to conduct virtual racing competitions; for another example, the virtual vehicle provided by the embodiment of the present application can be used in applications that support racing games.
  • the control method can be applied to applications that support role-playing games, and players can control virtual vehicles to move in virtual scenes to meet the player's needs for sightseeing.
  • the virtual vehicle in this application can be a virtual vehicle that simulates the driving characteristics of a car in the real world.
  • the virtual vehicle is not limited by its appearance.
  • a virtual driver drives on a virtual cloud, even if The appearance of the vehicle has the appearance characteristics of virtual wings, but the vehicle conforms to the driving characteristics of a car and drives on virtual clouds without relying on lift or simulated lift to change the pitch angle, which should also belong to the category shown in this application.
  • the scope of virtual vehicles does not limit the control method of the virtual vehicle.
  • the virtual vehicle can be controlled through the keyboard, mouse, handle, or steering wheel and pedals that simulate vehicle driving. This application does not impose any restrictions.
  • the control method of the virtual vehicle can be applied to a virtual vehicle racing application, a virtual vehicle driving simulation application, or other applications with vehicle racing and vehicle simulation driving functions.
  • the above client is an application developed based on a 3D engine.
  • the 3D engine is the Unity engine.
  • the terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Compression Standard Audio Layer 3) player, an MP4 ( Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Compression Standard Audio Layer 4) player and more.
  • a client that supports virtual environments such as a client that supports applications in a three-dimensional virtual environment, is installed and run in the terminal.
  • the application can be any of a Battle Royale (BR) game, a virtual reality application, an augmented reality program, a three-dimensional map program, a third-person shooting game, a first-person shooting game, and a multiplayer online tactical competitive game.
  • the application may be a stand-alone version of the application, such as a stand-alone 3D game program, or may be a network online version of the application.
  • Figure 1 is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application.
  • the terminal includes a processor 101, a touch screen 102 and a memory 103.
  • the processor 101 may be at least one of a single-core processor, a multi-core processor, an embedded chip, and a processor with instruction execution energy.
  • Touch screen 102 includes a regular touch screen or a pressure sensitive touch screen.
  • An ordinary touch screen can measure the pressing operation or sliding operation applied on the touch screen 102; a pressure-sensitive touch screen can measure the pressing force applied on the touch screen 102.
  • the memory 103 stores an executable program of the processor 101 .
  • the memory 103 stores virtual environment program A, application program B, application program C, touch pressure sensing module 18 and the kernel layer 19 of the operating system.
  • the virtual environment program A is an application program developed based on the three-dimensional virtual environment module 17 .
  • the virtual environment program A includes but is not limited to at least one of a game program, a virtual reality program, a three-dimensional map program, and a three-dimensional demonstration program developed by the three-dimensional virtual environment module (also called the virtual environment module) 17.
  • virtual environment program A is developed using the Java programming language and C# language; for another example, when the terminal's operating system adopts the IOS operating system, virtual environment program A uses the Object-C programming language and C# language for development.
  • the three-dimensional virtual environment module 17 is a module that supports multiple operating system platforms. Schematically, the three-dimensional virtual environment module can be used for program development in many fields such as game development, virtual reality (Virtual Reality, VR) and three-dimensional map fields. , the embodiment of the present application is not limited to the specific type of the three-dimensional virtual environment module 17. In the following embodiment, the three-dimensional virtual environment module 17 is a module developed using the Unity engine as an example.
  • the touch (and pressure) sensing module 18 is used to receive touch events (and Pressure touch event) module, optionally, the touch sensing module may not have a pressure sensing function and not receive pressure touch events.
  • Touch events include: touch event types and coordinate values. Touch event types include but are not limited to: touch start events, touch move events, and touch drop events.
  • the pressure touch event includes: the pressure value and coordinate value of the pressure touch event. This coordinate value is used to indicate the touch position of the pressure touch operation on the display screen.
  • the horizontal axis of the display screen is used to establish the abscissa axis
  • the vertical direction of the display screen is used to establish the vertical coordinate axis to obtain a two-dimensional coordinate system.
  • the kernel layer 19 includes a touch screen driver 191 and other drivers 192 .
  • the touch screen driver 191 is a module for detecting pressure touch events. When the touch screen driver 191 detects a pressure touch event, it passes the pressure touch event to the pressure sensing module 18 .
  • drivers 192 may be drivers related to the processor 101, drivers related to the memory 103, drivers related to network components, drivers related to sound components, etc.
  • memory 102 may include one or more computer-readable storage media, which may be non-transitory.
  • the memory 103 may also include high-speed random access memory, and non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices.
  • non-transitory computer-readable storage medium in the memory 103 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 101 to implement the virtual vehicle provided by the method embodiments in this application. control method.
  • the touch screen 102 is an optional component of the terminal.
  • the touch screen 102 may not be included in the terminal, or the touch screen 102 may be replaced with a display screen that does not include touch functionality.
  • the touch screen driver 191 will also become an optional component.
  • the terminal includes a processor 101 and a memory 103, and the memory 103 may not include the touch screen driver 191, but may include a screen display program.
  • the terminal optionally further includes a peripheral device interface and at least one peripheral device.
  • the processor 101, the memory 103 and the peripheral device interface may be connected through a bus or a signal line.
  • Each peripheral device can be connected to the peripheral device interface through a bus, a signal line or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit, a camera component, an audio circuit and a power supply.
  • the terminal may have more or fewer components.
  • the terminal may also include a gravity acceleration sensor, a gyroscope sensor, a pressure sensor, an optical sensor, a proximity sensor, etc.
  • FIG. 2 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system 200 includes: a terminal 210 and a server cluster 220.
  • the terminal 210 is installed and runs with a client 211 that supports the virtual environment.
  • the client 211 may be an application program that supports the virtual environment.
  • the user interface of the client 211 is displayed on the screen of the terminal 210.
  • the client can be any one of FPS games, TPS games, MOBA games, competitive games, and SLG games.
  • the client is a racing game as an example.
  • the terminal 210 is a terminal used by the first user 212.
  • the first user 212 uses the terminal 210 to control the first virtual character located in the virtual environment to perform activities.
  • the first virtual character may be called the first virtual character of the first user 212.
  • the activities of the first virtual character include but are not limited to: at least one of adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.
  • the first virtual character is a first virtual character, such as a simulation character or an animation character.
  • the device type of the terminal 210 includes: at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.
  • terminal 210 Only one terminal is shown in Figure 2, but there are a plurality of other terminals 240 in different embodiments. In some embodiments, there is at least one other terminal 240 that is the terminal corresponding to the developer.
  • the development and editing platform of the client of the virtual environment is installed on the other terminal 240, and the developer can edit the client on the other terminal 240. and update, and transmit the updated client installation package to the server cluster 220 through a wired or wireless network.
  • the terminal 210 can download the client installation package from the server cluster 220 to update the client.
  • the terminal 210 and other terminals 240 are connected to the server cluster 220 through a wireless network or a wired network.
  • the server cluster 220 includes at least one of one server, multiple servers, a cloud computing platform, and a virtualization center.
  • the server cluster 220 is used to provide background services for clients that support the three-dimensional virtual environment.
  • the server cluster 220 takes on the main computing work, and the terminal takes on the secondary computing work; or the server cluster 220 takes on the secondary computing work, and the terminal takes on the main computing work; or a distributed computing architecture is adopted between the server cluster 220 and the terminal. Perform collaborative computing.
  • the above-mentioned terminals and servers are computer equipment.
  • the server cluster 220 includes a server 221 and a server 226.
  • the server 221 includes a processor 222, a user account database 223, a battle service module 224, and a user-oriented input/output interface (Input/Output Interface, I/ O interface)225.
  • I/ O interface input/output Interface
  • the processor 222 is used to load the instructions stored in the server 221, and process the data in the user account database 223 and the battle service module 224;
  • the user account database 223 is used to store the data of the user accounts used by the terminal 210 and other terminals 240, For example, the avatar of the user account, the nickname of the user account, the combat effectiveness index of the user account, and the service area where the user account is located;
  • the battle service module 224 is used to provide multiple battle rooms for users to compete;
  • the user-oriented I/O interface 225 is used to Establish communication and exchange data with the terminal 210 through a wireless network or a wired network.
  • control method of the virtual vehicle provided by this application can be realized by the player's operation on the terminal, or by the player's operation of the handle, console, etc. connected to the terminal.
  • the multiple control components involved in the virtual vehicle control method provided by the embodiments of the present application can be implemented as controls in the display interface of the terminal; when connected to the terminal through
  • multiple control components involved in the virtual vehicle control method provided by the embodiments of the present application can be implemented as a certain component of the handle or operating console.
  • the direction control component can be implemented as a moving button or a joystick on the handle; for another example, the throttle control component can be implemented as the accelerator pedal on the console, and the direction control component can be displayed as a steering wheel on the console.
  • FIG. 3 shows a schematic interface diagram of the virtual vehicle control method provided by an exemplary embodiment of this application.
  • a virtual vehicle 320 is displayed in the display interface 310 , and the virtual vehicle 320 travels in the virtual scene displayed in the display interface 310 .
  • the display interface 310 includes at least one of the following controls: brake control 301, energy control 302, throttle control 303, direction control 304, handbrake control 305, and reset control 306. Each control is described as follows:
  • the brake control 301 is used to control the grip of the virtual vehicle 320 .
  • the grip of the virtual vehicle 320 refers to the friction force existing between the tires of the virtual vehicle 320 and the ground.
  • the vehicle speed of the virtual vehicle 320 is controlled to decrease.
  • the reduction of the speed of the virtual vehicle 320 is achieved by increasing the grip of the virtual vehicle 320 , and the reduction in speed of the virtual vehicle 320 can be set according to actual needs.
  • the friction between the tires 320 of the virtual vehicle and the ground increases, and the grip of the virtual vehicle increases accordingly, thereby making the virtual vehicle The speed of 320 is reduced accordingly.
  • the energy control 302 is used to indicate the inventory of acceleration energy of the virtual vehicle 320; in response to a triggering operation on the energy control 302, one unit of acceleration energy can be consumed to provide acceleration service for the virtual vehicle 320.
  • an acceleration energy storage amount control 01 is displayed on the peripheral side of the energy control 302 , and the storage amount control 01 is used to indicate the storage amount of acceleration energy corresponding to the virtual vehicle 320 .
  • storage amount control 01 may be used to indicate the number of units of acceleration energy possessed by virtual vehicle 320 . For example, "3" is displayed at the storage amount control 01, which can be understood to mean that the virtual vehicle 320 has 3 units of acceleration energy.
  • a unit can be understood as a dose with a fixed value, which can be described by a container such as a bottle or barrel with a fixed capacity.
  • a bottle of nitrogen can be understood as a unit of acceleration energy. It should be understood that the specific energy value of each unit of acceleration energy and/or the acceleration effect that each unit of acceleration energy brings to the virtual vehicle 320 can be set according to actual needs, and is not limited in this application.
  • the energy control 302 is used to indicate the amount of nitrogen that can be used to accelerate the virtual vehicle 320.
  • the energy control 302 is used to indicate the amount of nitrogen in a bottle of nitrogen.
  • the storage amount control 01 is used to indicate the virtual vehicle The number of nitrogen bottles corresponding to 320.
  • a bottle of nitrogen is consumed to provide acceleration service for the virtual vehicle 320, and a prompt message for consuming a bottle of nitrogen is displayed in the display interface 310.
  • the throttle control 303 is used to increase the speed of the virtual vehicle 320 .
  • the virtual vehicle 320 is controlled to accelerate.
  • the triggering operation on the throttle control 303 may be at least one of a single-click operation, a double-click operation, a touch operation, a continuous pressing operation, and the like.
  • the throttle corresponding to the virtual vehicle 320 in response to the triggering operation on the throttle control 303, the throttle corresponding to the virtual vehicle 320 will automatically remain pressed, so that the virtual vehicle 320 maintains a continuous acceleration state. If the player clicks the accelerator control 303 and then releases it, the virtual vehicle 320 enters a state of continuous acceleration.
  • the accelerator corresponding to the virtual vehicle 320 in response to the continuous pressing operation on the accelerator control 303, the accelerator corresponding to the virtual vehicle 320 remains pressed, so that the virtual vehicle 320 maintains a continuous acceleration state. If the player continues to press the accelerator control 303, the virtual vehicle 320 enters a state of continuous acceleration. Further, when the player releases the accelerator control 303, the acceleration of the virtual vehicle 320 is stopped.
  • acceleration of virtual vehicle 320 is canceled in response to a cancel operation on throttle control 303 .
  • the stop acceleration of the virtual vehicle 320 can also be achieved through other controls, such as the aforementioned brake control 301.
  • the brake control 301 is also used to implement at least one of the stop acceleration, deceleration and reverse functions of the virtual vehicle 320 .
  • the virtual vehicle 320 is controlled to stop accelerating to simulate the state of the accelerator bouncing up.
  • the trigger operation on the brake control 301 is a click operation
  • the virtual vehicle 320 is controlled to stop accelerating and enter a natural deceleration state.
  • the natural deceleration state refers to the continuous deceleration state that the virtual vehicle 320 enters due to resistance factors.
  • the resistance factors Including at least one of road resistance, air resistance and mechanical loss; when the trigger operation on the brake control 301 is a continuous pressing operation, the virtual vehicle 320 is controlled to stop accelerating and enter a continuous deceleration state.
  • the continuous deceleration state refers to The virtual vehicle 320 enters the saving deceleration state due to resistance factors and braking resistance.
  • the resistance factors include at least one of road resistance, air resistance and mechanical loss.
  • the braking resistance is generated according to the continuous pressing operation on the brake control 301.
  • road resistance refers to the friction between the tires of the virtual vehicle 320 and the ground
  • air resistance refers to the air resistance experienced by the virtual vehicle 320 during driving
  • mechanical loss refers to the kinetic energy loss in the transmission device of the virtual vehicle 320
  • the brake brake The size of dynamic resistance can be set according to actual needs. It should be understood that the natural deceleration state is related to the current vehicle speed.
  • the deceleration speed in the continuous deceleration state is greater. For example, taking the initial vehicle speed as 100km/h as an example, it takes 60 seconds for the virtual vehicle 320 to decelerate to 0km/h under natural deceleration, but only 2.5 seconds under continuous deceleration.
  • the virtual vehicle 320 is controlled to enter the reverse state.
  • the direction control 304 is used to realize the steering of the virtual vehicle 320 .
  • the direction control 304 may include a left steering control and a right steering control, used to realize left and right steering of the virtual vehicle 320 .
  • the handbrake control 305 is used to brake the virtual vehicle 320 .
  • the vehicle speed of the virtual vehicle 320 is controlled to decrease.
  • the virtual vehicle 320 enters a drift state in the curve.
  • the front of the virtual vehicle 320 is controlled to rotate inward, and the reduction in speed of the virtual vehicle 320 is greater than the reduction in the speed of the virtual vehicle 320 in the flat running state.
  • the reset control 306 is used to restart the virtual vehicle 320 .
  • the virtual vehicle 320 is controlled to be displayed on the open road on the surrounding side, and the virtual vehicle 320 is controlled to start again.
  • the reset control 306 is usually used during the escape process of the virtual vehicle 32 .
  • FIG. 4 shows a schematic interface diagram of a virtual vehicle control method provided by an exemplary embodiment of the present application. Similar to FIG. 3 , a virtual vehicle 420 is displayed in the display interface 410 . Among them, the virtual vehicle 420 is in a drifting state in the curve. The drifting state can also be called a drifting state. The virtual vehicle 420 is sliding sideways in an oversteering manner in the drifting state. should It is understood that any driving mode in which the virtual vehicle 420 slides sideways in an over-steering manner in a drift state can be understood as the drift state involved in this application; at the same time, this driving mode can also be named using other nouns. This application does not limit this and will not elaborate further.
  • the virtual vehicle control method provided by the embodiment of the present application includes:
  • control the speed of the virtual vehicle In response to the first trigger operation on the brake control component, control the speed of the virtual vehicle to decrease;
  • the cornering skill is released, and the virtual vehicle is controlled to be in an accelerating state within the skill release duration of the bending skill.
  • the skill release duration of the bending skill is used to indicate that the virtual vehicle is accelerating.
  • the duration of the skill release of the cornering skill is greater than the duration of the virtual vehicle using acceleration energy to accelerate when it is not in a drifting state.
  • the virtual vehicle control method provided by the embodiment of the present application is executed by a computer device.
  • the computer equipment can be implemented as a terminal or other equipment connected to the terminal.
  • the computer device is implemented as a terminal (such as a mobile phone), and the virtual vehicle control method provided by this application can be implemented through the player's operation on the terminal; in other embodiments, the computer device is implemented as a terminal connected to the terminal.
  • Server the control method of the virtual vehicle provided by this application can be realized by the player's operation of the handle, console, etc. connected to the terminal.
  • the player's operation of the handle, console, etc. is uploaded to the server through wired or wireless methods, and the server controls the operation. Respond and display the operation results on the corresponding display device.
  • the brake control component, energy control component and throttle control component can be displayed in the style of controls in the display interface 410.
  • the display interface 410 displays a brake control 401, an energy control 402, a throttle control 403, a left turn control 4041, a right turn control 4042, and a handbrake control 405 respectively.
  • the vehicle speed of the virtual vehicle 420 is displayed to decrease.
  • the display interface 410 also displays a vehicle condition display area 02.
  • the vehicle condition display area 02 is used to display the driving status of the virtual vehicle 420, including at least the numerical information of the vehicle speed of the virtual vehicle 420 and/or a vehicle speed display bar.
  • the vehicle condition display area 02 displays the vehicle speed of the virtual vehicle 420; at the same time, a progress bar (i.e., the aforementioned vehicle speed display bar) is displayed under the vehicle speed.
  • the progress bar displays different progress according to the vehicle speed, and the vehicle speed reaches the maximum when the vehicle speed is full. It should be understood that the size of the display area of the progress bar changes with the vehicle speed.
  • the first trigger operation may be at least one of the following operations: a single click operation, a double click operation, a touch operation, a single press operation, and a continuous press operation.
  • a single click operation For example, the player clicks the brake control 401 to control the speed of the virtual vehicle 420 to decrease, the numerical value of the speed of the virtual vehicle 420 displayed in the vehicle condition display area 02 decreases, and the vehicle speed display bar is shortened.
  • the brake control 401 is used to control the grip of the virtual vehicle 420 .
  • the grip of the virtual vehicle 420 refers to the friction force existing between the tires of the virtual vehicle 420 and the ground. It can also be understood that the brake control 401 is used to decelerate the virtual vehicle 420, which is mainly achieved by increasing the friction between the tires of the virtual vehicle 420 and the ground, which is manifested as an increase in the grip of the virtual vehicle 420.
  • the virtual vehicle 420 is in a drift state of turning left in the curve of the virtual scene. It should be understood that the friction between the two left wheels of the virtual vehicle 420 and the ground is greater, and the friction between the two right wheels and the ground is smaller. At this time, the head direction and the speed direction of the virtual vehicle 420 are not in the same direction, and there is an included angle between them. This included angle can be called a drift angle.
  • the virtual vehicle control method provided by the embodiment of the present application is used to release cornering skills.
  • the acceleration effect of adding reasonable and virtual vehicles 420 is better.
  • the virtual vehicle 420 can increase the speed of the tail, reduce the sliding distance of the rear of the virtual vehicle 420, and quickly straighten the body of the virtual vehicle 420, so that the virtual vehicle 420 The vehicle's head direction and speed direction should be consistent as soon as possible. If the brake control 401 is not triggered, the grip of the virtual vehicle 420 is low, and the time for the virtual vehicle 420's head direction and speed direction to return to consistency will be relatively prolonged, so that the duration of the drift state of the virtual vehicle 420 in the curve will also be extended.
  • the grip of the virtual vehicle 420 is enhanced; then, in response to the second triggering operation on the energy control 402, prompt information for consuming acceleration energy is displayed.
  • the acceleration energy is used to provide acceleration services for the virtual vehicle 420, and the prompt information for consuming the acceleration energy may be at least one of text special effects, animation special effects, and sound special effects.
  • a bottle of nitrogen is consumed to provide acceleration services for the virtual vehicle 420, and at the same time, a prompt message for consuming acceleration energy is displayed in the display interface 410.
  • the prompt message can It is at least one of text effects, highlight effects, flash effects, aperture effects and sound effects.
  • the prompt text "Nitrogen Bottle-1" is displayed in the information bar or the display interface 410; or, a flash special effect is displayed around the energy control 402, and the storage volume control (Fig. is not shown in , please refer to Figure 3 (shown in Figure 3).
  • the prompt information can be displayed around the energy control 402 .
  • the prompt information is the aperture special effect on the energy control 402.
  • an aperture special effect is displayed on the energy control 402 to prompt that one unit of acceleration energy is consumed to provide acceleration service for the virtual vehicle 420 .
  • the second trigger operation is at least one of the following operations: a single click operation, a double click operation, a touch operation, a single press operation, and a continuous press operation. For example, when the player clicks the energy control 402, a prompt message for consuming acceleration energy is displayed.
  • the cornering skill is released, and the virtual vehicle 420 is controlled to be in an accelerating state within the skill release duration of the cornering skill.
  • the skill release duration of the cornering skill is used to indicate the duration of the virtual vehicle 420 when accelerating.
  • the skill release duration of the cornering skill is greater than the duration when the virtual vehicle 420 uses acceleration energy to accelerate when it is not in a drifting state.
  • the player triggers the energy control 402, and the triggering time is the starting time of the preparation time to consume one unit of acceleration energy to provide acceleration service for the virtual vehicle 420; before the end time of the preparation time, if the player triggers the throttle control 403, then The turning out skill is displayed to control the virtual vehicle 420 to be in an accelerating state within the skill release time of the turning out skill.
  • the preparation time can be understood as the nitrogen filling time for nitrogen to enter the engine and replenish the engine.
  • the nitrogen filling time can be set according to actual needs.
  • the nitrogen irrigation duration is 0.3-1 seconds.
  • the initial setting method is set according to actual needs, but the gain brought by driving should be smaller than the gain caused by the cornering skill.
  • the virtual vehicle 420 in a drift state in a curve has a certain drift angle.
  • the cornering exit skills released are also different, and the resulting drift withdrawal time is also different.
  • the back-drift is used to instruct the virtual vehicle 420 to exit from the drift state and switch to other driving states (such as the flat running state), and the back-drift duration is used to indicate the time it takes for the virtual vehicle 420 to exit from the drift state.
  • the virtual vehicle 420 has multiple driving states, including but not limited to at least one of the following states: drifting state, flat running state, and reversing state.
  • the drift state refers to a driving state in which the angle between the speed direction of the virtual vehicle 420 and the front direction is not less than a preset value;
  • the flat running state refers to a driving state in which the speed direction of the virtual vehicle 420 is consistent with the front direction.
  • the running state may be one of the virtual vehicle 420 moving forward at a constant speed, accelerating forward, decelerating forward, or changing speed;
  • the reversing state refers to a driving state in which the speed direction of the virtual vehicle 420 is opposite to the front direction of the vehicle, and the reversing state may be a virtual vehicle 420 moving backward at a constant speed. , one of accelerating reverse, decelerating reverse, and variable speed reverse.
  • the first cornering skill is released, and the virtual vehicle 420 is controlled to perform the first cornering skill. It will be in a state of accelerating during the skill release period, and will exit the drift state after the first de-drifting period;
  • the drift angle of the virtual vehicle 420 is greater than the first angle, in response to the third trigger operation on the throttle control 403, the second cornering skill is released, and the virtual vehicle 420 is controlled to be in the state within the skill release duration of the second cornering skill. Accelerate and exit the drift state after the second back-drift time;
  • the first de-bleaching duration is shorter than the second de-bleaching duration, and the first angle can be set according to actual needs.
  • the value range of the first angle is between 30 and 60 degrees.
  • the first angle can be 30, 35, 40, 45, 50, 55, and 60 degrees.
  • each drift angle of the virtual vehicle 420 corresponds to a back-drift duration, so that the duration of the cornering skill released in response to the third trigger operation on the throttle control 403 is also different.
  • the drift angle of the virtual vehicle 420 is used to indicate the angle between the head direction and the speed direction of the virtual vehicle 420 . It should be understood that the larger the drift angle is, the higher the degree of body deflection of the virtual vehicle 420 will be, which will result in a longer time required for the virtual vehicle 420 to exit the drift state. Based on this, there is a difference between the first de-floating duration and the second de-floating duration.
  • the drift angle of the virtual vehicle 420 also needs to be calculated.
  • the drift angle is affected by the grip of the virtual vehicle 420.
  • the control method of the virtual vehicle provided by the embodiment of the present application also includes: according to the virtual vehicle The grip, front direction and speed direction of the vehicle 420 determine the drift angle of the virtual vehicle 420 .
  • the drift angle of the virtual vehicle 420 can be determined in the following manner: at the initial moment, determine the first difference between the vehicle head direction and the speed direction as the drift angle; at the non-initial moment, determine the difference between the grip force and the second difference.
  • Product the sum of the above product and the speed direction at the first moment is determined as the drift angle; where, the second difference is used to indicate the difference between the vehicle head direction at the second moment and the speed direction at the first moment, and the second moment is later than The first moment.
  • the speed direction of the virtual vehicle 420 at the initial time t is v(t)
  • the front direction of the vehicle at the initial time t is d(t)
  • the unit time is ⁇ t.
  • the drift angle of the virtual vehicle 420 at the initial time t is d(t)-v(t)
  • the speed direction of the virtual vehicle 420 at the time t+ ⁇ t is v(t+ ⁇ t)
  • the speed direction of the virtual vehicle 420 at the time t+ ⁇ t The head direction of the vehicle is d(t+ ⁇ t); subsequently, the drift angle of the virtual vehicle 420 at time t+ ⁇ t can be calculated through d(t+ ⁇ t)-v(t+ ⁇ t), and the remaining information can be deduced in this way.
  • the drift angle of the virtual vehicle at the i-th moment is the difference between the head direction of the virtual vehicle at the i-th moment and the speed direction of the virtual vehicle at the i-th moment.
  • the drift angle of the virtual vehicle 420 at the initial time t is d(t)-v(t).
  • the speed direction of the virtual vehicle at the second moment can be determined based on the grip, the front direction of the vehicle at the second moment, and the speed direction at the first moment.
  • the second moment is the moment when unit time has elapsed from the first moment
  • the head direction of the virtual vehicle at the second moment is the sum of the head direction of the virtual vehicle at the first moment and the rotation angle of the virtual vehicle in unit time.
  • the speed direction of the virtual vehicle at the second moment is the sum of the difference between the head direction at the second moment and the speed direction at the first moment multiplied by the ground force, plus the speed direction at the first moment.
  • the unit time ⁇ t can be calculated in units of 1 frame, and the grip force is a fixed function.
  • the first triggering operation on the brake control 401 can superimpose a part of the value on the grip when calculating the drift angle, thereby further accelerating the change in the speed and direction of the virtual vehicle 420 so that the virtual vehicle 420 can move from drifting
  • the time required to complete the de-drifting state is shortened, achieving the purpose of exiting the corner quickly, and the speed of the virtual vehicle 420 decreases to a small extent.
  • the grip of the virtual vehicle 420 becomes 0.8.
  • the de-bleaching angle can be set according to actual needs, for example, the de-floating angle is 13 degrees.
  • the third trigger operation may be at least one of the following operations: a single click operation, a double click operation, a touch operation, a single press operation, and a continuous press operation.
  • the player clicks the throttle control 403 to release the cornering skill, and controls the virtual vehicle 420 to accelerate during the skill release time of the cornering skill.
  • the corner exit skill is used to indicate the skill of controlling the virtual vehicle 420 to exit from the curve.
  • the curve is a type of virtual lane displayed in the virtual interface.
  • the curve can be implemented as a section of the virtual road or as a curved route surrounded by virtual obstacles.
  • the virtual vehicle 420's exit from the curve will involve changes in many aspects such as driving speed, vehicle head direction, speed direction, etc.
  • various specific implementation methods of the corner exit skills can be refined.
  • the cornering skill includes a first cornering skill and a second cornering skill, and which cornering skill is triggered is determined based on the difference in the angle between the head direction and the speed direction of the virtual vehicle 420 (ie, the drift angle).
  • the release of other skills can also be triggered.
  • the third triggering operation is a continuous pressing operation on the throttle control 403.
  • the pressing time on the throttle control 403 exceeds the first pressing time, the full throttle skill is triggered and the skill release time of the cornering skill is extended.
  • the acceleration of the virtual vehicle 420 in this situation does not reach the maximum value, the acceleration of the virtual vehicle 420 can also be increased so that the virtual vehicle 420 can quickly accelerate under the full throttle skill.
  • the full throttle skill is used to indicate the skill of increasing the acceleration of the virtual vehicle 420 to the maximum value, and can also be understood as the skill of adjusting the virtual engine of the virtual vehicle 420 to the maximum value.
  • the full throttle skill is used to simulate pressing the virtual throttle of the virtual vehicle 420 to the extreme position, thereby achieving rapid acceleration. For players, using the full throttle skill will allow the player to experience the reality of quickly increasing the speed of the virtual vehicle 420 to the maximum value.
  • the energy overload skill is triggered to extend the skill release duration of the bending skill.
  • the acceleration of the virtual vehicle 420 in this situation does not reach the maximum value, the acceleration of the virtual vehicle 420 can also be increased so that the virtual vehicle 420 can quickly complete the acceleration under the energy overload skill.
  • the energy overload skill is used to indicate the skill that extends the skill release time of the corner exit skill, and can also be understood as extending the speed-up time of the virtual vehicle 420 when the virtual vehicle 420 exits from the drift state to other driving states. Similar to the full throttle skill, the ability overload skill can also be used to increase the acceleration of the virtual vehicle 420 to the maximum, or to adjust the virtual engine of the virtual vehicle 420 to the maximum, or to simulate the virtual throttle of the virtual vehicle 420 Press to the extreme position to achieve rapid speed increase. Similarly, for players, the energy trigger time after releasing the bending skill is within The energy overload skill can also allow players to experience the reality of quickly increasing the speed of the virtual vehicle 420 to the maximum value.
  • the energy control 402 is controlled to be in a non-triggerable state, and the end point of the non-triggerable state is the same as the end point of the skill release duration of the cornering skill. That is to say, if the player triggers the energy control 402 again within the energy triggering time, the acceleration energy can be used again to provide acceleration services for the virtual vehicle 420 again to meet the acceleration needs of the virtual vehicle 420 and prolong the acceleration of the virtual vehicle 420 duration. If the energy trigger time expires, the player will not be able to trigger energy control 402 again, and must wait for the end of this cornering skill before continuing to trigger energy control 402.
  • the non-triggerable state can be achieved in a variety of ways, such as turning the energy control 402 gray.
  • the energy trigger duration can be set according to actual needs, for example, the energy trigger duration is 0.3-1 seconds.
  • the player triggers the energy control 402.
  • the nitrogen storage amount corresponding to the virtual vehicle 420 is not zero, another bottle of nitrogen is consumed to accelerate the virtual vehicle 420 and trigger the energy overload skill, so that the skill release duration of the cornering skill can be extended, providing a method for The operation scheme consumes multiple units of acceleration energy in a short period of time, which improves the availability of acceleration energy.
  • a prompt message indicating that the skill is released successfully can be displayed in the display interface 410 .
  • the prompt information may be at least one of text special effects, animation special effects and sound special effects.
  • the virtual vehicle 420 being in a drift state in the curve can be implemented as follows: in response to simultaneous triggering operations on the left turn control 4041 and the handbrake control 405, controlling the virtual vehicle 420 to enter the drift state in the curve.
  • Figure 5 shows a flow chart of a virtual vehicle control method provided by an exemplary embodiment of the present application, and the method is executed by a computer device.
  • the computer device can be implemented as a terminal or as other devices connected to the terminal.
  • the method provided by the embodiment of this application includes the following steps:
  • Step 501 Display the virtual scene.
  • the virtual scene includes a virtual vehicle in a drifting state in a curve.
  • the drift state can also be called the tail-flicking state.
  • the virtual vehicle slides sideways in an over-steering manner to facilitate the virtual vehicle to exit the curve.
  • any driving mode in which the virtual vehicle 420 slides sideways in an over-steering manner in a drift state can be understood as the drift state involved in this application; at the same time, this driving mode can also be named using other nouns. , this application does not limit this and will not go into details.
  • the virtual scene may also include virtual roads and virtual road signs.
  • the virtual vehicle is driving on the virtual road.
  • Slow signs, turn signs, etc. are displayed on both sides of the virtual road, and the virtual vehicle is drifting in the curves of the virtual road. state.
  • the virtual vehicle enters the drift state through simultaneous triggering operations on the direction control component and the handbrake control component.
  • the virtual vehicle control method provided by the embodiment of the present application also includes:
  • the virtual vehicle In response to simultaneous triggering operations on the direction control component and the handbrake control component, the virtual vehicle is controlled to enter a drift state in the curve.
  • the direction control component and the handbrake control component can be implemented as controls in the display interface of the terminal, or as a handle connected to the terminal or a certain component on the operating table.
  • the direction control component and the handbrake control component can be implemented as the direction control and the handbrake control on the terminal respectively; for another example, the direction control component can be implemented as the movement button or rocker on the handle, and the handbrake control component can be implemented as the confirmation button on the handle. case; for another example, the direction control component and the handbrake control component can be implemented as a steering wheel and a brake hand gear on the operating console respectively.
  • operations on the handle and console can be uploaded to the server through wired or wireless means, and the server responds to the aforementioned operations.
  • Step 502 In response to the first triggering operation on the brake control component, control the vehicle speed of the virtual vehicle to decrease.
  • the brake control component can be implemented as a control in the display interface of the terminal, or as a handle connected to the terminal or a certain component on the operating table.
  • the brake control component can be implemented as a brake control on the terminal; for another example, the brake control component can be implemented as a control button on the handle.
  • the first trigger operation is at least one of the following operations: a single click operation, a double click operation, a touch operation, a single press operation, and a continuous press operation.
  • the display interface where the virtual vehicle is located also displays a vehicle condition display area.
  • the vehicle condition display area is used to display the driving status of the virtual vehicle, including at least numerical information on the speed of the virtual vehicle and/or a speed display bar.
  • the speed of the virtual vehicle is controlled to decrease, the numerical value of the speed of the virtual vehicle displayed in the vehicle condition display area decreases, and the vehicle speed display bar is shortened.
  • the speed of the virtual vehicle is displayed in the vehicle condition display area, and a progress bar is displayed under the vehicle speed. The size of the display area of the progress bar changes according to the vehicle speed.
  • the brake control component is used to control the grip of the virtual vehicle.
  • the grip of the virtual vehicle refers to the friction existing between the tires of the virtual vehicle and the ground.
  • the brake control component is triggered, the friction between the wheels of the virtual vehicle and the ground increases, thereby increasing the grip of the virtual vehicle and visually displaying a decrease in the speed of the virtual vehicle.
  • the control method of the virtual vehicle is used to release the corner exit skill, so that the virtual vehicle drives out of the curve.
  • it is necessary to enhance the grip of the virtual vehicle before triggering the cornering skill so that the virtual vehicle can use greater grip during the cornering process to achieve faster drifting, faster acceleration and Longer acceleration makes the virtual vehicle’s driving trajectory more reasonable and the virtual vehicle’s speed-up effect better.
  • the virtual vehicle can increase the speed of the tail, reduce the sliding distance of the virtual vehicle's rear, and quickly correct the body of the virtual vehicle so that the direction of the front of the virtual vehicle is consistent with the direction of the virtual vehicle.
  • the speed direction should be consistent as soon as possible.
  • the grip of the virtual vehicle will be low, and the time it takes for the virtual vehicle's head direction and speed direction to return to the same direction will be relatively longer, so that the duration of the virtual vehicle's drift state in the curve will also be longer, resulting in The process of the virtual vehicle exiting the corner is long, and the virtual vehicle will continue to decelerate in the drift state. The speed of the virtual vehicle will drop significantly after exiting the corner. At this time, the player can only accelerate the virtual vehicle by triggering other control components again.
  • Step 503 In response to the second trigger operation on the energy control component, display prompt information for consuming acceleration energy.
  • the energy control component can be implemented as a control in the display interface of the terminal, or as a handle connected to the terminal or a certain component on the operating table.
  • the energy control component can be implemented as an energy control on the terminal; for another example, the energy control component can be implemented as a confirmation button on the handle.
  • the acceleration energy is used to provide acceleration services for the virtual vehicle
  • the prompt information for consuming the acceleration energy can be at least one of text special effects, animation special effects, and sound special effects.
  • a bottle of nitrogen is consumed to provide acceleration services for the virtual vehicle 420, and at the same time, a prompt message for consuming acceleration energy is displayed in the display interface.
  • the prompt message may be: At least one of text effects, highlight effects, flash effects, aperture effects and sound effects.
  • the prompt information can be displayed around the energy control component.
  • the prompt information is the aperture effect on the energy control component.
  • an aperture special effect is displayed on the energy control component to prompt the consumption of one unit of acceleration energy to provide acceleration services for the virtual vehicle; and a sound effect is used to remind the player that the acceleration energy has been completed consumption.
  • the second trigger operation may be at least one of the following operations: a single click operation, a double click operation, a touch operation, a single press operation, and a continuous press operation. If the player clicks on the energy control component, a prompt message for consuming acceleration energy will be displayed.
  • Step 504 In response to the third trigger operation on the throttle control component, release the cornering skill, and control the virtual vehicle to be in an accelerating state within the skill release duration of the cornering skill.
  • the skill release duration of the cornering skill is used to indicate the duration of the virtual vehicle's acceleration when accelerating.
  • the skill release duration of the cornering skill is greater than the duration when the virtual vehicle uses acceleration energy to accelerate when it is not in a drifting state.
  • the consumption process of acceleration energy can be understood as a preparation process of consuming one unit of acceleration energy to provide acceleration services for the virtual vehicle, and this preparation process has a preparation duration.
  • the cornering skill in response to the third trigger operation on the throttle control component, the cornering skill can be released, so that the virtual vehicle is in an accelerating state within the skill release time.
  • the triggering moment of the energy control component is the starting moment of the preparation time.
  • the throttle control component Before the consumption process of acceleration energy ends (that is, the end time of the preparation time), the throttle control component needs to be triggered so that the acceleration energy can provide the virtual vehicle. Provide more efficient acceleration services.
  • the preparation time can be understood as the nitrogen filling time for nitrogen to enter the engine and replenish the engine.
  • the nitrogen filling time can be set according to actual needs. For example, the nitrogen irrigation duration is 0.3-1 seconds.
  • the nitrogen filling period if the player triggers the throttle control component, the cornering skill will be released to control the virtual vehicle to accelerate during the cornering skill release period; if the player does not trigger the throttle control component, the nitrogen filling will After the nitrogen duration is over, it is sprayed out, and the virtual vehicle is controlled to accelerate in the initial setting mode.
  • the acceleration of the virtual vehicle in the initial setting mode is smaller than the acceleration of the virtual vehicle in the cornering skill. In other words, the gain brought by the initial setting method is smaller than the gain brought by the cornering skill.
  • the throttle control component can be implemented as a control in the display interface of the terminal, or as a handle connected to the terminal or a certain component on the operating table.
  • the throttle control component can be implemented as the throttle control on the terminal; for another example, the throttle control component can be implemented as a confirmation button on the handle; for another example, the throttle control component can be implemented as the accelerator pedal on the console.
  • step 504 after step 504 is executed, and after the skill release duration of the cornering exit skill ends, the acceleration of the virtual vehicle is controlled to return to the state before the cornering exiting skill is released.
  • the cornering skill is released through the sequential triggering operations on the brake control component, the energy control component and the throttle control component, so as to control the duration of the skill release of the virtual vehicle.
  • the virtual vehicle is in an accelerating state to meet the speed-up demand of the virtual vehicle during drifting out of corners.
  • the first trigger operation on the brake control component is used to improve the grip of the virtual vehicle.
  • the virtual vehicle's tail-drifting speed is increased, and the cornering skills are released through the second trigger operation on the energy control component and the third trigger operation on the throttle control component to achieve virtual
  • the accelerated driving of the vehicle reduces the sliding distance of the virtual vehicle's rear, allowing the virtual vehicle's body to be quickly aligned, thereby making the virtual vehicle's driving trajectory more reasonable during the exiting process, and the speed-up effect is better.
  • a virtual vehicle in a drifting state in a curve has a certain drift angle. Depending on the drift angle, different cornering skills are released.
  • step 504 can be implemented as step 5041 or step 5042, which is used to determine the released cornering skill according to the difference between the drift angle and the first angle; before step 5041 or step 5042, there is also an optional step 505, which is used to Determine the drift angle of the virtual vehicle before releasing the cornering skill.
  • step 5041, step 5042 and step 505 are as follows:
  • Step 505 Determine the drift angle of the virtual vehicle based on the virtual vehicle's grip, front direction, and speed direction.
  • the drift angle is used to indicate the angle between the head direction and the speed direction of the virtual vehicle.
  • the larger the drift angle the higher the degree of body deflection of the virtual vehicle, which will cause the virtual vehicle to exit the drift state longer.
  • the drift angle is affected by the grip of the virtual vehicle, and the change of grip is achieved through the trigger operation on the brake control component.
  • the speed direction of the virtual vehicle is basically consistent with the front direction of the vehicle.
  • the movement angle of the virtual vehicle can be determined as 0 degrees.
  • the speed direction of the virtual vehicle is opposite to the front direction.
  • the movement angle of the virtual vehicle can be determined as 180 degrees.
  • the virtual vehicles at the above two movement angles are not in a drifting state. In some embodiments, even if the movement angle of the virtual vehicle is not 0 or 180 degrees, such as 15 degrees or 170 degrees, there is a small deviation between the speed direction of the virtual vehicle and the head direction (for example, there is 30 degrees compared to 0/180 degrees). degree and within the deviation), it can still be considered that the virtual vehicle is not in a drifting state.
  • the speed direction of the virtual vehicle is inconsistent with the front direction. That is, the speed direction of the virtual vehicle is the first direction, the head direction is the second direction, the first direction and the second direction are different directions, and there is a certain deviation angle between the first direction and the second direction, and the deviation angle is is the drift angle. Similarly, it is precisely due to the existence of the drift angle that the virtual vehicle presents a drifting body posture.
  • the speed direction of the virtual vehicle can be gradually rotated toward the front of the vehicle to achieve the gripping effect of the virtual vehicle, and finally the virtual vehicle can de-drift and return to a flat running state.
  • FIG. 7 shows a schematic diagram for calculating the drift angle provided by an exemplary embodiment of the present application.
  • the speed direction of the virtual vehicle at the initial time t is v(t)
  • the front direction of the vehicle at the initial time t is d(t)
  • the unit time is ⁇ t.
  • the drift angle of the virtual vehicle at the initial time t is d(t)-v(t)
  • the speed direction of the virtual vehicle 420 at time t+ ⁇ t is v(t+ ⁇ t)
  • the head direction of the virtual vehicle at time t+ ⁇ t is d(t+ ⁇ t)
  • the drift angle of the virtual vehicle at time t+ ⁇ t can be calculated through d(t+ ⁇ t)-v(t+ ⁇ t), and the remaining information can be deduced in this way.
  • the drift angle of the virtual vehicle at the i-th moment is the difference between the head direction of the virtual vehicle at the i-th moment and the speed direction of the virtual vehicle at the i-th moment.
  • the drift angle of the virtual vehicle at the initial time t is d(t)-v(t).
  • the speed direction of the virtual vehicle at the second moment can be determined based on the grip, the front direction of the vehicle at the second moment, and the speed direction at the first moment.
  • the second moment is the moment when unit time has elapsed from the first moment
  • the head direction of the virtual vehicle at the second moment is the sum of the head direction of the virtual vehicle at the first moment and the rotation angle of the virtual vehicle in unit time.
  • the speed direction of the virtual vehicle at the second moment is the sum of the difference between the head direction at the second moment and the speed direction at the first moment multiplied by the ground force, plus the speed direction at the first moment.
  • the unit time ⁇ t can be calculated in units of 1 frame, and the grip force is a fixed function.
  • the drift angle of the virtual vehicle at the initial time t is d(t)-v(t)
  • the speed direction of the virtual vehicle at time t+ ⁇ t is v(t+ ⁇ t)
  • the head direction of the car is d(t+ ⁇ t)
  • d(t+ ⁇ t) can be used -v(t+ ⁇ t) calculates the drift angle of the virtual vehicle 420 at time t+ ⁇ t.
  • the drift angle of the virtual vehicle at the next moment can be continuously calculated iteratively according to the above formula.
  • the grip of the virtual vehicle can be improved, thereby affecting changes in the drift angle of the virtual vehicle.
  • the improvement of grip can speed up the reduction of the drift angle, thereby speeding up the virtual vehicle's retreat from the drift state to enter the flat running state.
  • a part of the value can be superimposed on the grip when calculating the drift angle, thereby further accelerating the change in the speed and direction of the virtual vehicle, so as to facilitate the virtual vehicle to complete the de-drifting process.
  • the time can be shortened to achieve the purpose of exiting the corner quickly, and the speed of the virtual vehicle decreases slightly.
  • Figure 8 shows a schematic diagram of calculating the drift angle provided by an exemplary embodiment of the present application, taking the first trigger operation on the brake control component to increase the grip force from 0.5 to 0.8 as an example.
  • the grip of the virtual vehicle becomes 0.8.
  • the drift angle of the virtual vehicle at the next moment can be calculated iteratively according to the above formula.
  • the de-drift time of the virtual vehicle is affected by the drift angle.
  • the virtual vehicle control method provided by the embodiment of the present application also includes:
  • the virtual vehicle When the angle between the virtual vehicle's head direction and speed direction is smaller than the drift angle, the virtual vehicle is controlled to enter a flat running state.
  • the de-bleaching angle can be set according to actual needs.
  • the value range of the de-floating angle is 10-20 degrees, for example, the de-floating angle is 13 degrees.
  • the drift angle of the virtual vehicle at time t+ ⁇ t is calculated to be 45°. Since the drift angle at this time is greater than the back-drift angle, the virtual vehicle is still in a drifting state and the next iterative calculation needs to be performed.
  • the drift angle of the virtual vehicle at time t+ ⁇ t is calculated to be 18°. Since the drift angle at this time is greater than the back-drift angle, the virtual vehicle is still in a drifting state, and the next step still needs to be performed at this time. Iterative calculation.
  • the grip when the grip is 0.8, the drift angle of the virtual vehicle is already very close to the back-drift angle. It is very likely that a drift angle smaller than the back-drift angle can be obtained after the next iterative calculation, and the virtual vehicle can The de-drifting will be completed at the next moment.
  • the grip force is 0.5, the gap between the drift angle and the de-drift angle of the virtual vehicle is still large, and it may take multiple iterative calculations to obtain a drift angle that is smaller than the de-drift angle, that is, the virtual vehicle completes the de-drift angle. The time must be later than the virtual vehicle when the grip is 0.8.
  • the drift angle of the virtual vehicle can be determined according to the grip, front direction and speed direction of the virtual vehicle, so as to determine the cornering skills that need to be released.
  • Step 5041 When the drift angle of the virtual vehicle is not greater than the first angle, in response to the third trigger operation on the throttle control component, release the first cornering skill, and control the skill release duration of the first cornering skill of the virtual vehicle. It is in a state of accelerating and exits the drift state after the first drift back period.
  • Step 5042 When the drift angle of the virtual vehicle is greater than the first angle, in response to the third trigger operation on the throttle control component, release the second cornering skill, and control the virtual vehicle within the skill release duration of the second cornering skill. It is in a state of accelerating and exits the drift state after the second back-drift time.
  • the first de-floating duration is shorter than the second de-floating duration.
  • the first angle can be set according to actual needs.
  • the value range of the first angle is between 30 and 60 degrees.
  • the first angle can be 30, 35, 40, 45, 50, 55, and 60 degrees.
  • the de-drifting time of the virtual vehicle is affected by the drift angle.
  • the larger the drift angle the longer the time required for the virtual vehicle to de-drift.
  • For the calculation method of the drift angle of the virtual vehicle in real-time please refer to the relevant description of step 505 and will not be described again. It should be understood that, in order to enrich the process of releasing the cornering skills of the virtual vehicle, different cornering skills can be released according to different drift angles.
  • step 5041 or step 5042 when the drift angle of the virtual vehicle is not greater than the first angle, the first corner exit skill is released to control the virtual vehicle to exit after a short back-drift duration. Drift state; when the drift angle of the virtual vehicle is greater than the first angle, release the second exiting skill to control the virtual vehicle to exit the drift state after a longer drift duration.
  • the skill release duration of the first cornering skill and the skill release duration of the second cornering skill may be the same or different, and are not limited in this application; the first cornering skill
  • the specific duration of the skill release time and the skill release time of the second turning skill can be set according to actual needs.
  • the virtual vehicle exits the drift state after the first drifting back period. At this time, there is still a period of acceleration (that is, the skill release duration of the first cornering skill minus the first drifting backing period). is in an accelerating state; similarly, under the second cornering skill, the virtual vehicle exits the drifting state after the second drifting back, and there is still an acceleration period at this time (that is, the skill release duration of the second cornering skill minus The vehicle is in an accelerating state within the time period after the second back-drift time period).
  • the skill release duration of the first cornering skill and the second cornering skill are the same.
  • the acceleration duration corresponding to the first cornering skill and the second cornering skill is different, and the first cornering skill has a different acceleration duration.
  • the acceleration duration corresponding to the bending skill should be It is greater than the acceleration duration corresponding to the second cornering skill.
  • each drift angle corresponds to a de-drift duration.
  • step 504 can be implemented as follows: in response to the third trigger operation on the throttle control component, release the corresponding cornering skill according to the drift angle of the virtual vehicle, and control the virtual vehicle to accelerate within the skill release time of the cornering skill. state, and exit the drift state after the specified de-drift time, which corresponds to the drift angle of the virtual vehicle.
  • a drift angle corresponds to a specified back-drift duration.
  • the larger the drift angle the shorter the specified back-drift duration.
  • the drift angle is 30 degrees, it corresponds to the first specified back-drift time, and when the drift angle is 50 degrees, it corresponds to the second specified back-drift time, and the first specified back-drift time is shorter than the second specified back-drift time.
  • a drift angle interval corresponds to a specified de-drift duration, and the drift angle interval can be set according to actual needs.
  • the drift angle range is 30-40 degrees, it corresponds to the first specified back-drift duration, when the drift angle is 40-50 degrees, it corresponds to the second specified back-drift duration, and the first specified back-drift duration is shorter than the second specified back-drift duration.
  • Figure 9 shows a schematic interface diagram of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • the brake control component, the energy control component and the throttle control component can be displayed in the form of controls in the display interface 910 .
  • the display interface 910 respectively displays a brake control 901 (ie, the aforementioned brake control component), an energy control 902 (ie, the aforementioned energy control component), and a throttle control 903 (ie, the aforementioned throttle control component).
  • the drift angle of the virtual vehicle 920 can be represented by the angle formed by the arrows shown in FIG. 9 .
  • the solid arrow is used to indicate the direction of the vehicle head, and the dotted arrow is used to indicate the speed direction.
  • the first cornering skill when the drift angle of the virtual vehicle is not greater than 45 degrees, in response to the third trigger operation on the throttle control 903, the first cornering skill is released, and the virtual vehicle 920 is controlled at the first The exiting skill is in an accelerating state during the skill release period, and exits the drift state after the first de-drifting period; when the drift angle of the virtual vehicle is greater than 45 degrees, in response to the third trigger operation on the throttle control 903 , release the second corner exit skill, control the virtual vehicle 920 to be in an accelerating state within the skill release duration of the second corner exit skill, and exit the drift state after the second back-drift duration.
  • the first back-drifting duration is shorter than the second back-drifting duration.
  • the first cornering skill can be called a supercharged cornering skill
  • the second cornering skill can be called a supercharging skill
  • Figure 10 shows a schematic interface diagram of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • the brake control component, the energy control component and the throttle control component can be displayed in the form of controls in the display interface 1010 .
  • the display interface 1010 displays a brake control 1001, an energy control 1002, a throttle control 1003, a left turn control 10041, a right turn control 10042, and a handbrake control 1005.
  • the virtual vehicle 1020 in response to simultaneous triggering operations on the left turn control 10041 and the handbrake control 1005, the virtual vehicle 1020 is controlled to enter a drift state in the curve.
  • the cornering skill is released, and the virtual vehicle 1020 is controlled to be in an accelerating state within the skill release duration of the cornering skill.
  • the cornering skill can be determined according to the difference in the drift angle of the virtual vehicle 1020. For details, please refer to the foregoing content, which will not be described again.
  • the acceleration energy as nitrogen as an example
  • a bottle of nitrogen is consumed to provide acceleration services for the virtual vehicle 1020; then, in response to the third trigger operation on the throttle control 1003, according to the virtual vehicle 1020
  • the drift angle releases the first cornering exit skill or the second cornering exiting skill to increase the acceleration duration of the virtual vehicle 1020 .
  • the virtual vehicle 1020 has a drift angle, and the larger the drift angle, the higher the degree of body deflection of the virtual vehicle 1020, which will cause the virtual vehicle 1020 to exit the drift. The longer it takes to move to another state.
  • the method provided by this application also needs to determine the drift angle based on the grip, front direction and speed direction of the virtual vehicle.
  • the grip is affected by the first trigger operation on the brake control component, which in turn affects the drift angle.
  • the size of the grip can be changed; based on the changed size of the grip, combined with the real-time direction and speed of the car, the drift angle of the virtual vehicle can be determined.
  • Figure 11 shows a flow chart of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • the method further includes steps 506, the details are as follows:
  • Step 506 When the pressing time on the throttle control component exceeds the first pressing time, trigger the full throttle skill and extend the skill release time of the cornering skill.
  • the first pressing duration can be set according to actual needs.
  • the value range of the first pressing duration is 0.3-1.5 seconds.
  • the first pressing duration is 0.5 seconds.
  • Figure 12 shows a schematic interface diagram of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • the virtual vehicle 1220 is displayed in the display interface 1210 , and the virtual vehicle 1220 is currently in an accelerating state. This state is presented by releasing the cornering skill in response to the triggering operation on the throttle control 1203 .
  • the player continues to press the throttle control 1203 after triggering the cornering skill, and the pressing time on the throttle control 1203 exceeds 0.5 seconds. At this time, the full throttle skill can be triggered to extend the cornering skill.
  • the skill release duration provides a longer acceleration service time for the virtual vehicle 1220, so that the acceleration effect of the virtual vehicle 1220 is enhanced.
  • the indication information 03 of the successful release of the full throttle skill may also be displayed in the display interface 1210 .
  • the instruction information 03 may be at least one of text special effects, animation special effects, and sound special effects. It should be understood that the instruction information 03 is presented in the form of text effects in FIG. 12 , but this does not limit the present application.
  • the acceleration of the virtual vehicle 1220 when the acceleration of the virtual vehicle 1220 does not reach the maximum value and the full throttle skill is triggered, increase the acceleration of the virtual vehicle 1220 .
  • the acceleration of the virtual vehicle 1220 when the full throttle skill is released, if the acceleration of the virtual vehicle 1220 does not reach the maximum value, the acceleration of the virtual vehicle 1220 can be increased so that the speed of the virtual vehicle 1220 is within Improved in a short period of time.
  • the full throttle skill is triggered. , to extend the skill release time of the cornering skill, thereby enhancing the acceleration effect of the virtual vehicle.
  • the acceleration of the virtual vehicle when the acceleration of the virtual vehicle has not reached the maximum value and the full throttle skill is triggered, the acceleration of the virtual vehicle can also be increased to further enhance the acceleration effect of the virtual vehicle.
  • Figure 13 shows a flow chart of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • the method also includes steps 5071 and 5072, specifically as follows:
  • Step 5071 Within the energy triggering time after releasing the bending skill, respond to the fourth triggering operation on the energy control component, trigger the energy overload skill, and extend the skill release duration of the bending skill.
  • the energy trigger duration can be set according to actual needs.
  • the energy trigger duration is 0.3-1 seconds. That is, within 0.3-1 seconds after releasing the bending skill, if the player triggers the energy control component again, the energy overload skill can be triggered, extending the release time of the bending skill.
  • the fourth trigger operation may be at least one of the following operations: a single click operation, a double click operation, a touch operation, a single press operation, and a continuous press operation.
  • a single click operation For example, within the energy triggering time after releasing the bending skill, the player clicks the energy control to trigger the energy overload skill and extend the skill release duration of the bending skill.
  • Step 5072 After the energy triggering time after releasing the bending skill is exceeded, control the energy control component to be in a non-triggerable state.
  • the end point of the non-triggerable state is the same as the end point of the skill release duration of the bending skill; the energy trigger duration can refer to the above content and will not be described again.
  • the end point of the non-triggerable state is set to avoid functional confusion during the release of the turning skill. If the player triggers the energy control component again within the energy triggering time after releasing the cornering skill, multiple units of acceleration energy can be consumed multiple times in a short period of time to accelerate the virtual vehicle; if the player triggers the energy control component after releasing the cornering skill, If the energy trigger duration does not trigger the energy control component, the energy control component needs to be locked so that it cannot be used before the end of the skill release duration of the bending skill to avoid functional confusion.
  • step 5071 and step 5072 can be executed alternatively and cannot be executed at the same time.
  • Figure 14 shows a schematic interface diagram of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • the virtual vehicle 1420 is displayed in the display interface 1410, and the virtual vehicle 1420 is currently in an accelerating state. This state is presented by releasing the cornering skill in response to the trigger operation on the throttle control 1403.
  • the player can choose whether to trigger the energy control 1402 again.
  • the acceleration energy can be used again to provide acceleration services for the virtual vehicle 1420 again.
  • the energy overload skill is released and the skill release duration of the cornering skill is extended to meet the acceleration demand of the virtual vehicle 1420, so that the duration of the acceleration of the virtual vehicle 1420 is increased, thereby enhancing the acceleration effect of the virtual vehicle 1420.
  • the energy control 1402 is controlled to be in a non-triggerable state to prevent the energy control 1402 from being triggered again during the release process of this cornering skill.
  • the indication information 04 of successful release of the energy overload skill may also be displayed in the display interface 1410 .
  • the instruction information 04 may be at least one of text special effects, animation special effects, and sound special effects. It should be understood that the instruction information 04 is presented in the form of text effects in FIG. 14 , but this does not limit the present application.
  • the acceleration of the virtual vehicle 1420 when the acceleration of the virtual vehicle 1420 does not reach the maximum value and the energy overload skill is triggered, increase the acceleration of the virtual vehicle 1420 .
  • the acceleration of the virtual vehicle 1420 when the energy overload skill is released, if the acceleration of the virtual vehicle 1420 does not reach the maximum value, the acceleration of the virtual vehicle 1420 can be increased so that the speed of the virtual vehicle 1420 is within a short time. be improved within time.
  • the energy overload skill can be triggered in response to the fourth trigger operation on the energy control component, and the skill release time of the cornering skill can be extended, thereby enhancing the acceleration effect of the virtual vehicle; if the energy trigger time is exceeded, the energy control can be controlled
  • the component is in a non-triggerable state, so as to avoid triggering the energy control component again during the release of the cornering skill.
  • the acceleration of the virtual vehicle when the acceleration of the virtual vehicle does not reach the maximum value and the energy overload skill is triggered, the acceleration of the virtual vehicle can also be increased to further enhance the acceleration effect of the virtual vehicle.
  • Figure 15 shows a flow chart of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • the method also includes steps 5081 and 5082, specifically as follows:
  • Step 5081 In response to a click operation on the throttle control component, control the virtual vehicle to enter a continuous acceleration state.
  • the throttle control component provided by the embodiment of the present application is used to increase the speed of the virtual vehicle.
  • the virtual vehicle can be controlled to accelerate in response to a trigger operation on the throttle control component.
  • the triggering operation on the throttle control component may be at least one of a single-click operation, a double-click operation, a touch operation, a continuous pressing operation, and the like.
  • the trigger operation on the throttle control part is a click operation
  • the accelerator corresponding to the virtual vehicle will automatically remain pressed, so that the virtual vehicle maintains continuous acceleration.
  • step 5081 can also be executed before the cornering skill is released.
  • step 5081 is executed after the bending skill is released as an example, which does not limit the application.
  • Step 5082 After the virtual vehicle enters the continuous acceleration state, in response to the fifth trigger operation on the brake control component, control the virtual vehicle to stop accelerating.
  • the throttle control component provided by the embodiment of the present application can also be used to implement at least one of the stop acceleration, deceleration and reverse functions of the virtual vehicle.
  • step 5081 in response to a click operation on the throttle control component, the virtual vehicle is controlled to enter a continuous acceleration state. At this time, if the player triggers the brake control component again, the virtual vehicle will be controlled to stop accelerating, which is used to simulate the state of the accelerator popping up.
  • the fifth trigger operation may be at least one of the following operations: a single click operation, a double click operation, a touch operation, a single press operation, and a continuous press operation.
  • step 5082 has different implementation methods.
  • step 5082 can also be implemented as follows: after the virtual vehicle enters the continuous acceleration state, in response to the fifth trigger operation, control the virtual vehicle to stop Accelerate and enter the natural deceleration state.
  • the natural deceleration state refers to the continuous deceleration state that the virtual vehicle enters due to resistance factors.
  • the resistance factors include at least one of road resistance, air resistance and mechanical loss.
  • step 5082 can also be implemented as follows: after the virtual vehicle enters the continuous acceleration state, in response to the fifth trigger operation, control the virtual vehicle to stop Accelerate and enter the continuous deceleration state.
  • the continuous deceleration state refers to the saving deceleration state that the virtual vehicle enters due to resistance factors and braking resistance.
  • the resistance factors include at least one of road resistance, air resistance and mechanical loss.
  • Braking resistance Dynamic resistance is generated by a continued press on the brake control component.
  • road resistance refers to the friction between the virtual vehicle's tires and the ground
  • air resistance refers to the air resistance experienced by the virtual vehicle during driving
  • mechanical loss refers to the kinetic energy loss in the transmission device of the virtual vehicle
  • the braking resistance of the virtual vehicle The size can be set according to actual needs.
  • the natural deceleration state is related to the current vehicle speed.
  • step 5082 can also be executed before the cornering skill is released.
  • step 5082 is executed after the bending skill is released as an example, which does not limit the application.
  • step 5081 and step 5082 can be implemented independently or in combination, and this application does not limit this.
  • the virtual vehicle after the virtual vehicle enters the continuous deceleration state, it also includes: when the speed of the virtual vehicle drops to 0 and the fifth trigger operation still exists, control The virtual vehicle enters the reverse state.
  • the player can make the virtual vehicle reverse through the fifth trigger operation on the brake control component. For example, when the virtual vehicle is moving forward (accelerating, decelerating, or moving at a constant speed), the player continues to press the brake control component, and the virtual vehicle begins to decelerate; and when the speed of the virtual vehicle drops to 0, if the player continues to press The brake control component controls the virtual vehicle to reverse.
  • the virtual vehicle control method provided by the embodiment of the present application provides the functions and usage methods of the throttle control component. Among them, in response to a click operation on the accelerator control component, the virtual vehicle is controlled to enter a state of continuous acceleration, avoiding the situation where the player needs to press the accelerator control component for a long time, which relatively reduces the difficulty of controlling the virtual vehicle.
  • the embodiment of the present application also provides a method for realizing deceleration and reversing of the virtual vehicle.
  • the speed of the virtual vehicle is controlled to decrease; in response to the second trigger operation on the energy control component, a prompt message for consuming acceleration energy is displayed; when the drift angle of the virtual vehicle is not greater than the At an angle, in response to the third trigger operation on the throttle control component, the first corner exit skill is released to control the virtual
  • the vehicle is in an accelerating state during the skill release time of the first corner exit skill, and exits the drift state after the first back-drift time;
  • the third triggering operation is the continuous pressing operation on the throttle control component, and the If the pressing time exceeds the first pressing time, the full throttle skill is triggered and the skill release duration of the bending skill is extended; within the energy triggering time after the bending skill is released, in response to the fourth triggering operation on the energy control component, Trigger the energy overload skill and once again extend the skill release time of the bending skill.
  • FIG 16 shows a flow chart of a virtual vehicle control method provided by an exemplary embodiment of the present application.
  • the virtual vehicle control method provided by the present application as an example through the player's operation on the terminal, refer to the interface schematic diagram of the virtual vehicle control method provided by an exemplary embodiment of the present application as shown in Figure 17.
  • Brake control components, energy The control components and throttle control components may be displayed in the style of controls in the display interface 1710 .
  • the display interface 1710 displays a brake control 1701, an energy control 1702, a throttle control 1703, a direction control 1704 and a handbrake control 1705.
  • the virtual vehicle control method includes the following steps:
  • Step 1601 Click the direction control and handbrake control to control the virtual vehicle to drift.
  • the virtual vehicle in response to simultaneous trigger operations on the direction control and the handbrake control, the virtual vehicle is controlled to enter a drift state.
  • the drift state can also be called the tail-flicking state, and the virtual vehicle slides sideways in an over-steering manner in the drift state.
  • Step 1602 Release the handbrake control.
  • Step 1603 Click the brake control.
  • the brake control is used to control the grip of the virtual vehicle.
  • the grip of the virtual vehicle refers to the friction existing between the tires of the virtual vehicle and the ground.
  • the speed of the virtual vehicle is reduced through the enhancement of the grip of the virtual vehicle. to fulfill.
  • the speed of the virtual vehicle is controlled to decrease.
  • the first trigger operation may be at least one of the following operations: a single click operation, a double click operation, a touch operation, a single press operation, and a continuous press operation.
  • Step 1604 Click on the energy control.
  • the second trigger operation may be at least one of the following operations: a single click operation, a double click operation, a touch operation, a single press operation, and a continuous press operation.
  • Step 1605 Trigger the throttle control.
  • the throttle control is used to increase the speed of the virtual vehicle.
  • the trigger operation on the throttle control 303 can be at least one of a single click operation, a double click operation, a touch operation, a continuous pressing operation, and the like.
  • the virtual vehicle in response to a click operation on the accelerator control, the virtual vehicle is controlled to enter a state of continuous acceleration.
  • the player can click and release the accelerator control.
  • the virtual vehicle is still in a state of continuous acceleration, preventing the player from continuing to press the accelerator control. the situation arises.
  • the brake control is also used to implement at least one of the stop acceleration, deceleration and reversing functions of the virtual vehicle.
  • the virtual vehicle is controlled to stop accelerating and enter a natural deceleration state.
  • the natural deceleration state refers to the continuous deceleration state that the virtual vehicle enters due to resistance factors. Resistance The factors include at least one of road resistance, air resistance and mechanical loss; for another example, in response to the continuous pressing operation on the brake control, the virtual vehicle is controlled to stop accelerating and enter a continuous deceleration state.
  • the continuous deceleration state means that the virtual vehicle is blocked
  • the vehicle enters a saving deceleration state due to force factors and braking resistance.
  • the resistance factors include at least one of road resistance, air resistance and mechanical loss.
  • the braking resistance is generated based on the continuous pressing operation on the brake control.
  • road resistance refers to the friction between the virtual vehicle's tires and the ground
  • air resistance refers to the air resistance experienced by the virtual vehicle during driving
  • mechanical loss refers to the kinetic energy loss in the transmission device of the virtual vehicle
  • the braking resistance of the virtual vehicle big It can be set according to actual needs.
  • the virtual vehicle when the virtual vehicle is in a continuous deceleration state, if the speed of the virtual vehicle drops to 0 and the continuous pressing on the brake control still exists, the virtual vehicle is controlled to enter the reverse state.
  • Step 1606 Determine whether the drift angle of the virtual vehicle is not greater than 45 degrees.
  • the drift angle is used to indicate the angle between the head direction and the speed direction of the virtual vehicle.
  • the larger the drift angle the higher the degree of body deflection of the virtual vehicle, which will cause the virtual vehicle to exit the drift state longer.
  • the drift angle is affected by the grip of the virtual vehicle, and the change of grip is achieved through the trigger operation on the brake control component.
  • the drift angle of the virtual vehicle also needs to be calculated.
  • the drift angle of the virtual vehicle can be determined based on the virtual vehicle's grip, front direction and speed direction.
  • the calculation method of the drift angle can refer to the foregoing content and will not be described again.
  • step 16071 is executed; if the drift angle of the virtual vehicle is greater than 45 degrees, step 16072 is executed. It should be understood that step 16071 and step 16072 can be executed alternatively and cannot be executed at the same time.
  • Step 16071 When the drift angle of the virtual vehicle is not greater than 45 degrees, trigger the supercharged nitrogen cornering skill.
  • Step 16072 When the drift angle of the virtual vehicle is greater than 45 degrees, trigger the supercharged nitrogen skill.
  • the supercharged nitrogen exit skill is the aforementioned first corner exit skill
  • the supercharged nitrogen skill is the aforementioned second corner exit skill.
  • the virtual vehicle when the supercharged nitrogen exiting skill is released, the virtual vehicle is controlled to be in an accelerating state within the skill release time of the supercharged nitrogen exiting skill, and exit the drift state after the first drift back;
  • the virtual vehicle is controlled to accelerate during the release time of the Supercharged Nitrogen skill, and exit the drift state after the second de-drift time.
  • the first de-drift time is shorter than the second de-drift time. duration.
  • Step 1608 Determine whether the throttle control is continuously pressed.
  • step 1609 is executed; if the throttle control is not continuously pressed, step 1612 is executed. It should be understood that step 1609 and step 1612 can be executed alternatively and cannot be executed at the same time.
  • Step 1609 Determine whether the pressing time of the throttle control is not less than 0.5 seconds.
  • the player triggers the throttle control, and different cornering skills can be triggered according to the drift angle of the virtual vehicle. Subsequently, it can be determined whether the triggering operation on the throttle control is a single-click operation or a continuous pressing operation. If the triggering operation on the throttle control is a continuous pressing operation, it can be determined again whether the pressing time on the throttle control is greater than 0.5 seconds.
  • step 1610 is executed; if the pressing time of the throttle control is less than 0.5 seconds, step 1611 is executed. It should be understood that step 1610 and step 1611 can be executed alternatively and cannot be executed at the same time.
  • Step 1610 Trigger the full throttle skill when the throttle control is pressed for no less than 0.5 seconds.
  • Step 1611 When the throttle control is pressed for less than 0.5 seconds, the full throttle skill is not triggered.
  • the full throttle skill can be triggered at this time, extending the skill release time of the corner exit skill, and providing virtual vehicles with Longer acceleration service time so that the acceleration effect of the virtual vehicle is enhanced.
  • the accelerator skill is released, if the acceleration of the virtual vehicle does not reach the maximum value, the acceleration of the virtual vehicle can be increased so that the speed of the virtual vehicle can be increased in a short time. further improvement.
  • Step 1612 Determine whether the energy control is clicked again within 0.3-1 seconds.
  • the player can choose whether to trigger the energy control again.
  • the energy triggering time is 0.3-1 seconds. Based on this, it can be determined whether the player clicks the energy control again within 0.3-1 seconds.
  • step 1613 is executed; if the energy control is not clicked again, step 1614 is executed. It should be understood that step 1613 and step 1614 can be executed alternatively and cannot be executed at the same time.
  • Step 1613 When the energy control is clicked again, the reserve of one bottle of nitrogen is consumed and the nitrogen overload skill is triggered.
  • Step 1614 Without clicking the energy control again, control the energy control to be in a non-triggerable state.
  • the acceleration energy can be used again to provide acceleration services for the virtual vehicle again.
  • the energy overload skill is released and the skill release duration of the cornering skill is extended to meet the acceleration needs of the virtual vehicle, so that the duration of the virtual vehicle's acceleration is increased, thereby enhancing the acceleration effect of the virtual vehicle.
  • the energy control will be controlled to be in a non-triggerable state to prevent the energy control from being triggered again during the release of this cornering skill.
  • the non-triggerable state of the energy control can be indicated by the energy control turning gray in the display interface.
  • a virtual vehicle 1720 is displayed in the display interface 1710.
  • the control method of the virtual vehicle provided by the embodiment of the present application can be implemented through the following steps:
  • Step 1 In response to simultaneous trigger operations on the direction control 1704 and the handbrake control 1705, control the virtual vehicle 1720 to enter a drift state in the curve.
  • Step 2 In response to the first triggering operation on the brake control 1701, control the speed of the virtual vehicle 1720 to decrease, and at this time, the grip of the virtual vehicle 1720 increases.
  • Step 3 In response to the second trigger operation on the energy control 1702, consume a bottle of nitrogen to provide acceleration service for the virtual vehicle 1720.
  • a prompt message for consuming a bottle of nitrogen can be displayed in the display interface 1710; during the consumption of nitrogen, respond
  • the corresponding cornering skill is released according to the drift angle of the virtual vehicle 1720, and the virtual vehicle is controlled to accelerate within the skill release time of the cornering skill.
  • the display interface 1710 also displays indication information 061 indicating that the cornering skill is successfully released.
  • Step 4 When the triggering operation on the throttle control 1703 is a continuous pressing operation, if the pressing time on the throttle control 1703 exceeds the first pressing time, release the full throttle skill and extend the skill release time of the cornering skill, as The virtual vehicle 1720 provides a longer acceleration service time, so that the acceleration effect of the virtual vehicle 1720 is enhanced. At the same time, if the acceleration of the virtual vehicle 1720 does not reach the maximum value, the acceleration of the virtual vehicle 1720 is increased so that the speed of the virtual vehicle 1720 is further increased in a short period of time.
  • the display interface 1710 also displays indication information 062 indicating that the full throttle skill release is successful.
  • Step 5 Within the energy triggering time after the cornering skill is released, respond to the fourth triggering operation on the energy control 1702, trigger the energy overload skill, extend the skill release duration of the cornering skill, and provide longer acceleration for the virtual vehicle 1720
  • the time of service is such that the acceleration effect of the virtual vehicle 1720 is enhanced.
  • the acceleration of the virtual vehicle 1720 does not reach the maximum value, the acceleration of the virtual vehicle 1720 is increased so that the speed of the virtual vehicle 1720 is further increased in a short period of time.
  • the display interface 1710 also displays indication information 063 indicating that the energy overload skill is released successfully.
  • Step 6 After the skill release duration of the corner exit skill ends, control the acceleration of the virtual vehicle 1720 to return to the state before the corner exit skill is released.
  • the cornering skill is released through sequential triggering operations on the brake control, energy control and throttle control, so as to control the virtual vehicle to accelerate during the skill release time. driving state, thereby meeting the speed-up needs of the virtual vehicle during drifting out of corners.
  • the first trigger operation on the brake control is used to improve the grip of the virtual vehicle.
  • the virtual vehicle's tail-drifting speed can be increased, and the cornering skills can be released through the second trigger operation on the energy control and the third trigger operation on the throttle control to achieve the virtual vehicle's speed.
  • Accelerating driving reduces the sliding distance of the virtual vehicle's rear, allowing the virtual vehicle's body to be quickly aligned, thereby making the virtual vehicle's driving trajectory more reasonable when exiting the corner, and the speed-up effect is better.
  • Figure 18 shows a schematic diagram of a control device for a virtual vehicle provided by an exemplary embodiment.
  • the device includes:
  • Display module 1820 used to perform the aforementioned step 501 in Figure 5;
  • the response module 1840 is also used to perform the aforementioned step 503 in Figure 5;
  • the response module 1840 is also used to perform the aforementioned step 504 in Figure 5.
  • the response module 1840 is used to perform the aforementioned step 5041 or step 5042 in Figure 6 .
  • the device also includes a determination module 1860 for determining the drift angle according to the virtual vehicle's grip, front direction, and speed direction.
  • the response module 1840 is also used to control the virtual vehicle to enter a flat running state when the angle between the vehicle head direction and the speed direction is smaller than the drift angle.
  • the third triggering operation is a continuous pressing operation on the throttle control component
  • the response module 1840 is also used to perform the aforementioned step 506 in Figure 11 .
  • the response module 1840 is also used to increase the acceleration of the virtual vehicle when the acceleration of the virtual vehicle does not reach the maximum value and the full throttle skill is triggered.
  • the response module 1840 is also used to perform the aforementioned step 5071 or step 5072 in Figure 13.
  • the response module 1840 is also used to perform the aforementioned steps 5081 and 5082 in Figure 15.
  • the application also provides a computer device.
  • the computer device includes a memory and a processor; the processor is used to display a virtual scene, the virtual scene includes a virtual vehicle in a drifting state in a curve; in response to the first step on the brake control component The trigger operation controls the speed of the virtual vehicle to decrease; in response to the second trigger operation on the energy control component, a prompt message for consuming acceleration energy is displayed; in response to the third trigger operation on the throttle control component, the cornering skill is released to control the virtual vehicle It is in a state of accelerating during the skill release time of the cornering skill.
  • the skill release time of the bending skill is used to indicate the duration of the virtual vehicle's acceleration.
  • the skill release time of the cornering skill is longer than the virtual vehicle when it is not in a drifting state.
  • the duration of acceleration when using acceleration energy is used.
  • This application also provides a computer-readable storage medium.
  • the computer-readable storage medium stores a computer program.
  • the computer program is used to be executed by a processor to implement the virtual vehicle control method as described above.
  • the chip includes programmable logic circuits and/or program instructions. When the chip is run, it is used to implement the virtual vehicle control method as described above.
  • the computer program product or computer program includes computer instructions.
  • the computer instructions are stored in a computer-readable storage medium.
  • the processor reads and executes the computer instructions from the computer-readable storage medium to implement The control method of the virtual vehicle as described above.

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Abstract

一种虚拟车辆的控制方法、装置、设备及介质,涉及虚拟世界领域。方法包括:显示虚拟场景,虚拟场景中包括在弯道中处于漂移状态的虚拟车辆(501);响应于刹车控制部件上的第一触发操作,控制虚拟车辆的车速下降(502);响应于能量控制部件上的第二触发操作,显示消耗加速能量的提示信息(503);响应于油门控制部件上的第三触发操作,释放出弯技能,控制虚拟车辆在出弯技能的技能释放时长内处于加速行驶的状态(504)。

Description

虚拟车辆的控制方法、装置、设备及介质
本申请要求于2022年05月20日提交的申请号为202210557035.X、发明名称为“虚拟车辆的控制方法、装置、设备及介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及虚拟世界领域,特别涉及一种虚拟车辆的控制方法、装置、设备及介质。
背景技术
在具有虚拟环境的网络游戏中,玩家可控制一个虚拟对象,并控制该虚拟对象在游戏中的虚拟世界的活动和行为。以虚拟赛车为例,玩家可控制一辆虚拟车辆在虚拟道路上进行竞速比赛或漫游观光。
在行驶过程中,虚拟车辆将会碰到弯道,此时需要实现转弯、过弯和出弯等一系列操作。在此过程中,虚拟车辆可能因为进入漂移状态从而带来剧烈的减速。因此,在漂移过弯后,虚拟车辆存在提速需求。
发明内容
本申请实施例提供了一种虚拟车辆的控制方法、装置、设备及介质,所述技术方案如下:
根据本申请的一个方面,提供了一种虚拟车辆的控制方法,该方法由计算机设备执行,该方法包括:
显示虚拟场景,虚拟场景中包括在弯道中处于漂移状态的虚拟车辆;
响应于刹车控制部件上的第一触发操作,控制虚拟车辆的车速下降;
响应于能量控制部件上的第二触发操作,显示消耗加速能量的提示信息;
响应于油门控制部件上的第三触发操作,释放出弯技能,控制虚拟车辆在出弯技能的技能释放时长内处于加速行驶的状态,出弯技能的技能释放时长用于指示虚拟车辆在加速时的持续时长,出弯技能的技能释放时长大于虚拟车辆在未处于漂移状态下使用加速能量进行加速时的持续时长。
根据本申请的一个方面,提供了一种虚拟车辆的控制装置,该装置包括:
显示模块,用于显示虚拟场景,虚拟场景中包括在弯道中处于漂移状态的虚拟车辆;
响应模块,用于响应于刹车控制部件上的第一触发操作,控制虚拟车辆的车速下降;
响应模块,还用于响应于能量控制部件上的第二触发操作,显示消耗加速能量的提示信息;
响应模块,还用于响应于油门控制部件上的第三触发操作,释放出弯技能,控制虚拟车辆在出弯技能的技能释放时长内处于加速行驶的状态,出弯技能的技能释放时长用于指示虚拟车辆在加速时的持续时长,出弯技能的技能释放时长大于虚拟车辆在未处于漂移状态下使用加速能量进行加速时的持续时长。
根据本申请的一个方面,提供了一种计算机设备,该计算机设备包括存储器和处理器;
处理器,用于显示虚拟场景,虚拟场景中包括在弯道中处于漂移状态的虚拟车辆;
响应于刹车控制部件上的第一触发操作,控制虚拟车辆的车速下降;
响应于能量控制部件上的第二触发操作,显示消耗加速能量的提示信息;
响应于油门控制部件上的第三触发操作,释放出弯技能,控制虚拟车辆在出弯技能的技能释放时长内处于加速行驶的状态,出弯技能的技能释放时长用于指示虚拟车辆在加速时的持续时长,出弯技能的技能释放时长大于虚拟车辆在未处于漂移状态下使用加速能量进行加速时的持续时长。
根据本申请的一个方面,提供了一种计算机可读存储介质,存储介质中存储有计算机程序,所述计算机程序用于被处理器执行,以实现如上所述的虚拟车辆的控制方法。
根据本申请的一个方面,提供了一种芯片,芯片包括可编程逻辑电路和/或程序指令,当芯片运行时,用于实现如上所述的虚拟车辆的控制方法。
根据本申请的一个方面,提供了一种计算机程序产品,计算机程序产品包括计算机指令,计算机指令存储在计算机可读存储介质中,处理器从计算机可读存储介质读取并执行计算机指令,以实现如上所述的虚拟车辆的控制方法。
通过刹车控制部件、能量控制部件和油门控制部件上的顺次触发操作,释放出弯技能,以控制虚拟车辆在技能释放时长内处于加速行驶的状态,从而满足虚拟车辆在漂移出弯过程中的提速需求。其中,刹车控制部件上的第一触发操作用于提升虚拟车辆的抓地力;在虚拟车辆具有较高的抓地力的情况下,虚拟车辆的甩尾速度得以提升,通过能量控制部件上的第二触发操作和油门控制部件上的第三触发操作来释放出弯技能以实现虚拟车辆的加速行驶,减少了虚拟车辆的车尾的滑行距离,使得虚拟车辆的车身能够快速摆正,从而使得虚拟车辆在出弯过程中的行驶轨迹更加合理,提速效果更好。
附图说明
图1是本申请一个示例性实施例提供的终端的结构示意图;
图2是本申请一个示例性实施例提供的计算机系统的结构框图;
图3是本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图;
图4是本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图;
图5是本申请一个示例性实施例提供的虚拟车辆的控制方法的流程图;
图6是本申请一个示例性实施例提供的虚拟车辆的控制方法的流程图;
图7是本申请一个示例性实施例提供的计算漂移角度的示意图;
图8是本申请一个示例性实施例提供的计算漂移角度的示意图;
图9是本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图;
图10是本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图;
图11是本申请一个示例性实施例提供的虚拟车辆的控制方法的流程图;
图12是本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图;
图13是本申请一个示例性实施例提供的虚拟车辆的控制方法的流程图;
图14是本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图;
图15是本申请一个示例性实施例提供的虚拟车辆的控制方法的流程图;
图16是本申请一个示例性实施例提供的虚拟车辆的控制方法的流程图;
图17是本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图;
图18是本申请一个示例性实施例提供的虚拟车辆的控制装置的流程图。
具体实施方式
本申请中提供的方法可以应用于具有虚拟环境和虚拟角色的应用程序中。示例性的,支持虚拟环境的应用程序是用户可以控制虚拟角色在虚拟环境内移动的应用程序。示例性的,本申请中提供的方法可以应用于:虚拟现实(Virtual Reality,VR)应用程序、增强现实(Augmented Reality,AR)程序、三维地图程序、虚拟现实游戏、增强现实游戏、第一人称射击游戏(First-Person Shooting Game,FPS)、第三人称射击游戏(Third-Person Shooting Game,TPS)、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)、策略游戏(Simulation Game,SLG)中的任意一种程序。
示例性的,虚拟环境中的游戏由一个或多个游戏世界的地图构成,游戏中的虚拟环境模拟现实世界的场景,用户可以操控游戏中的虚拟角色在虚拟环境中进行行走、跑步、跳跃、射击、格斗、驾驶等动作,交互性较强,并且多个用户可以在线组队进行竞技游戏。
在一些实施例中,上述应用程序可以是射击类游戏、竞速类游戏、角色扮演类游戏、冒险类游戏、沙盒游戏、战术竞技游戏等程序。该客户端可以支持Windows操作系统、苹果操作系统、安卓操作系统、IOS操作系统和LINUX操作系统中的至少一种操作系统,并且不同操作系统的客户端可以互联互通。在一些实施例中,上述客户端是适用于具有触摸屏的移动终端上的程序。
比如,本申请实施例提供的虚拟车辆的控制方法可应用于支持竞速类游戏的应用程序中,玩家可通过控制虚拟车辆进行虚拟竞速比赛;又如,本申请实施例提供的虚拟车辆的控制方法可应用于支持角色扮演类游戏的应用程序中,玩家可通过控制虚拟车辆在虚拟场景中移动以满足玩家漫游观光的需求。
示例性的,本申请中的虚拟车辆可以是模拟现实世界中汽车的驾驶特征实现的虚拟车辆,虚拟车辆不受到外形的限制,比如在虚拟环境中,一个虚拟驾驶器在虚拟云彩上行驶,即使该行驶器的外观具有虚拟翅膀的外观特征,但行驶器符合汽车的驾驶特征,是在虚拟云彩上进行行驶,而不会依靠升力或模拟升力进行俯仰角变化,也应属于本申请示出的虚拟车辆的范畴。进一步的,本申请对虚拟车辆的控制方式不进行限制,可以通过键盘、鼠标、手柄或模拟车辆驾驶的方向盘、踏板对虚拟车辆进行控制,本申请不进行限制。虚拟车辆的控制方法可以应用于虚拟车辆竞速应用程序中,也可以应用于虚拟车辆模拟驾驶应用程序程序中,还可以应用于具有车辆竞速、车辆模拟驾驶功能的其他应用程序。
可选的,上述客户端是基于三维引擎开发的应用程序,如三维引擎是Unity引擎。
本申请中的终端可以是台式计算机、膝上型便携计算机、手机、平板电脑、电子书阅读器、MP3(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)播放器、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器等等。该终端中安装和运行有支持虚拟环境的客户端,比如支持三维虚拟环境的应用程序的客户端。该应用程序可以是战术竞技生存(Battle Royale,BR)游戏、虚拟现实应用程序、增强现实程序、三维地图程序、第三人称射击游戏、第一人称射击游戏、多人在线战术竞技游戏中的任意一种。可选地,该应用程序可以是单机版的应用程序,比如单机版的3D游戏程序,也可以是网络联机版的应用程序。
图1是本申请一个示例性实施例提供的终端的结构示意图,该终端包括处理器101、触摸屏102以及存储器103。
处理器101可以是单核处理器、多核处理器、嵌入式芯片以及具有指令运行能量的处理器中的至少一种。
触摸屏102包括普通触摸屏或压力感应触摸屏。普通触摸屏可以对施加在触摸屏102上的按压操作或滑动操作进行测量;压力感应触摸屏可以对施加在触摸屏102上的按压力度进行测量。
存储器103存储有处理器101的可执行程序。示意性的,存储器103中存储有虚拟环境程序A、应用程序B、应用程序C、触摸压力感应模块18、操作系统的内核层19。其中,虚拟环境程序A为基于三维虚拟环境模块17开发的应用程序。可选地,虚拟环境程序A包括但不限于由三维虚拟环境模块(也称虚拟环境模块)17开发的游戏程序、虚拟现实程序、三维地图程序、三维演示程序中的至少一种。比如,终端的操作系统采用安卓操作系统时,虚拟环境程序A采用Java编程语言以及C#语言进行开发;又比如,终端的操作系统采用IOS操作系统时,虚拟环境程序A采用Object-C编程语言以及C#语言进行开发。
三维虚拟环境模块17是一款支持多种操作系统平台的模块,示意性的,三维虚拟环境模块可用于游戏开发领域、虚拟现实(Virtual Reality,VR)领域以及三维地图领域等多领域的程序开发,本申请实施例对三维虚拟环境模块17的具体类型不限,在下文实施例中以三维虚拟环境模块17是使用Unity引擎开发的模块为例来举例说明。
触摸(以及压力)感应模块18是用于接收触摸屏驱动程序191所上报的触摸事件(以及 压力触控事件)的模块,可选地,触摸感应模块可以不具有压力感应功能,不接收压力触控事件。触摸事件包括:触摸事件的类型和坐标值,触摸事件的类型包括但不限于:触摸开始事件、触摸移动事件和触摸落下事件。压力触控事件中包括:压力触控事件的压力值以及坐标值。该坐标值用于指示压力触控操作在显示屏上的触控位置。可选地,以显示屏的水平方向建立横坐标轴,显示屏的竖直方向建立竖坐标轴得到一个二维坐标系。
示意性的,内核层19包括了触摸屏驱动程序191以及其它驱动程序192。触摸屏驱动程序191是用于检测压力触控事件的模块,当触摸屏驱动程序191检测到压力触控事件后,将压力触控事件传递给压力感应模块18。
其它驱动程序192可以是与处理器101有关的驱动程序、与存储器103有关的驱动程序、与网络组件有关的驱动程序、与声音组件有关的驱动程序等。
应当理解的是,存储器102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103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103中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器101所执行以实现本申请中方法实施例提供的虚拟车辆的控制方法。
可选的,触摸屏102是终端的可选组成部分。在一些实施例中,终端中可不包括触摸屏102,或者将触摸屏102替换为一个不包括触摸功能的显示屏。此时,触摸屏驱动程序191也将成为一个可选的组成部分。示例性的,终端包括处理器101和存储器103,且存储器103中可不包括触摸屏驱动程序191,此时可包括屏幕显示程序。
在一些实施例中,终端还可选的包括外围设备接口和至少一个外围设备。处理器101、存储器103和外围设备接口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相连。可选的,外围设备包括:射频电路、摄像头组件、音频电路和电源中的至少一种。
本领域技术人员可以知晓,上述仅为对终端的结构的概括性示意。在不同的实施例中,终端可以具有更多或更少的组件。比如,终端还可以包括重力加速度传感器、陀螺仪传感器、压力传感器、光学传感器、接近传感器等。
图2示出了本申请一个示例性实施例提供的计算机系统的结构框图,该计算机系统200包括:终端210、服务器集群220。
终端210安装和运行有支持虚拟环境的客户端211,该客户端211可以是支持虚拟环境的应用程序。当终端运行客户端211时,终端210的屏幕上显示客户端211的用户界面。该客户端可以是FPS游戏、TPS游戏、MOBA游戏、竞技游戏、SLG游戏的任意一种。在本实施例中,以该客户端是竞速类游戏来举例说明。终端210是第一用户212使用的终端,第一用户212使用终端210控制位于虚拟环境中的第一虚拟角色进行活动,第一虚拟角色可以称为第一用户212的第一虚拟角色。第一虚拟角色的活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、射击、攻击、投掷中的至少一种。示意性的,第一虚拟角色是第一虚拟角色,比如仿真人物角色或动漫人物角色。
终端210的设备类型包括:智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。
图2中仅示出了一个终端,但在不同实施例中存在多个其它终端240。在一些实施例中,还存在至少一个其它终端240是开发者对应的终端,在其它终端240上安装有虚拟环境的客户端的开发和编辑平台,开发者可在其它终端240上对客户端进行编辑和更新,并将更新后的客户端安装包通过有线或无线网络传输至服务器集群220,终端210可从服务器集群220下载客户端安装包实现对客户端的更新。
终端210和其它终端240通过无线网络或有线网络与服务器集群220相连。
服务器集群220包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。 服务器集群220用于为支持三维虚拟环境的客户端提供后台服务。可选地,服务器集群220承担主要计算工作,终端承担次要计算工作;或者,服务器集群220承担次要计算工作,终端承担主要计算工作;或者,服务器集群220和终端之间采用分布式计算架构进行协同计算。
可选地,上述终端和服务器均为计算机设备。
在一个示意性的例子中,服务器集群220包括服务器221和服务器226,服务器221包括处理器222、用户帐号数据库223、对战服务模块224、面向用户的输入/输出接口(Input/Output Interface,I/O接口)225。其中,处理器222用于加载服务器221中存储的指令,处理用户帐号数据库223和对战服务模块224中的数据;用户帐号数据库223用于存储终端210以及其它终端240所使用的用户帐号的数据,比如用户帐号的头像、用户帐号的昵称、用户帐号的战斗力指数,用户帐号所在的服务区;对战服务模块224用于提供多个对战房间供用户进行对战;面向用户的I/O接口225用于通过无线网络或有线网络和终端210建立通信交换数据。
结合上述对虚拟环境的介绍以及实施环境说明,以下将对本申请实施例提供的虚拟车辆的控制方法进行说明。
示意性的,本申请提供的虚拟车辆的控制方法可通过玩家在终端上的操作实现,也可通过玩家对与终端相连的手柄、操作台等的操作实现。
其中,在通过终端上的操作实现的情况下,本申请实施例提供的虚拟车辆的控制方法中所涉及的多个控制部件均可实现为终端的显示界面中的控件;在通过对与终端相连的手柄、操作台等的操作实现的情况下,本申请实施例提供的虚拟车辆的控制方法中所涉及的多个控制部件均可实现为手柄、操作台上的某一组成部分。比如,方向控制部件可实现为手柄上的移动按键或摇杆;又如,油门控制部件可实现为操作台上的油门踏板,方向控制部件可显示为操作台上的方向盘。
以本申请提供的虚拟车辆的控制方法通过玩家在终端上的操作实现为例,图3示出了本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图。其中,在显示界面310中显示有虚拟车辆320,虚拟车辆320在显示界面310中显示的虚拟场景中行驶。
示意性的,显示界面310中包括如下控件中的至少一个:刹车控件301、能量控件302、油门控件303、方向控件304、手刹控件305和复位控件306。各个控件描述如下:
其中,刹车控件301用于实现对虚拟车辆320的抓地力的控制,虚拟车辆320的抓地力是指虚拟车辆320的轮胎与地面之间存在的摩擦力。响应于刹车控件301上的触发操作,控制虚拟车辆320的车速降低。
应当理解的是,虚拟车辆320的车速的降低通过虚拟车辆320的抓地力的增强来实现,虚拟车辆320的车速的降幅可根据实际需要设定。以玩家单击刹车控件301为例,响应于刹车控件301上的单击操作,虚拟车辆的320的轮胎与地面之间存在的摩擦力增加,虚拟车辆的抓地力随之增强,从而使得虚拟车辆320的车速随之降低。
能量控件302用于指示虚拟车辆320的加速能量的存量;响应于能量控件302上的触发操作,可消耗一个单位的加速能量为虚拟车辆320进行提速服务。可选的,能量控件302的周侧显示有加速能量的储存量控件01,储存量控件01用于指示虚拟车辆320对应的加速能量的储存量。在一些实施例中,储存量控件01可用于指示虚拟车辆320所拥有的加速能量的单位数量。例如,储存量控件01处显示“3”,可理解为虚拟车辆320拥有3个单位的加速能量。其中,一个单位可以理解为数值固定的剂量,可以以具有固定容量的瓶、桶等容器进行描述,如一瓶氮气即可理解为一个单位的加速能量。应当理解的是,每个单位的加速能量的具体能量值和/或每个单位的加速能量为虚拟车辆320带来的加速效果,可根据实际需要设定,本申请对此不做限定。
以加速能量是氮气为例,能量控件302用于指示可用于为虚拟车辆320提速的氮气的存量,比如能量控件302用于指示一瓶氮气的存量。其中,储存量控件01用于指示虚拟车辆 320对应的氮气瓶的数量。响应于能量控件302上的触发操作,消耗一瓶氮气为虚拟车辆320提供加速服务,在显示界面310中显示消耗一瓶氮气的提示信息。
油门控件303用于实现虚拟车辆320的车速的提升。响应于油门控件303上的触发操作,控制虚拟车辆320加速行驶。其中,油门控件303上的触发操作可以是单击操作、双击操作、触摸操作、持续按压操作等操作中的至少一种。本申请实施例中,响应于油门控件303上的触发操作,虚拟车辆320对应的油门将自动保持按下的状态,以使得虚拟车辆320保持持续加速状态。如玩家单击油门控件303后随之松开,虚拟车辆320进入持续加速行驶的状态。或者,响应于油门控件303上的持续按压操作,虚拟车辆320对应的油门保持按下的状态,以使得虚拟车辆320保持持续加速状态。如玩家持续按压油门控件303,虚拟车辆320进入持续加速行驶状态。进一步的,玩家松开油门控件303,则停止虚拟车辆320的加速。
在一些实施例中,响应于油门控件303上的取消操作,取消虚拟车辆320的加速。参考前述举例,玩家单击油门控件303后松开,使得虚拟车辆320进入持续加速行驶的状态;随后,玩家再次单击油门控件303,使得虚拟车辆320停止加速。应当理解的是,虚拟车辆320的停止加速,还可以通过其他控件实现,如前述刹车控件301。可选的,在虚拟车辆320处于持续加速状态的情况下,刹车控件301还用于实现虚拟车辆320的停止加速、减速和倒车功能中的至少一种。
可选的,在虚拟车辆进入持续加速状态后,响应于刹车控件301上的触发操作,控制虚拟车辆320停止加速,用于模拟油门弹起的状态。其中,在刹车控件301上的触发操作是单击操作的情况下,控制虚拟车辆320停止加速并进入自然减速状态,自然减速状态是指虚拟车辆320受阻力因素而进入的持续减速状态,阻力因素包括路面阻力、空气阻力和机械损耗中的至少一种;在刹车控件301上的触发操作是持续按压操作的情况下,控制虚拟车辆320停止加速并进入持续降速状态,持续降速状态是指虚拟车辆320受阻力因素和刹车制动阻力而进入的储蓄减速状态,阻力因素包括路面阻力、空气阻力和机械损耗中的至少一种,刹车制动阻力根据刹车控件301上的持续按压操作生成。其中,路面阻力是指虚拟车辆320的轮胎与地面的摩擦力,空气阻力是指虚拟车辆320在行驶过程中受到的空气阻力,机械损耗是指虚拟车辆320的传动装置内的动能损耗,刹车制动阻力的大小可根据实际需要设定。应当理解的是,自然减速状态与当前车速相关,当前车速越大,减速也越大;相较于自然减速状态,持续减速状态下的减速速度更大。比如,以初始车速为100km/h为例,自然减速状态下,虚拟车辆320减速至0km/h需要60秒时间,而持续减速状态下仅需2.5秒。可选的,在虚拟车辆320处于持续降速状态的情况下,若虚拟车辆320的车速降为0,且刹车控件301上的持续按压仍然存在,则控制虚拟车辆320进入倒车状态。
应当理解的是,刹车控件301和油门控件303不可同时使用。
方向控件304用于实现虚拟车辆320的转向。其中,方向控件304可包括左转向控件和右转向控件,用于实现虚拟车辆320的左右转向。
手刹控件305用于实现虚拟车辆320的制动。在平跑状态下,响应于手刹控件305上的触发操作,控制虚拟车辆320的车速降低。可选的,响应于方向控件304和手刹控件305上的同时触发操作,虚拟车辆320在弯道中进入漂移状态。可选的,在漂移状态下,响应于手刹控件305上的触发操作,控制虚拟车辆320的车头内旋,虚拟车辆320的车速的减少幅度大于虚拟车辆320在平跑状态下的减少幅度。
复位控件306用于实现虚拟车辆320的重新起步。响应于复位控件306上的触发操作,控制虚拟车辆320显示在周侧的开阔路面上,并控制虚拟车辆320重新起步。其中,复位控件306通常在虚拟车辆32的脱困过程中使用。
图4示出了本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图。与图3类似,显示界面410中显示有虚拟车辆420。其中,虚拟车辆420在弯道中处于漂移状态,漂移状态又可称之为甩尾状态,虚拟车辆420在漂移状态下以过度转向的方式侧滑行驶。应当 理解的是,凡是虚拟车辆420在漂移状态下以过度转向的方式侧滑行驶的行驶方式,均可理解为本申请所涉及的漂移状态;同时,该种行驶方式还可使用其他名词进行命名,本申请对此不做限定,亦不再赘述。
示意性的,本申请实施例提供的虚拟车辆的控制方法包括:
响应于刹车控制部件上的第一触发操作,控制虚拟车辆的车速下降;
响应于能量控制部件上的第二触发操作,显示消耗加速能量的提示信息;
响应于油门控制部件上的第三触发操作,释放出弯技能,控制虚拟车辆在出弯技能的技能释放时长内处于加速行驶的状态,出弯技能的技能释放时长用于指示虚拟车辆在加速时的持续时长,出弯技能的技能释放时长大于虚拟车辆在未处于漂移状态下使用加速能量进行加速时的持续时长。
示例性的,本申请实施例提供的虚拟车辆的控制方法由计算机设备执行。其中,计算机设备可以实现为终端,也可实现为与终端相连的其他设备。在一些实施例中,计算机设备实现为终端(如手机),本申请提供的虚拟车辆的控制方法可通过玩家在终端上的操作实现;在另一些实施例中,计算机设备实现为与终端相连的服务器,本申请提供的虚拟车辆的控制方法可通过玩家对与终端相连的手柄、操作台等的操作实现,玩家对手柄、操作台等的操作通过有线或无线方式上传至服务器,由服务器对操作进行响应,并将操作结果显示在对应的显示设备上。
以本申请提供的虚拟车辆的控制方法通过玩家在终端上的操作实现为例,参考图4,刹车控制部件、能量控制部件和油门控制部件可以以显示界面410中的控件的样式进行显示。其中,显示界面410中分别显示有刹车控件401、能量控件402、油门控件403和左转控件4041、右转控件4042和手刹控件405。
示意性的,响应于刹车控件401上的第一触发操作,显示虚拟车辆420的车速下降。其中,显示界面410中还显示有车况展示区域02,该车况展示区域02用于展示虚拟车辆420的驾驶状态,至少包括虚拟车辆420的车速的数值信息和/或车速展示条。例如,车况展示区域02中显示有虚拟车辆420的车速;同时,在车速下显示进度条(即前述车速展示条),该进度条根据车速大小显示不同的进度,在满进度时车速达到最大。应当理解的是,进度条的显示区域的大小跟随车速大小进行变化。
其中,第一触发操作可以是如下操作中的至少一种:单击操作、双击操作、触摸操作、单次按压操作、持续按压操作。比如,玩家单击刹车控件401,控制虚拟车辆420的车速下降,在车况展示区域02中显示虚拟车辆420的车速的数值下降,且车速展示条缩短。
根据前述内容,刹车控件401用于实现对虚拟车辆420的抓地力的控制,虚拟车辆420的抓地力是指虚拟车辆420的轮胎与地面之间存在的摩擦力。也可以理解为,刹车控件401用于实现虚拟车辆420的减速,主要通过增加虚拟车辆420的轮胎与地面之间的摩擦力来实现,表现为虚拟车辆420的抓地力增强。
参考图4,虚拟车辆420在虚拟场景的弯道中处于向左转弯的漂移状态。应当理解的是,虚拟车辆420的左侧两个车轮与地面的摩擦力较大,右侧两个车轮与地面的摩擦力较小。此时,虚拟车辆420的车头方向和速度方向不是同一个方向,二者之间存在夹角,该夹角可称之为漂移角度。
随后,响应于刹车控件401上的第一触发操作,虚拟车辆420的车轮与地面的摩擦力增加,从而使得虚拟车辆420的抓地力随之增强,在显示界面410中显示为虚拟车辆420的车速降低。
本申请实施例提供的虚拟车辆的控制方法是用于释放出弯技能的。为便于实现出弯技能的释放,使得虚拟车辆420从弯道中的漂移状态中实现退漂而进入平跑状态,需要在触发出弯技能之前增强虚拟车辆420的抓地力,以使得虚拟车辆420在出弯过程中能够借助较大的抓地力来实现更快退漂、更快加速和更长时间的加速,从而使得虚拟车辆420的行驶轨迹更 加合理、以及虚拟车辆420的提速效果更佳。
需要注意的是,通过刹车控件401上的第一触发操作,虚拟车辆420能够提高甩尾速度,减少虚拟车辆420的车尾的滑行距离,快速摆正虚拟车辆420的车身,以使得虚拟车辆420的车头方向和速度方向尽快保持一致。若不触发刹车控件401,则虚拟车辆420的抓地力较低,虚拟车辆420的车头方向和速度方向恢复一致的时长将相对延长,使得虚拟车辆420在弯道中的漂移状态的持续时间也将延长,从而导致虚拟车辆420的出弯过程较长,且虚拟车辆420也将在漂移状态下持续减速,虚拟车辆420在出弯后的车速将大幅下降。此时,玩家只能通过再次触发其他控件以实现对虚拟车辆420的加速。
在触发刹车控件401后,虚拟车辆420的抓地力增强;随后,响应于能量控件402上的第二触发操作,显示消耗加速能量的提示信息。其中,加速能量用于为虚拟车辆420提供加速服务,消耗加速能量的提示信息可以是文字特效、动画特效和声音特效中的至少一种。
以加速能量是氮气为例,响应于能量控件402上的第二触发操作,消耗一瓶氮气为虚拟车辆420提供加速服务,同时在显示界面410中显示消耗加速能量的提示信息,该提示信息可以是文字特效、高亮特效、闪光特效、光圈特效和声音特效中的至少一种。例如,在玩家单击能量控件402之后,在信息栏或显示界面410中显示“氮气瓶-1”的提示文字;或者,在能量控件402的周侧显示闪光特效,并使得储存量控件(图中未示出,可参考图3所示)中显示的数量减一。
可选的,该提示信息可以显示在能量控件402的周侧。比如,提示信息是能量控件402上的光圈特效。响应于能量控件402上的第二触发操作,在能量控件402上显示光圈特效,用于提示消耗一单位的加速能量为虚拟车辆420提供加速服务。
其中,第二触发操作是如下操作中的至少一种:单击操作、双击操作、触摸操作、单次按压操作、持续按压操作。比如,玩家单击能量控件402,显示消耗加速能量的提示信息。
示意性的,在加速能量的消耗过程中,响应于油门控件403上的第三触发操作,释放出弯技能,控制虚拟车辆420在出弯技能的技能释放时长内处于加速行驶的状态。其中,出弯技能的技能释放时长用于指示虚拟车辆420在加速时的持续时长,出弯技能的技能释放时长大于虚拟车辆420在未处于漂移状态下使用加速能量进行加速时的持续时长。
示意性的,玩家触发能量控件402,触发时刻为消耗一个单位的加速能量为虚拟车辆420提供加速服务的准备时长的起始时刻;在准备时长的终止时刻之前,若玩家触发油门控件403,则显示出弯技能,以控制虚拟车辆420在出弯技能的技能释放时长内处于加速行驶的状态。
以加速能量是氮气为例,准备时长可理解为氮气进入引擎并续满引擎的灌氮时长,灌氮时长可根据实际需要设定。比如,灌氮时长为0.3-1秒。在灌氮时长内,若玩家触发油门控件403,则释放出弯技能,以控制虚拟车辆420在出弯技能的技能释放时长内处于加速行驶的状态;若玩家未触发油门控件403,则氮气在灌氮时长结束后喷出,控制虚拟车辆420以初始设定方式进行加速。其中,初始设定方式根据实际需要设定,但其行驶所带来的增益应当小于出弯技能下的增益。
根据前述内容,在弯道中处于漂移状态的虚拟车辆420具有一定的漂移角度。其中,根据漂移角度的不同,释放的出弯技能也不同,且导致退漂时长也不同。
示意性的,退漂用于指示虚拟车辆420从漂移状态退出切换到其他行驶状态(如平跑状态),退漂时长用于指示虚拟车辆420从漂移状态退出所使用的时长。
虚拟车辆420有多种行驶状态,包括但不限于如下状态中的至少一种:漂移状态、平跑状态、倒车状态。其中,漂移状态是指虚拟车辆420的速度方向与车头方向之间的夹角不小于预设值的行驶状态;平跑状态是指虚拟车辆420的速度方向与车头方向保持一致的行驶状态,平跑状态可以是虚拟车辆420匀速前进、加速前进、减速前进、变速前进中的一种;倒车状态是指虚拟车辆420的速度方向与车头方向相反的行驶状态,倒车状态可以是虚拟车辆420匀速后退、加速后退、减速后退、变速后退中的一种。
应当理解的是,存在虚拟车辆420的速度方向和车头方向之间的夹角小于预设值的情况,也即虚拟车辆的速度方向与车头方向存在小幅偏差,此时依然认为虚拟车辆不处于漂移状态,将其划归到平跑状态或倒车状态。如虚拟车辆420的速度方向与车头方向之间的夹角为5度,则可认为虚拟车辆420处于平跑状态。
可选的,在虚拟车辆420的漂移角度不大于第一角度的情况下,响应于油门控件403上的第三触发操作,释放第一出弯技能,控制虚拟车辆420在第一出弯技能的技能释放时长内处于加速行驶的状态,并在第一退漂时长后退出漂移状态;
在虚拟车辆420的漂移角度大于第一角度的情况下,响应于油门控件403上的第三触发操作,释放第二出弯技能,控制虚拟车辆420在第二出弯技能的技能释放时长内处于加速行驶的状态,并在第二退漂时长后退出漂移状态;
其中,第一退漂时长小于第二退漂时长,第一角度可根据实际需要设定。可选的,第一角度的取值范围在30-60度之间,比如第一角度可以是30、35、40、45、50、55、60度。或者,在一些实施例中,虚拟车辆420的每一漂移角度对应于一个退漂时长,从而使得响应于油门控件403上的第三触发操作所释放的出弯技能的时长也不同。
示意性的,虚拟车辆420的漂移角度用于指示虚拟车辆420的车头方向和速度方向的夹角。应当理解的是,漂移角度越大,虚拟车辆420的车身偏移程度越高,将导致虚拟车辆420退出漂移状态所需的时长也越长。基于此,第一退漂时长和第二退漂时长存在差异。
可选的,在释放出弯技能之前,还需要计算虚拟车辆420的漂移角度,漂移角度受虚拟车辆420的抓地力影响,本申请实施例提供的虚拟车辆的控制方法中,还包括:根据虚拟车辆420的抓地力、车头方向和速度方向,确定虚拟车辆420的漂移角度。
其中,虚拟车辆420的漂移角度可通过如下方式确定:在初始时刻下,将车头方向和速度方向的第一差值确定为漂移角度;在非初始时刻下,确定抓地力与第二差值的乘积,将上述乘积与第一时刻的速度方向之和确定为漂移角度;其中,第二差值用于指示第二时刻的车头方向与第一时刻的速度方向的差值,第二时刻晚于第一时刻。
示例性的,通过如下公式可进行虚拟车辆420的速度方向的迭代运算:
v(t+Δt)=抓地力×(d(t+Δt)-v(t))+v(t);
v(t+2×Δt)=抓地力×(d(t+2×Δt)-v(t+Δt))+v(t+Δt);
……
v(t+n×Δt)=抓地力×[d(t+n×Δt)-v(t+(n-1)×Δt)]+v(t+(n-1)×Δt)。
其中,虚拟车辆420在初始时刻t的速度方向为v(t),车头方向在初始时刻t为d(t),单位时间为Δt。则虚拟车辆420在初始时刻t的漂移角度为d(t)-v(t),虚拟车辆420在时刻t+Δt的速度方向为v(t+Δt),虚拟车辆420在时刻t+Δt的车头方向为d(t+Δt);随后,可通过d(t+Δt)-v(t+Δt)计算得到虚拟车辆420在时刻t+Δt的漂移角度,剩余信息可以此类推。
可选的,虚拟车辆在第i时刻的漂移角度是虚拟车辆在第i时刻的车头方向与虚拟车辆在第i时刻的速度方向的差值。比如,虚拟车辆420在初始时刻t的漂移角度为d(t)-v(t)。
另外,虚拟车辆在第二时刻的速度方向可根据抓地力、第二时刻的车头方向和第一时刻的速度方向确定。其中,第二时刻是第一时刻经过单位时间的时刻,虚拟车辆在第二时刻的车头方向是虚拟车辆在第一时刻的车头方向与虚拟车辆在单位时间内的转动角度的和。
示例性的,虚拟车辆在第二时刻的速度方向是第二时刻的车头方向和第一时刻的速度方向之差抓与地力相乘后,加上第一时刻的速度方向的和。比如,虚拟车辆420在时刻t+Δt的速度方向为v(t+Δt),可通过v(t+Δt)=抓地力×(d(t+Δt)-v(t))+v(t)计算得到。
可选的,单位时间Δt在计算中可以以1帧为单位,抓地力是一个固定函数。
示例性的,假设虚拟车辆420的抓地力恒定为0.5,虚拟车辆420的车头方向的起始方向为朝向正前方,设d(t)=90°,虚拟车辆420的起始速度方向v(t)=15°,则虚拟车辆420在t时刻(该时刻为起始时刻)的漂移角度为90°–15°=75°。随后,虚拟车辆420在Δt时间内的车 头方向左转动了15°,即d(t+Δt)=105°。
基于上述公式,假设Δt=1,虚拟车辆420的速度方向可通过上述公式计算得到v(t+Δt)=0.5×(105°-15°)+15°=60°,则虚拟车辆420在t+Δt时刻的漂移角度为105°–60°=45°。
应当理解的是,刹车控件401上的第一触发操作,能够使得在计算漂移角度时的抓地力上叠加一部分数值,从而使得虚拟车辆420的速度方向的变化进一步加快,以便于虚拟车辆420从漂移状态到完成退漂所需要的时间得以缩短,达到快速出弯的目的,且虚拟车辆420的车速的降幅较小。
比如,在触发刹车控件401后,虚拟车辆420的抓地力变为0.8,同样在虚拟车辆420在Δt时间内的车头方向左转动了15°,假设Δt=1。根据上述公式,可计算得到虚拟车辆420的速度方向为v(t+Δt)=0.8×(105°-15°)+15°=87°,虚拟车辆420在t+Δt时刻的漂移角度为105°–87°=18°。
基于上述比较,能够明显得到:在改变了抓地力的情况下,虚拟车辆420的速度方向的变化进一步加快,从而缩短了虚拟车辆420从漂移状态到完成退漂所需要的时间,达到了快速出弯的目的。
可选的,在虚拟车辆420的车头方向和速度方向的夹角小于退漂角度的情况下,判定虚拟车辆420完成退漂,随后控制虚拟车辆420进入平跑状态。其中,退漂角度可根据实际需要设定,比如退漂角度是13度。
示意性的,第三触发操作可以是如下操作中的至少一种:单击操作、双击操作、触摸操作、单次按压操作、持续按压操作。比如,玩家单击油门控件403,释放出弯技能,控制虚拟车辆420在出弯技能的技能释放时间内处于加速行驶的状态。
其中,出弯技能用于指示控制虚拟车辆420从弯道中驶出的技能。应当理解的是,弯道是在虚拟界面中显示的虚拟车道的一种,该弯道可以实现为虚拟道路中的一段,也可实现为虚拟障碍物围成的弯曲路线。基于此,虚拟车辆420从弯道中驶出将涉及行驶速度、车头方向、速度方向等多方面的变化,根据不同方面的变化可细化得到多种出弯技能的具体实现方式。例如,出弯技能包括第一出弯技能和第二出弯技能,根据虚拟车辆420的车头方向和速度方向的夹角(即漂移角度)的不同来确定触发哪一个出弯技能。
本申请实施例提供的虚拟车辆的控制方法中,根据第三触发操作的具体操作不同,还可以触发其他技能的释放。
可选的,第三触发操作是油门控件403上的持续按压操作,在油门控件403上的按压时间超过第一按压时长的情况下,触发油门全开技能,延长出弯技能的技能释放时长。同时,若在此情况下的虚拟车辆420的加速度未达到最大值,还可以提高虚拟车辆420的加速度,以使得虚拟车辆420在油门全开技能下快速完成提速。
其中,油门全开技能用于指示将虚拟车辆420的加速度提高至最大值的技能,也可理解为将虚拟车辆420的虚拟引擎调整至最大的技能。在一些实施例中,油门全开技能用于模拟将虚拟车辆420的虚拟油门压至极限位置,从而实现快速提速。对于玩家来说,使用油门全开技能,将使得玩家能够体验到快速将虚拟车辆420的车速提高至最大值的真实感。
可选的,在释放出弯技能后的能量触发时长内,响应于能量控件402上的第四触发操作,触发能量过载技能,延长出弯技能的技能释放时长。同时,若在此情况下的虚拟车辆420的加速度未达到最大值,还可以提高虚拟车辆420的加速度,以使得虚拟车辆420在能量过载技能下快速完成提速。
其中,能量过载技能用于指示延长出弯技能的技能释放时长的技能,也可理解为在虚拟车辆420从漂移状态退出至其他行驶状态的情况下,延长虚拟车辆420的提速时长。与油门全开技能类似的,能力过载技能也可用于将虚拟车辆420的加速度提高至最大值,或者用于将虚拟车辆420的虚拟引擎调整至最大,或者用于模拟将虚拟车辆420的虚拟油门压至极限位置,从而实现快速提速。同样的,对于玩家来说,在释放出弯技能后的能量触发时长内触 发能量过载技能,同样可以使得玩家能够体验到快速将虚拟车辆420的车速提高至最大值的真实感。
可选的,在超过能量触发时长后,控制能量控件402处于不可触发状态,不可触发状态的终止时点与出弯技能的技能释放时长的终止时点相同。也即,若在能量触发时长内,玩家再次触发能量控件402,则可实现加速能量的再次使用,为虚拟车辆420再次提供加速服务,以满足虚拟车辆420的加速需求,延长虚拟车辆420的加速时长。若在能量触发时长后,玩家将不能再次触发能量控件402,需等待本次出弯技能结束后才可继续触发能量控件402。其中,不可触发状态可通过多种方式实现,如将能量控件402变灰。
其中,能量触发时长可根据实际需要设定,比如能量触发时长为0.3-1秒。
以加速能量是氮气为例,在释放出弯技能后的能量触发时长内,玩家触发能量控件402。在虚拟车辆420对应的氮气储存量不为零的情况下,再次消耗一瓶氮气为虚拟车辆420进行加速,触发能量过载技能,以使得出弯技能的技能释放时长得以延长,提供了一种在短时间内消耗多个单位的加速能量的操作方案,提高了加速能量的可用性。
可选的,在每个技能释放后,可在显示界面410中显示技能释放成功的提示信息。其中,该提示信息可以是文字特效、动画特效和声音特效中的至少一种。
可选的,虚拟车辆420在弯道中处于漂移状态可通过如下实现:响应于左转控件4041和手刹控件405上的同时触发操作,控制虚拟车辆420在弯道中进入漂移状态。
图5示出了本申请一个示例性实施例提供的虚拟车辆的控制方法的流程图,该方法由计算机设备执行。其中,计算机设备可以实现为终端,也可实现为与终端相连的其他设备,具体可参考前述内容,不再赘述。示意性的,本申请实施例提供的方法包括如下步骤:
步骤501:显示虚拟场景。
示意性的,虚拟场景中包括在弯道中处于漂移状态的虚拟车辆。
其中,漂移状态又可称之为甩尾状态,虚拟车辆在漂移状态下,以过度转向的方式侧滑行驶,以便于虚拟车辆从弯道中驶出。应当理解的是,凡是虚拟车辆420在漂移状态下以过度转向的方式侧滑行驶的行驶方式,均可理解为本申请所涉及的漂移状态;同时,该种行驶方式还可使用其他名词进行命名,本申请对此不做限定,亦不再赘述。
可选的,虚拟场景中还可包括虚拟道路和虚拟道路标识,虚拟车辆行驶在虚拟道路上,虚拟道路的两侧显示有缓行标识、转弯标识等,且虚拟车辆在虚拟道路的弯道中处于漂移状态。
虚拟车辆进入漂移状态可通过方向控制部件和手刹控制部件上的同时触发操作来实现。可选的,本申请实施例提供的虚拟车辆的控制方法,还包括:
响应于方向控制部件和手刹控制部件上的同时触发操作,控制虚拟车辆在弯道中进入漂移状态。
其中,方向控制部件和手刹控制部件可实现为终端的显示界面中的控件,也可实现为与终端相连的手柄、操作台上的某一组成部分。比如,方向控制部件和手刹控制部件可分别实现为终端上的方向控件和手刹控件;又如,方向控制部件可实现为手柄上的移动按键或摇杆,手刹控制部件可实现为手柄上的确认案件;又如,方向控制部件和手刹控制部件分别可实现为操作台上的方向盘和刹车手挡。应当理解的是,手柄、操作台上的操作可通过有线或无线方式上传至服务器,由服务器对前述操作进行响应。
步骤502:响应于刹车控制部件上的第一触发操作,控制虚拟车辆的车速下降。
其中,刹车控制部件可实现为终端的显示界面中的控件,也可实现为与终端相连的手柄、操作台上的某一组成部分。比如,刹车控制部件可实现为终端上的刹车控件;又如,刹车控制部件可实现为手柄上的控制按键。
示意性的,第一触发操作是如下操作中的至少一种:单击操作、双击操作、触摸操作、单次按压操作、持续按压操作。比如,玩家单击刹车控制部件,控制虚拟车辆的车速下降。
可选的,虚拟车辆所在的显示界面中还显示有车况展示区域,车况展示区域用于展示虚拟车辆的驾驶状态,至少包括虚拟车辆的车速的数值信息和/或车速展示条。比如,响应于刹车控制部件上的第一触发操作,控制虚拟车辆的车速下降,在车况展示区域中显示虚拟车辆的车速的数值下降,且车速展示条缩短。例如,车况展示区域中显示有虚拟车辆的车速,且在车速下显示进度条,进度条的显示区域的大小跟随车速大小进行变化。
根据前述内容,刹车控制部件用于实现对虚拟车辆的抓地力的控制,虚拟车辆的抓地力是指虚拟车辆轮胎与地面之间存在的摩擦力。在触发刹车控制部件的情况下,虚拟车辆的车轮与地面的摩擦力增加,从而使得虚拟车辆的抓地力随之增强,在视觉显示为虚拟车辆的车速降低。
本申请实施例中,虚拟车辆的控制方法是用于释放出弯技能,以使得虚拟车辆从弯道中驶出。为便于实现出弯技能的释放,需要在触发出弯技能之前增强虚拟车辆的抓地力,以使得虚拟车辆在出弯过程中能够借助较大的抓地力来实现更快退漂、更快加速和更长时间的加速,从而使得虚拟车辆的行驶轨迹更加合理、以及虚拟车辆的提速效果更佳。
应当理解的是,通过刹车控制部件上的第一触发操作,虚拟车辆能够提高甩尾速度,减少虚拟车辆的车尾的滑行距离,快速摆正虚拟车辆的车身,以使得虚拟车辆的车头方向和速度方向尽快保持一致。
若不触发刹车控制部件,则虚拟车辆的抓地力较低,虚拟车辆的车头方向和速度方向恢复一致的时长将相对延长,使得虚拟车辆在弯道中的漂移状态的持续时间也将延长,从而导致虚拟车辆的出弯过程较长,且虚拟车辆也将在漂移状态下持续减速,虚拟车辆在出弯后的车速将大幅下降。此时,玩家只能通过再次触发其他控制部件以实现对虚拟车辆的加速。
其中,抓地力对出弯技能的影响的具体描述可参考前述内容,不再赘述。
步骤503:响应于能量控制部件上的第二触发操作,显示消耗加速能量的提示信息。
与刹车控制部件类似,能量控制部件可实现为终端的显示界面中的控件,也可实现为与终端相连的手柄、操作台上的某一组成部分。比如,能量控制部件可实现为终端上的能量控件;又如,能量控制部件可实现为手柄上的确认按键。
示意性的,加速能量用于为虚拟车辆提供加速服务,消耗加速能量的提示信息可以是文字特效、动画特效和声音特效中的至少一种。
以加速能量是氮气为例,响应于能量控制部件上的第二触发操作,消耗一瓶氮气为虚拟车辆420提供加速服务,同时在显示界面中显示消耗加速能量的提示信息,该提示信息可以是文字特效、高亮特效、闪光特效、光圈特效和声音特效中的至少一种。
可选的,该提示信息可以显示在能量控制部件的周侧。比如,提示信息是能量控制部件上的光圈特效。响应于玩家在能量控制部件上的第二触发操作,在能量控制部件上显示光圈特效,用于提示消耗一单位的加速能量为虚拟车辆提供加速服务;且通过声音特效来提醒玩家已完成加速能量的消耗。
其中,第二触发操作可以是如下操作中的至少一种:单击操作、双击操作、触摸操作、单次按压操作、持续按压操作。如玩家单击能量控制部件,显示消耗加速能量的提示信息。
步骤504:响应于油门控制部件上的第三触发操作,释放出弯技能,控制虚拟车辆在出弯技能的技能释放时长内处于加速行驶的状态。
可选的,出弯技能的技能释放时长用于指示虚拟车辆在加速时的持续时长,出弯技能的技能释放时长大于虚拟车辆在未处于漂移状态下使用加速能量进行加速时的持续时长。
根据步骤503,加速能量的消耗过程可理解为消耗一个单位的加速能量为虚拟车辆提供加速服务的准备过程,该准备过程具有一个准备时长。在这一过程中,响应于油门控制部件上的第三触发操作,可释放出弯技能,使得虚拟车辆在技能释放时长内处于加速行驶的状态。其中,能量控制部件的触发时刻即为准备时长的起始时刻,在加速能量的消耗过程结束(也即准备时长的终止时刻)之前,需要触发油门控制部件,以使得加速能量能够为虚拟车辆提 供更有效的加速服务。
以加速能量是氮气为例,准备时长可理解为氮气进入引擎并续满引擎的灌氮时长,灌氮时长可根据实际需要设定。比如,灌氮时长为0.3-1秒。在灌氮时长内,若玩家触发油门控制部件,则释放出弯技能,以控制虚拟车辆在出弯技能的技能释放时长内处于加速行驶的状态;若玩家未触发油门控制部件,则氮气在灌氮时长结束后喷出,控制虚拟车辆以初始设定方式进行加速。应当理解的是,初始设定方式下的虚拟车辆的加速度小于出弯技能下的虚拟车辆的加速度。也即,初始设定方式所带来的增益小于出弯技能下的增益。
与刹车控制部件、能量控制部件类似,油门控制部件可实现为终端的显示界面中的控件,也可实现为与终端相连的手柄、操作台上的某一组成部分。比如,油门控制部件可实现为终端上的油门控件;又如,油门控制部件可实现为手柄上的确认按键;又如,油门控制部件可实现为操作台上的油门踏板。
可选的,在步骤504执行完毕后,在出弯技能的技能释放时长结束后,控制虚拟车辆的加速度恢复到释放出弯技能之前的状态。
综上所述,本申请实施例提供的虚拟车辆的控制方法中,通过刹车控制部件、能量控制部件和油门控制部件上的顺次触发操作,释放出弯技能,以控制虚拟车辆在技能释放时长内处于加速行驶的状态,从而满足虚拟车辆在漂移出弯过程中的提速需求。
其中,刹车控制部件上的第一触发操作用于提升虚拟车辆的抓地力。在虚拟车辆具有较高的抓地力的情况下,虚拟车辆的甩尾速度得以提升,通过能量控制部件上的第二触发操作和油门控制部件上的第三触发操作来释放出弯技能以实现虚拟车辆的加速行驶,减少了虚拟车辆的车尾的滑行距离,使得虚拟车辆的车身能够快速摆正,从而使得虚拟车辆在出弯过程中的行驶轨迹更加合理,提速效果更好。
根据前述内容,在弯道中处于漂移状态的虚拟车辆具有一定的漂移角度,根据漂移角度的不同,释放的出弯技能也不同。
参考图5,图6示出了本申请一个示例性实施例提供的虚拟车辆的控制方法的流程图。其中,步骤504可实现为步骤5041或步骤5042,用于根据漂移角度和第一角度的不同来确定释放的出弯技能;在步骤5041或步骤5042之前还可选的存在步骤505,用于在释放出弯技能之前确定虚拟车辆的漂移角度。其中,步骤5041、步骤5042和步骤505具体如下:
步骤505:根据虚拟车辆的抓地力、车头方向和速度方向,确定虚拟车辆的漂移角度。
示意性的,漂移角度用于指示虚拟车辆的车头方向和速度方向的夹角。
其中,漂移角度越大,虚拟车辆的车身偏移程度越高,将导致虚拟车辆退出漂移状态所需的时长也越长。另外,漂移角度受虚拟车辆的抓地力的影响,抓地力的改变通过刹车控制部件上的触发操作来实现。
应当理解的是,在虚拟车辆处于平跑状态的情况下,虚拟车辆的速度方向与车头方向基本保持一致,此时可将虚拟车辆的移动角度确定为0度。在虚拟车辆处于倒车状态下,虚拟车辆的速度方向与车头方向相反,此时可将虚拟车辆的移动角度确定为180度。应当理解的是,上述两个移动角度下的虚拟车辆均不处于漂移状态。在一些实施例中,即使虚拟车辆的移动角度不为0或180度,如15度或170度等,即虚拟车辆的速度方向与车头方向存在小幅偏差(例如相较于0/180度存在30度及以内的偏差),依然可认为虚拟车辆不处于漂移状态。
在虚拟车辆处于漂移状态下,虚拟车辆的速度方向与车头方向不一致。也即,虚拟车辆的速度方向为第一方向,车头方向为第二方向,第一方向和第二方向是不同的方向,第一方向和第二方向之间存在一定偏差角度,该偏差角度即为漂移角度。同样,正是由于漂移角度的存在,使得虚拟车辆呈现漂移的车身姿态。
示意性的,可通过虚拟车辆的速度方向逐步旋转向车头方向靠近,以实现虚拟车辆的抓地效果,最终使得虚拟车辆退漂以恢复到平跑状态中。
以虚拟车辆在初始时刻t的速度方向为v(t),车头方向在初始时刻t为d(t),单位时间为 Δt为例,图7示出了本申请一个示例性实施例提供的计算漂移角度的示意图。
示例性的,可通过如下公式进行虚拟车辆的速度方向的迭代运算:
v(t+Δt)=抓地力×(d(t+Δt)-v(t))+v(t);
v(t+2×Δt)=抓地力×(d(t+2×Δt)-v(t+Δt))+v(t+Δt);
……
v(t+n×Δt)=抓地力×[d(t+n×Δt)-v(t+(n-1)×Δt)]+v(t+(n-1)×Δt)。
其中,虚拟车辆在初始时刻t的速度方向为v(t),车头方向在初始时刻t为d(t),单位时间为Δt。则虚拟车辆在初始时刻t的漂移角度为d(t)-v(t),虚拟车辆420在时刻t+Δt的速度方向为v(t+Δt),虚拟车辆在时刻t+Δt的车头方向为d(t+Δt);随后,可通过d(t+Δt)-v(t+Δt)计算得到虚拟车辆在时刻t+Δt的漂移角度,剩余信息可以此类推。
可选的,虚拟车辆在第i时刻的漂移角度是虚拟车辆在第i时刻的车头方向与虚拟车辆在第i时刻的速度方向的差值。比如,虚拟车辆在初始时刻t的漂移角度为d(t)-v(t)。
另外,虚拟车辆在第二时刻的速度方向可根据抓地力、第二时刻的车头方向和第一时刻的速度方向确定。其中,第二时刻是第一时刻经过单位时间的时刻,虚拟车辆在第二时刻的车头方向是虚拟车辆在第一时刻的车头方向与虚拟车辆在单位时间内的转动角度的和。
示例性的,虚拟车辆在第二时刻的速度方向是第二时刻的车头方向和第一时刻的速度方向之差抓与地力相乘后,加上第一时刻的速度方向的和。比如,虚拟车辆在时刻t+Δt的速度方向为v(t+Δt),可通过v(t+Δt)=抓地力×(d(t+Δt)-v(t))+v(t)计算得到。
可选的,单位时间Δt在计算中可以以1帧为单位,抓地力是一个固定函数。
根据上述公式,虚拟车辆在初始时刻t的漂移角度为d(t)-v(t),虚拟车辆在时刻t+Δt的速度方向为v(t+Δt),虚拟车辆在时刻t+Δt的车头方向为d(t+Δt),剩余信息可以此类推。
以虚拟车辆在初始时刻t的漂移角度为d(t)-v(t),虚拟车辆420在时刻t+Δt的速度方向为v(t+Δt)为例,可通过d(t+Δt)-v(t+Δt)计算得到虚拟车辆420在时刻t+Δt的漂移角度。
参考图7,假设虚拟车辆的抓地力恒定为0.5,虚拟车辆的车头方向的起始方向为朝向正前方,设d(t)=90°,虚拟车辆的起始速度方向v(t)=15°,则虚拟车辆在t时刻(该时刻为起始时刻)的漂移角度为90°–15°=75°。随后,虚拟车辆在Δt时间内的车头方向左转动了15°,即d(t+Δt)=105°。
基于上述公式,假设Δt=1,虚拟车辆的速度方向可通过上述公式计算得到v(t+Δt)=0.5×(105°-15°)+15°=60°,则虚拟车辆在t+Δt时刻的漂移角度为105°–60°=45°。类似的,可根据上述公式继续迭代计算虚拟车辆在下一时刻的漂移角度。
根据前述内容,通过刹车控制部件上的第一触发操作,能够提高虚拟车辆的抓地力,从而影响虚拟车辆的漂移角度的变化。其中,抓地力的提高,能够加快漂移角度减小的速度,从而加快虚拟车辆从漂移状态中退漂,以进入平跑状态中。
也即,通过刹车控制部件上的第一触发操作,能够使得在计算漂移角度时的抓地力上叠加一部分数值,从而使得虚拟车辆的速度方向的变化进一步加快,以便于虚拟车辆完成退漂所需要的时间得以缩短,达到快速出弯的目的,且虚拟车辆的车速的降幅较小。
参考图7,图8示出了本申请一个示例性实施例提供的计算漂移角度的示意图,以刹车控制部件上的第一触发操作使得抓地力从0.5提升至0.8为例。
在触发刹车控件后,虚拟车辆的抓地力变为0.8,同样在虚拟车辆420在Δt时间内的车头方向左转动了15°,假设Δt=1。根据上述公式,可计算得到虚拟车辆的速度方向为v(t+Δt)=0.8×(105°-15°)+15°=87°,虚拟车辆在t+Δt时刻的漂移角度为105°–87°=18°,类似的,可根据上述公式继续迭代计算虚拟车辆在下一时刻的漂移角度。
根据图7和图8的比较,能够明显得到:在改变了抓地力的情况下,虚拟车辆的速度方向的变化进一步加快,从而缩短了虚拟车辆完成退漂所需要的时间,达到了快速出弯的目的。因此,出弯技能的技能触发时长中,出弯所占用的时长减少,则剩余较多的时长用于提速, 从而相对地为虚拟车辆提供了一定的动力,使得虚拟车辆的车速有所增加。
同时,应当理解的是,虚拟车辆的退漂时长受漂移角度的影响,漂移角度越大,虚拟车辆退漂所需的的时长越长。
可选的,本申请实施例提供的虚拟车辆的控制方法,还包括:
在虚拟车辆的车头方向和速度方向的夹角小于退漂角度的情况下,控制虚拟车辆进入平跑状态。
其中,退漂角度可根据实际需要设定。可选的,退漂角度的取值范围是10-20度,比如退漂角度是13度。
参考图8和前述内容,以退漂角度是13度为例。
在抓地力是0.5的情况下,计算得到虚拟车辆在t+Δt时刻的漂移角度为45°,由于此时的漂移角度大于退漂角度,虚拟车辆仍然处于漂移状态,需要进行下一次迭代计算。
在抓地力是0.8的情况下,计算得到虚拟车辆在t+Δt时刻的漂移角度为18°,由于此时的漂移角度大于退漂角度,虚拟车辆仍然处于漂移状态,此时仍然需要进行下一次迭代计算。
应当理解的是,在抓地力是0.8的情况下,虚拟车辆的漂移角度已经十分接近退漂角度,极有可能在下一次迭代计算后即可得到一个小于退漂角度的漂移角度,虚拟车辆即可在下一时刻完成退漂。而抓地力是0.5的情况下,虚拟车辆的漂移角度与退漂角度的差距仍然较大,可能需要多次迭代计算后才能得到一个小于退漂角度的漂移角度,也即虚拟车辆完成退漂的时刻必然要晚于在抓地力是0.8的情况下的虚拟车辆。
根据步骤505,可根据虚拟车辆的抓地力、车头方向和速度方向,确定虚拟车辆的漂移角度,以便于确定需要释放的出弯技能。
步骤5041:在虚拟车辆的漂移角度不大于第一角度的情况下,响应于油门控制部件上的第三触发操作,释放第一出弯技能,控制虚拟车辆在第一出弯技能的技能释放时长内处于加速行驶的状态,并在第一退漂时长后退出漂移状态。
步骤5042:在虚拟车辆的漂移角度大于第一角度的情况下,响应于油门控制部件上的第三触发操作,释放第二出弯技能,控制虚拟车辆在第二出弯技能的技能释放时长内处于加速行驶的状态,并在第二退漂时长后退出漂移状态。
示意性的,第一退漂时长小于第二退漂时长。
其中,第一角度可根据实际需要设定。可选的,第一角度的取值范围在30-60度之间,比如第一角度可以是30、35、40、45、50、55、60度。
根据前述内容,虚拟车辆的退漂时长受漂移角度的影响,漂移角度越大,虚拟车辆退漂所需的的时长越长。其中,虚拟车辆在实时状态下的漂移角度的计算方式,可参考步骤505的相关描述不再赘述。应当理解的是,为丰富虚拟车辆的出弯技能的释放过程,可根据漂移角度的不同选择释放不同的出弯技能。在一些实施例中,根据步骤5041或步骤5042,在虚拟车辆的漂移角度不大于第一角度的情况下,释放第一出弯技能,以控制虚拟车辆在一个时长较短的退漂时长后退出漂移状态;在虚拟车辆的漂移角度大于第一角度的情况下,释放第二出弯技能,以控制虚拟车辆在一个时长较长的漂移时长后退出漂移状态。
同时,应当理解的是,第一出弯技能的技能释放时长和第二出弯技能的技能释放时长可以是相同的,也可以是不同的,本申请在此不做限定;第一出弯技能的技能释放时长和第二出弯技能的技能释放时长的具体时长,可根据实际需要设定。
在第一出弯技能下,虚拟车辆在第一退漂时长后退出漂移状态,此时仍然有一段加速时长(即第一出弯技能的技能释放时长减去第一退漂时长后的时长)内处于加速行驶状态;同样的,在第二出弯技能下,虚拟车辆在第二退漂时长后退出漂移状态,此时仍然有一段加速时长(即第二出弯技能的技能释放时长减去第二退漂时长后的时长)内处于加速行驶状态。
以第一出弯技能的技能释放时长和第二出弯技能的技能释放时长是相同的为例,第一出弯技能和第二出弯技能所对应的加速时长是不同的,且第一出弯技能所对应的加速时长应当 大于第二出弯技能所对应的加速时长。
在另一些实施例中,虚拟车辆在进入漂移状态后,每一漂移角度对应于一个退漂时长。此时,步骤504可实现为如下:响应于油门控制部件上的第三触发操作,根据虚拟车辆的漂移角度释放对应的出弯技能,控制虚拟车辆在出弯技能的技能释放时长内处于加速行驶的状态,并在指定退漂时长后退出漂移状态,指定退漂时长与虚拟车辆的漂移角度对应。
比如,一个漂移角度对应一个指定退漂时长,漂移角度越大,则指定退漂时长越短。如漂移角度为30度时对应第一指定退漂时长,漂移角度为50度时对应第二指定退漂时长,第一指定退漂时长小于第二指定退漂时长。又如,一个漂移角度区间对应一个指定退漂时长,漂移角度区间可根据实际需要设定。如漂移角度区间为30-40度时对应第一指定退漂时长,漂移角度为40-50度时对应第二指定退漂时长,第一指定退漂时长小于第二指定退漂时长。
图9示出了本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图。其中,刹车控制部件、能量控制部件和油门控制部件可以以显示界面910中的控件的样式进行显示。其中,显示界面910中分别显示有刹车控件901(即前述刹车控制部件)、能量控件902(即前述能量控制部件)和油门控件903(即前述油门控制部件)。
示意性的,响应于刹车控件901上的第一触发操作,显示虚拟车辆920的车速下降,虚拟车辆920的抓地力增强;随后,响应于能量控件902上的第二触发操作,显示消耗加速能量的提示信息;在加速能量的消耗过程中,响应于油门控件903上的第三触发操作,释放出弯技能,控制虚拟车辆920在出弯技能的技能释放时长内处于加速行驶的状态。
根据前述内容,根据虚拟车辆920的漂移角度的不同,可释放不同的出弯技能。其中,虚拟车辆920的漂移角度可通过图9中示出的箭头构成的夹角表示,实线箭头用于指示车头方向,虚线箭头用于指示速度方向。
以第一角度是45度为例,在虚拟车辆的漂移角度不大于45度的情况下,响应于油门控件903上的第三触发操作,释放第一出弯技能,控制虚拟车辆920在第一出弯技能的技能释放时长内处于加速行驶的状态,并在第一退漂时长后退出漂移状态;在虚拟车辆的漂移角度大于45度的情况下,响应于油门控件903上的第三触发操作,释放第二出弯技能,控制虚拟车辆920在第二出弯技能的技能释放时长内处于加速行驶的状态,并在第二退漂时长后退出漂移状态。其中,第一退漂时长小于第二退漂时长。
示例性的,第一出弯技能又可以称之为增压出弯技能,第二出弯技能又可以称之为增压技能。
图10示出了本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图。其中,刹车控制部件、能量控制部件和油门控制部件可以以显示界面1010中的控件的样式进行显示。其中,显示界面1010中分别显示有刹车控件1001、能量控件1002、油门控件1003、左转控件10041、右转控件10042、手刹控件1005。
示例性的,响应于左转控件10041和手刹控件1005上的同时触发操作,控制虚拟车辆1020在弯道中进入漂移状态。
随后,响应于刹车控件1001上的第一触发操作,显示虚拟车辆1020的车速下降,虚拟车辆1020的抓地力增强;响应于能量控件1002上的第二触发操作,显示消耗加速能量的提示信息;在加速能量的消耗过程中,响应于油门控件1003上的第三触发操作,释放出弯技能,控制虚拟车辆1020在出弯技能的技能释放时长内处于加速行驶的状态。其中,出弯技能可根据虚拟车辆1020的漂移角度的不同来确定,具体可参考前述内容,不再赘述。
以加速能量是氮气为例,响应于能量控件1002上的第二触发操作,消耗一瓶氮气为虚拟车辆1020提供加速服务;随后,响应于油门控件1003上的第三触发操作,根据虚拟车辆1020的漂移角度释放第一出弯技能或第二出弯技能,以提高虚拟车辆1020的加速的时长。
其中,第一退漂时长和第二退漂时长存在差异。根据前述内容,虚拟车辆1020具有漂移角度,且漂移角度越大,虚拟车辆1020的车身偏移程度越高,将导致虚拟车辆1020退出漂 移状态所需的时长也越长。
综上所述,本申请实施例提供的虚拟车辆的控制方法中,在虚拟车辆的不同的漂移角度下,响应于油门控制部件上的第三触发操作,可释放不同的出弯技能,以使得虚拟车辆的出弯过程更趋于实际情况;且根据虚拟车辆的不同的漂移角度,所对应的退漂时长也不同,漂移角度越长、退漂时长越长。
可选的,为确定具体释放的出弯技能,本申请提供的方法中,还需要根据虚拟车辆的抓地力、车头方向和速度方向来确定漂移角度。其中,抓地力受刹车控制部件上的第一触发操作的影响,进而影响漂移角度。基于此,通过第一触发操作,能够改变抓地力的大小;根据改变后的抓地力的大小、并结合实时的车头方向和速度方向,将能够确定虚拟车辆的漂移角度。随后,根据漂移角度和第一角度的对比,可判断出使用哪一种出弯技能,且可判断出虚拟车辆的退漂时长,从而使得虚拟车辆的控制更加真实。
参考图5,图11示出了本申请一个示例性实施例提供的虚拟车辆的控制方法的流程图,在第三触发操作是油门控制部件上的持续按压操作的情况下,该方法还包括步骤506,具体如下:
步骤506:在油门控制部件上的按压时间超过第一按压时长的情况下,触发油门全开技能,延长出弯技能的技能释放时长。
其中,第一按压时长可根据实际需要设定。可选的,第一按压时长的取值范围是0.3-1.5秒,比如,第一按压时长是0.5秒。
图12示出了本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图。其中,显示界面1210中显示有虚拟车辆1220,且虚拟车辆1220目前处于加速行驶的状态,该状态是在响应于油门控件1203上的触发操作而释放出弯技能所呈现的。
以第一按压时长是0.5秒为例,玩家在触发出弯技能后仍然持续按压油门控件1203,且油门控件1203上的按压时间超过0.5秒,此时可触发油门全开技能,延长出弯技能的技能释放时长,为虚拟车辆1220提供更长的加速服务的时间,以使得虚拟车辆1220的加速效果得到增强。
可选的,在释放油门全开技能的情况下,还可以在显示界面1210中显示油门全开技能的释放成功的指示信息03。其中,指示信息03可以是文字特效、动画特效声音特效中的至少一种。应当理解的是,指示信息03在图12中以文字特效的形式呈现,但并不对本申请造成限定。
可选的,在虚拟车辆1220的加速度未达到最大值且触发油门全开技能的情况下,提高虚拟车辆1220的加速度。为使得虚拟车辆1220的加速效果得到进一步的增强,在油门全开技能释放的情况下,若虚拟车辆1220的加速度未达到最大值,可提高虚拟车辆1220的加速度,以使得虚拟车辆1220的车速在短时间内得到提升。
综上所述,本申请实施例提供的虚拟车辆的控制方法中,通过油门控制部件上的持续按压操作,在油门控制部件上的按压时间超过第一按压时长的情况下,触发油门全开技能,以延长出弯技能的技能释放时长,从而使得虚拟车辆的加速效果得到增强。
可选的,在虚拟车辆的加速度未达到最大值且触发油门全开技能的情况下,还可提高虚拟车辆的加速度,以得虚拟车辆的加速效果得到进一步的增强。
参考图5,图13示出了本申请一个示例性实施例提供的虚拟车辆的控制方法的流程图,该方法还包括步骤5071和步骤5072,具体如下:
步骤5071:在释放出弯技能后的能量触发时长内,响应于能量控制部件上的第四触发操作,触发能量过载技能,延长出弯技能的技能释放时长。
其中,能量触发时长可根据实际需要设定。可选的,能量触发时长为0.3-1秒。也即,在释放出弯技能后的0.3-1秒内,若玩家再次触发能量控制部件,则可以触发能量过载技能,延长出弯技能的技能释放时长。
示意性的,第四触发操作可以是如下操作中的至少一种:单击操作、双击操作、触摸操作、单次按压操作、持续按压操作。比如,在释放出弯技能后的能量触发时长内,玩家单击能量控件,触发能量过载技能,延长出弯技能的技能释放时长。
步骤5072:在超过释放出弯技能后的能量触发时长后,控制能量控制部件处于不可触发状态。
示意性的,不可触发状态的终止时点与出弯技能的技能释放时长的终止时点相同;能量触发时长可参考前述内容,不再赘述。
其中,不可触发状态的终止时点的设定,是为了避免在该次出弯技能释放过程中的功能混乱。若玩家在释放出弯技能后的能量触发时长内再次触发能量控制部件,则可以在短时间内多次消耗多个单位的加速能量来为虚拟车辆进行加速;若玩家在释放出弯技能后的能量触发时长未触发能量控制部件,则需要锁定能量控制部件,使其在该次出弯技能的技能释放时长的终止时点之前不可使用,避免功能混乱。
应当理解的是,步骤5071和步骤5072择一执行,不可同时执行。
图14示出了本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图。其中,显示界面1410中显示有虚拟车辆1420,且虚拟车辆1420目前处于加速行驶的状态,该状态是在响应于油门控件1403上的触发操作而释放出弯技能所呈现的。
在释放出弯技能后的能量触发时长内,玩家可选择是否再次触发能量控件1402。
若玩家再次触发能量控件1402,则可实现加速能量的再次使用,为虚拟车辆1420再次提供加速服务。此时,释放能量过载技能,延长出弯技能的技能释放时长,以满足虚拟车辆1420的加速需求,使得虚拟车辆1420的加速的持续时间得以增加,从而使得虚拟车辆1420的加速效果增强。
若玩家未触发能量控件1402,则控制能量控件1402处于不可触发状态,避免能量控件1402在本次出弯技能的释放过程中再次被触发。
可选的,在释放能量过载技能的情况下,还可以在显示界面1410中显示能量过载技能的释放成功的指示信息04。其中,指示信息04可以是文字特效、动画特效声音特效中的至少一种。应当理解的是,指示信息04在图14中以文字特效的形式呈现,但并不对本申请造成限定。
可选的,在虚拟车辆1420的加速度未达到最大值且触发能量过载技能的情况下,提高虚拟车辆1420的加速度。为使得虚拟车辆1420的加速效果得到进一步的增强,在能量过载技能释放的情况下,若虚拟车辆1420的加速度未达到最大值,可提高虚拟车辆1420的加速度,以使得虚拟车辆1420的车速在短时间内得到提升。
综上所述,本申请实施例提供的虚拟车辆的控制方法中,在释放出弯技能后的能量触发时长内,可实现对虚拟车辆的不同控制。其中,可响应于能量控制部件上的第四触发操作,触发能量过载技能,延长出弯技能的技能释放时长,从而使得虚拟车辆的加速效果得到增强;若超过能量触发时长后,可控制能量控制部件处于不可触发状态,以使得在该次出弯技能的释放过程中避免再次触发能量控制部件。
可选的,在虚拟车辆的加速度未达到最大值且触发能量过载技能的情况下,还可提高虚拟车辆的加速度,以得虚拟车辆的加速效果得到进一步的增强。
参考图5,图15示出了本申请一个示例性实施例提供的虚拟车辆的控制方法的流程图,该方法还包括步骤5081和步骤5082,具体如下:
步骤5081:响应于油门控制部件上的单击操作,控制虚拟车辆进入持续加速状态。
示意性的,本申请实施例提供的油门控制部件用于实现虚拟车辆的车速的提升。响应于油门控制部件上的触发操作,可控制虚拟车辆加速行驶。其中,油门控制部件上的触发操作可以是单击操作、双击操作、触摸操作、持续按压操作等操作中的至少一种。
在油门控制部件上的触发操作是单击操作的情况下,响应于油门控制部件上的单击操作, 虚拟车辆对应的油门将自动保持按下的状态,以使得虚拟车辆保持持续加速状态。比如,玩家单击终端的显示界面中的油门控件后随之松开,虚拟车辆进入持续加速行驶的状态。
需要注意的是,步骤5081还可在出弯技能释放之前执行,本申请实施例仅以步骤5081在出弯技能释放后执行为例,不对本申请造成限定。
步骤5082:在虚拟车辆进入持续加速状态后,响应于刹车控制部件上的第五触发操作,控制虚拟车辆停止加速。
示意性的,本申请实施例提供的油门控制部件还可以用于实现虚拟车辆的停止加速、减速和倒车功能中的至少一种。
根据步骤5081,响应于油门控制部件上的单击操作,控制虚拟车辆进入持续加速状态。此时,若玩家再次触发刹车控制部件,则控制虚拟车辆停止加速,用于模拟油门弹起的状态。
其中,第五触发操作可以是如下操作中的至少一种:单击操作、双击操作、触摸操作、单次按压操作、持续按压操作。根据第五触发操作的不同,步骤5082有不同的实现方式。
可选的,在第五触发操作是刹车控制部件上的单击操作的情况下,步骤5082还可以实现为如下:在虚拟车辆进入持续加速状态后,响应于第五触发操作,控制虚拟车辆停止加速并进入自然减速状态,自然减速状态是指虚拟车辆受阻力因素而进入的持续减速状态,阻力因素包括路面阻力、空气阻力和机械损耗中的至少一种。
可选的,在第五触发操作是刹车控制部件上的持续按压操作的情况下,步骤5082还可以实现为如下:在虚拟车辆进入持续加速状态后,响应于第五触发操作,控制虚拟车辆停止加速并进入持续降速状态,持续降速状态是指虚拟车辆受阻力因素和刹车制动阻力而进入的储蓄减速状态,阻力因素包括路面阻力、空气阻力和机械损耗中的至少一种,刹车制动阻力根据刹车控制部件上的持续按压操作生成。
其中,路面阻力是指虚拟车辆的轮胎与地面的摩擦力,空气阻力是指虚拟车辆在行驶过程中受到的空气阻力,机械损耗是指虚拟车辆的传动装置内的动能损耗,刹车制动阻力的大小可根据实际需要设定。
应当理解的是,自然减速状态与当前车速相关,当前车速越大,减速也越大;相较于自然减速状态,持续减速状态下的减速速度更大。比如,以初始车速为100km/h为例,自然减速状态下,虚拟车辆减速至0km/h需要60秒时间,而持续减速状态下仅需2.5秒。
需要注意的是,步骤5082还可在出弯技能释放之前执行,本申请实施例仅以步骤5082在出弯技能释放后执行为例,不对本申请造成限定。且步骤5081和步骤5082可独立实现,也可组合实现,本申请对此不做限定。
可选的,本申请实施例提供的虚拟车辆的控制方法中,在虚拟车辆进入持续降速状态后,还包括:在虚拟车辆的车速降为0且第五触发操作仍然存在的情况下,控制虚拟车辆进入倒车状态。可以理解为,玩家可通过对刹车控制部件的第五触发操作,从而使得虚拟车辆进行倒车。比如,在虚拟车辆向前运动(加速运动、或减速运动、或匀速运动)时,玩家持续按压刹车控制部件,虚拟车辆开始减速;且在虚拟车辆的车速降为0时,若玩家仍然持续按压刹车控制部件,则控制虚拟车辆进行倒车。
综上所述,本申请实施例提供的虚拟车辆的控制方法中,给出了油门控制部件的功能及使用方法。其中,响应于油门控制部件上的单击操作,控制虚拟车辆进入持续加速状态,避免玩家需要长期按压油门控制部件的情况出现,相对降低了虚拟车辆的控制难度。
可选的,根据油门控制部件上的第五触发操作的不同,通过油门控制部件和刹车控制部件的配合使用,本申请实施例还给出了虚拟车辆的降速和倒车的实现方式。
应当理解的是,上述给出的多个实施例可组合使用。
比如,响应于刹车控制部件上的第一触发操作,控制虚拟车辆的车速下降;响应于能量控制部件上的第二触发操作,显示消耗加速能量的提示信息;在虚拟车辆的漂移角度不大于第一角度的情况下,响应于油门控制部件上的第三触发操作,释放第一出弯技能,控制虚拟 车辆在第一出弯技能的技能释放时长内处于加速行驶的状态,并在第一退漂时长后退出漂移状态;第三触发操作是油门控制部件上的持续按压操作,在油门控制部件上的按压时间超过第一按压时长的情况下,触发油门全开技能,延长出弯技能的技能释放时长;在释放出弯技能后的能量触发时长内,响应于能量控制部件上的第四触发操作,触发能量过载技能,再次延长出弯技能的技能释放时长。
示意性的,其他未列举的组合方式均在本申请的保护范围之内,不再赘述。
图16示出了本申请一个示例性实施例提供的虚拟车辆的控制方法的流程图。以本申请提供的虚拟车辆的控制方法通过玩家在终端上的操作实现为例,参考图17示出的本申请一个示例性实施例提供的虚拟车辆的控制方法的界面示意图,刹车控制部件、能量控制部件和油门控制部件可以以显示界面1710中的控件的样式进行显示。其中,显示界面1710中显示有刹车控件1701、能量控件1702、油门控件1703、方向控件1704和手刹控件1705。
以加速能量是氮气为例,本申请实施例提供的虚拟车辆的控制方法,包括如下步骤:
步骤1601:点击方向控件和手刹控件,控制虚拟车辆进行漂移。
示意性的,响应于方向控件和手刹控件上的同时触发操作,控制虚拟车辆进入漂移状态。其中,漂移状态又可称之为甩尾状态,虚拟车辆在漂移状态下以过度转向的方式侧滑行驶。
步骤1602:松开手刹控件。
示意性的,松开手刹控件,以避免虚拟车辆的车速快速下降,间接地保证虚拟车辆的车速。
步骤1603:单击刹车控件。
其中,刹车控件用于实现对虚拟车辆的抓地力的控制,虚拟车辆的抓地力是指虚拟车辆的轮胎与地面之间存在的摩擦力,虚拟车辆的车速的降低通过虚拟车辆的抓地力的增强来实现。
示意性的,响应于刹车控件上的第一触发操作,控制虚拟车辆的车速下降。
其中,第一触发操作可以是如下操作中的至少一种:单击操作、双击操作、触摸操作、单次按压操作、持续按压操作。
步骤1604:单击能量控件。
示意性的,响应于能量控件上的第二触发操作,显示消耗加速能量的提示信息。其中,第二触发操作可以是如下操作中的至少一种:单击操作、双击操作、触摸操作、单次按压操作、持续按压操作。
步骤1605:触发油门控件。
其中,油门控件用于实现虚拟车辆的车速的提升,油门控件303上的触发操作可以是单击操作、双击操作、触摸操作、持续按压操作等操作中的至少一种。
可选的,响应于油门控件上的单击操作,控制虚拟车辆进入持续加速状态,玩家可单击油门控件后松开,此时的虚拟车辆仍然处于持续加速状态,避免玩家持续按压油门控件的情况的出现。
可选的,在虚拟车辆处于持续加速状态的情况下,刹车控件还用于实现虚拟车辆的停止加速、减速和倒车功能中的至少一种。比如,在虚拟车辆进入持续加速状态后,响应于刹车控件上的单击操作,控制虚拟车辆停止加速并进入自然减速状态,自然减速状态是指虚拟车辆受阻力因素而进入的持续减速状态,阻力因素包括路面阻力、空气阻力和机械损耗中的至少一种;又如,响应于刹车控件上的持续按压操作,控制虚拟车辆停止加速并进入持续降速状态,持续降速状态是指虚拟车辆受阻力因素和刹车制动阻力而进入的储蓄减速状态,阻力因素包括路面阻力、空气阻力和机械损耗中的至少一种,刹车制动阻力根据刹车控件上的持续按压操作生成。
其中,路面阻力是指虚拟车辆的轮胎与地面的摩擦力,空气阻力是指虚拟车辆在行驶过程中受到的空气阻力,机械损耗是指虚拟车辆的传动装置内的动能损耗,刹车制动阻力的大 小可根据实际需要设定。
可选的,在虚拟车辆处于持续降速状态的情况下,若虚拟车辆的车速降为0,且刹车控件上的持续按压仍然存在,则控制虚拟车辆进入倒车状态。
步骤1606:判断虚拟车辆的漂移角度是否不大于45度。
示意性的,漂移角度用于指示虚拟车辆的车头方向和速度方向的夹角。
其中,漂移角度越大,虚拟车辆的车身偏移程度越高,将导致虚拟车辆退出漂移状态所需的时长也越长。另外,漂移角度受虚拟车辆的抓地力的影响,抓地力的改变通过刹车控制部件上的触发操作来实现。
可选的,在执行步骤1606之前,还需要计算虚拟车辆的漂移角度。
根据前述内容,虚拟车辆的漂移角度可根据虚拟车辆的抓地力、车头方向和速度方向进行确定,漂移角度的计算方法可参考前述内容,不再赘述。
在虚拟车辆的漂移角度不大于45度的情况下,执行步骤16071;在虚拟车辆的漂移角度大于45度的情况下,执行步骤16072。应当理解的是,步骤16071和步骤16072择一执行,不可同时执行。
步骤16071:在虚拟车辆的漂移角度不大于45度的情况下,触发增压氮气出弯技能。
步骤16072:在虚拟车辆的漂移角度大于45度的情况下,触发增压氮气技能。
其中,增压氮气出弯技能即为前述第一出弯技能,增压氮气技能即为前述第二出弯技能。
示意性的,在释放增压氮气出弯技能的情况下,控制虚拟车辆在增压氮气出弯技能的技能释放时长内处于加速行驶的状态,并在第一退漂时长后退出漂移状态;在释放增压氮气技能的情况下,控制虚拟车辆在增压氮气技能的技能释放时长内处于加速行驶的状态,并在第二退漂时长后退出漂移状态,第一退漂时长小于第二退漂时长。
步骤1608:判断是否持续按压油门控件。
在持续按压油门控件的情况下,执行步骤1609;在未持续按压油门控件的情况下,执行步骤1612。应当理解的是,步骤1609和步骤1612择一执行,不可同时执行。
步骤1609:判断油门控件的按压时间是否不小于0.5秒。
示意性的,玩家触发油门控件,根据虚拟车辆的漂移角度,可触发不同的出弯技能。随后,可判断油门控件上的触发操作是单击操作还是持续按压操作,在油门控件上的触发操作是持续按压操作的情况下,再次判断油门控件上的按压时间是否大于0.5秒。
其中,在油门控件的按压时间不小于0.5秒的情况下,执行步骤1610;在油门控件的按压时间小于0.5秒的情况下,执行步骤1611。应当理解的是,步骤1610和步骤1611择一执行,不可同时执行。
步骤1610:在油门控件的按压时间不小于0.5秒的情况下,触发油门全开技能。
步骤1611:在油门控件的按压时间小于0.5秒的情况下,不触发油门全开技能。
示意性的,玩家在触发出弯技能后仍然持续按压油门控件,且油门控件上的按压时间超过0.5秒,此时可触发油门全开技能,延长出弯技能的技能释放时长,为虚拟车辆提供更长的加速服务的时间,以使得虚拟车辆的加速效果得到增强。
可选的,在虚拟车辆的加速度未达到最大值且触发油门全开技能的情况下,提高虚拟车辆的加速度。为使得虚拟车辆的加速效果得到进一步的增强,在油门全开技能释放的情况下,若虚拟车辆的加速度未达到最大值,可提高虚拟车辆的加速度,以使得虚拟车辆的车速在短时间内得到进一步提升。
步骤1612:判断是否在0.3-1秒内再次点击能量控件。
示意性的,在释放出弯技能后的能量触发时长内,玩家可选择是否再次触发能量控件,能量触发时长为0.3-1秒。基于此,可判断玩家是否在0.3-1秒内再次点击能量控件。
其中,在再次点击能量控件的情况下,执行步骤1613;在没有再次点击能量控件的情况下,执行步骤1614。应当理解的是,步骤1613和步骤1614择一执行,不可同时执行。
步骤1613:在再次点击能量控件的情况下,消耗一瓶氮气的储量,并触发氮气过载技能。
步骤1614:在没有再次点击能量控件的情况下,控制能量控件处于不可触发状态。
示意性的,在能量触发时长的0.3-1秒内,若玩家再次触发能量控件,则可实现加速能量的再次使用,为虚拟车辆再次提供加速服务。此时,释放能量过载技能,延长出弯技能的技能释放时长,以满足虚拟车辆的加速需求,使得虚拟车辆加速的持续时间得以增加,从而使得虚拟车辆的加速效果增强。
在能量触发时长的0.3-1秒内,若玩家未触发能量控件,则控制能量控件处于不可触发状态,避免能量控件在本次出弯技能的释放过程中再次被触发。
可选的,能量控件处于不可触发状态可通过能量控件在显示界面中变灰来呈现。
参考图17,显示界面1710中显示有虚拟车辆1720,本申请实施例提供的虚拟车辆的控制方法可通过如下步骤实现:
步骤1:响应于方向控件1704和手刹控件1705上的同时触发操作,控制虚拟车辆1720在弯道中进入漂移状态。
步骤2:响应于刹车控件1701上的第一触发操作,控制虚拟车辆1720的车速下降,此时的虚拟车辆1720的抓地力增加。
步骤3:响应于能量控件1702上的第二触发操作,消耗一瓶氮气为虚拟车辆1720提供加速服务,在显示界面1710中可显示消耗一瓶氮气的提示信息;在氮气的消耗过程中,响应于油门控件1703上的第三触发操作,根据虚拟车辆1720的漂移角度,释放对应的出弯技能,控制虚拟车辆在出弯技能的技能释放时长内处于加速行驶的状态。可选的,显示界面1710中还显示有出弯技能释放成功的指示信息061。
步骤4:在油门控件1703上的触发操作是持续按压操作的情况下,若油门控件1703上的按压时间超过第一按压时长,则释放油门全开技能,延长出弯技能的技能释放时长,为虚拟车辆1720提供更长的加速服务的时间,以使得虚拟车辆1720的加速效果得到增强。同时,若虚拟车辆1720的加速度未达到最大值,则提高虚拟车辆1720的加速度,以使得虚拟车辆1720的车速在短时间内得到进一步提升。可选的,显示界面1710中还显示有油门全开技能释放成功的指示信息062。
步骤5:在释放出弯技能后的能量触发时长内,响应于能量控件1702上的第四触发操作,触发能量过载技能,延长出弯技能的技能释放时长,为虚拟车辆1720提供更长的加速服务的时间,以使得虚拟车辆1720的加速效果得到增强。同时,若虚拟车辆1720的加速度未达到最大值,则提高虚拟车辆1720的加速度,以使得虚拟车辆1720的车速在短时间内得到进一步提升。可选的,显示界面1710中还显示有能量过载技能释放成功的指示信息063。
步骤6:在出弯技能的技能释放时长结束后,控制虚拟车辆1720的加速度恢复到未释放出弯技能之前的状态。
综上所述,本申请实施例提供的虚拟车辆的控制方法中,通过刹车控件、能量控件和油门控件上的顺次触发操作,释放出弯技能,以控制虚拟车辆在技能释放时长内处于加速行驶的状态,从而满足虚拟车辆在漂移出弯过程中的提速需求。
其中,刹车控件上的第一触发操作用于提升虚拟车辆的抓地力。在虚拟车辆具有较高的抓地力的情况下,虚拟车辆的甩尾速度得以提升,通过能量控件上的第二触发操作和油门控件上的第三触发操作来释放出弯技能以实现虚拟车辆的加速行驶,减少了虚拟车辆的车尾的滑行距离,使得虚拟车辆的车身能够快速摆正,从而使得虚拟车辆在出弯过程中的行驶轨迹更加合理,提速效果更好。
以下为本申请的装置实施例,对于装置实施例中未详细描述的细节,可以结合参考上述方法实施例中相应的记载,本文不再赘述。
图18示出了本是一个示例性实施例提供的虚拟车辆的控制装置的示意图,该装置包括:
显示模块1820,用于执行前述图5中的步骤501;
响应模块1840,用于执行前述图5中的步骤502;
响应模块1840,还用于执行前述图5中的步骤503;
响应模块1840,还用于执行前述图5中的步骤504。
可选的,响应模块1840,用于执行前述图6中的步骤5041或步骤5042。
可选的,该装置还包括确定模块1860,用于根据虚拟车辆的抓地力、车头方向和速度方向,确定漂移角度。
可选的,响应模块1840,还用于在车头方向和速度方向的夹角小于退漂角度的情况下,控制虚拟车辆进入平跑状态。
可选的,第三触发操作是油门控制部件上的持续按压操作,响应模块1840,还用于执行前述图11中的步骤506。
可选的,响应模块1840,还用于在虚拟车辆的加速度未达到最大值且触发油门全开技能的情况下,提高虚拟车辆的加速度。
可选的,响应模块1840,还用于执行前述图13中的步骤5071或步骤5072。
可选的,响应模块1840,还用于执行前述图15中的步骤5081和步骤5082。
本申请还提供了一种计算机设备,计算机设备包括存储器和处理器;处理器,用于显示虚拟场景,虚拟场景中包括在弯道中处于漂移状态的虚拟车辆;响应于刹车控制部件上的第一触发操作,控制虚拟车辆的车速下降;响应于能量控制部件上的第二触发操作,显示消耗加速能量的提示信息;响应于油门控制部件上的第三触发操作,释放出弯技能,控制虚拟车辆在出弯技能的技能释放时长内处于加速行驶的状态,出弯技能的技能释放时长用于指示虚拟车辆在加速时的持续时长,出弯技能的技能释放时长大于虚拟车辆在未处于漂移状态下使用加速能量进行加速时的持续时长。
本申请还提供了一种计算机可读存储介质,计算机可读存储介质中存储有计算机程序,计算机程序用于被处理器执行,以实现如上所述的虚拟车辆的控制方法。
本申请还提供了一种芯片,芯片包括可编程逻辑电路和/或程序指令,当芯片运行时,用于实现如上所述的虚拟车辆的控制方法。
本申请还提供了一种计算机程序产品,该计算机程序产品或计算机程序包括计算机指令,计算机指令存储在计算机可读存储介质中,处理器从计算机可读存储介质读取并执行计算机指令,以实现如上所述的虚拟车辆的控制方法。

Claims (20)

  1. 一种虚拟车辆的控制方法,其中,所述方法由计算机设备执行,所述方法包括:
    显示虚拟场景,所述虚拟场景中包括在弯道中处于漂移状态的虚拟车辆;
    响应于刹车控制部件上的第一触发操作,控制所述虚拟车辆的车速下降;
    响应于能量控制部件上的第二触发操作,显示消耗加速能量的提示信息;
    响应于油门控制部件上的第三触发操作,释放出弯技能,控制所述虚拟车辆在所述出弯技能的技能释放时长内处于加速行驶的状态。
  2. 根据权利要求1所述的方法,其中,所述响应于油门控制部件上的第三触发操作,释放出弯技能,控制所述虚拟车辆在所述出弯技能的技能释放时长内处于加速行驶的状态,包括:
    在所述虚拟车辆的漂移角度不大于第一角度的情况下,响应于所述第三触发操作,释放第一出弯技能,控制所述虚拟车辆在所述第一出弯技能的技能释放时长内处于加速行驶的状态,并在第一退漂时长后退出所述漂移状态;
    在所述虚拟车辆的漂移角度大于所述第一角度的情况下,响应于所述第三触发操作,释放第二出弯技能,控制所述虚拟车辆在所述第二出弯技能的技能释放时长内处于加速行驶的状态,并在第二退漂时长后退出所述漂移状态;
    其中,所述第一退漂时长小于所述第二退漂时长。
  3. 根据权利要求2所述的方法,其中,所述方法还包括:
    根据所述虚拟车辆的抓地力、车头方向和速度方向,确定所述漂移角度。
  4. 根据权利要求3所述的方法,其中,所述方法还包括:
    在所述车头方向和所述速度方向的夹角小于退漂角度的情况下,控制所述虚拟车辆进入平跑状态。
  5. 根据权利要求1至4任一所述的方法,其中,所述第三触发操作是所述油门控制部件上的持续按压操作,所述方法还包括:
    在所述油门控制部件上的按压时间超过第一按压时长的情况下,触发油门全开技能,延长所述出弯技能的技能释放时长。
  6. 根据权利要求5所述的方法,其中,所述方法还包括:
    在所述虚拟车辆的加速度未达到最大值且触发所述油门全开技能的情况下,提高所述虚拟车辆的加速度。
  7. 根据权利要求1至4任一所述的方法,其中,所述方法还包括:
    在释放所述出弯技能后的能量触发时长内,响应于所述能量控制部件上的第四触发操作,触发能量过载技能,延长所述出弯技能的技能释放时长。
  8. 根据权利要求7所述的方法,其中,所述方法还包括:
    在超过所述能量触发时长后,控制所述能量控制部件处于不可触发状态,所述不可触发状态的终止时点与所述出弯技能的技能释放时长的终止时点相同。
  9. 根据权利要求7所述的方法,其中,所述方法还包括:
    在所述虚拟车辆的加速度未达到最大值且触发所述能量过载技能的情况下,提高所述虚拟车辆的加速度。
  10. 根据权利要求1至4任一所述的方法,其中,所述方法还包括:
    响应于所述油门控制部件上的单击操作,控制所述虚拟车辆进入持续加速状态。
  11. 根据权利要求10所述的方法,其中,所述方法还包括:
    在所述虚拟车辆进入持续加速状态后,响应于刹车控制部件上的第五触发操作,控制所述虚拟车辆停止加速。
  12. 根据权利要求11所述的方法,其中,所述第五触发操作是所述刹车控制部件上的单击操作,所述响应于刹车控制部件上的第五触发操作,所述虚拟车辆停止加速,包括:
    响应于所述第五触发操作,控制所述虚拟车辆停止加速并进入自然减速状态,所述自然 减速状态是指所述虚拟车辆受阻力因素而进入的持续减速状态,所述阻力因素包括路面阻力、空气阻力和机械损耗中的至少一种。
  13. 根据权利要求11所述的方法,其中,所述第五触发操作是所述刹车控制部件上的持续按压操作,所述响应于刹车控制部件上的第五触发操作,所述虚拟车辆停止加速,包括:
    响应于所述第五触发操作,控制所述虚拟车辆停止加速并进入持续降速状态,所述持续降速状态是指所述虚拟车辆受阻力因素和刹车制动阻力而进入的持续减速状态,所述阻力因素包括路面阻力、空气阻力和机械损耗中的至少一种,所述刹车制动阻力根据所述刹车控制部件上的持续按压操作生成。
  14. 根据权利要求13所述的方法,其中,所述方法还包括:
    在所述虚拟车辆的车速降为0且所述第五触发操作仍然存在的情况下,控制所述虚拟车辆进入倒车状态。
  15. 根据权利要求1至4任一所述的方法,其中,
    所述出弯技能的技能释放时长用于指示所述虚拟车辆在加速时的持续时长,所述出弯技能的技能释放时长大于所述虚拟车辆在未处于所述漂移状态下使用所述加速能量进行加速时的持续时长。
  16. 一种虚拟车辆的控制装置,其中,所述装置包括:
    显示模块,用于显示虚拟场景,所述虚拟场景中包括在弯道中处于漂移状态的虚拟车辆;
    响应模块,用于响应于刹车控制部件上的第一触发操作,控制所述虚拟车辆的车速下降;
    所述响应模块,还用于响应于能量控制部件上的第二触发操作,显示消耗加速能量的提示信息;
    所述响应模块,还用于响应于油门控制部件上的第三触发操作,释放出弯技能,控制所述虚拟车辆在所述出弯技能的技能释放时长内处于加速行驶的状态。
  17. 一种计算机设备,其中,所述计算机设备包括存储器和处理器;
    所述处理器,用于显示虚拟场景,所述虚拟场景中包括在弯道中处于漂移状态的虚拟车辆;
    响应于刹车控制部件上的第一触发操作,控制所述虚拟车辆的车速下降;
    响应于能量控制部件上的第二触发操作,显示消耗加速能量的提示信息;
    响应于油门控制部件上的第三触发操作,释放出弯技能,控制所述虚拟车辆在所述出弯技能的技能释放时长内处于加速行驶的状态。
  18. 一种计算机可读存储介质,其中,所述存储介质中存储有计算机程序,所述计算机程序用于被处理器执行,以实现如权利要求1至15中任一项所述的虚拟车辆的控制方法。
  19. 一种芯片,其中,所述芯片包括可编程逻辑电路和/或程序指令,当所述芯片运行时,用于实现如权利要求1至15中任一项所述的虚拟车辆的控制方法。
  20. 一种计算机程序产品,其中,所述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中,处理器从所述计算机可读存储介质读取并执行所述计算机指令,以实现如权利要求1至15中任一项所述的虚拟车辆的控制方法。
PCT/CN2023/087583 2022-05-20 2023-04-11 虚拟车辆的控制方法、装置、设备及介质 WO2023221689A1 (zh)

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