WO2023221879A1 - 虚拟车辆的控制方法、装置、设备及计算机可读存储介质 - Google Patents

虚拟车辆的控制方法、装置、设备及计算机可读存储介质 Download PDF

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Publication number
WO2023221879A1
WO2023221879A1 PCT/CN2023/093738 CN2023093738W WO2023221879A1 WO 2023221879 A1 WO2023221879 A1 WO 2023221879A1 CN 2023093738 W CN2023093738 W CN 2023093738W WO 2023221879 A1 WO2023221879 A1 WO 2023221879A1
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WO
WIPO (PCT)
Prior art keywords
virtual vehicle
angle
virtual
driving
drift
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PCT/CN2023/093738
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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 WO2023221879A1 publication Critical patent/WO2023221879A1/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 embodiments of the present application relate to the field of Internet technology, and in particular to a virtual vehicle control method, device, equipment and computer-readable storage medium.
  • the player controls the moving direction of the vehicle by operating the direction component.
  • the player selects the direction component and the drift component at the same time.
  • the player can control The vehicle performs inertial drift in the direction corresponding to the direction component.
  • Embodiments of the present application provide a method, device, equipment and computer-readable storage medium for controlling a virtual vehicle, which can be used to solve problems in related technologies such as low player control over the vehicle, inflexible vehicle control methods, and poor gaming experience. An issue with poor conformity to the way a real vehicle is operated for coasting.
  • the technical solutions are as follows:
  • embodiments of the present application provide a method for controlling a virtual vehicle.
  • the method is executed by a terminal device.
  • the method includes:
  • controlling the virtual vehicle to run in the first In response to the driving speed of the virtual vehicle at the target time point being greater than the speed threshold, and the driving state of the virtual vehicle at the target time point being a flat running state, controlling the virtual vehicle to run in the first
  • the direction pointed by the direction component undergoes inertial drift, and the flat running state is used to indicate that the virtual vehicle is traveling in a non-drifting state on the carrier surface in the virtual scene.
  • embodiments of the present application provide a control device for a virtual vehicle, where the device includes:
  • the display module is used to display the virtual vehicle in the virtual scene
  • Determining module configured to respond to receiving a first operation triggered on the first direction component, and sequentially receive a second operation triggered on the foot brake component and a third operation triggered on the accelerator component within the duration of the first operation. Three operations: determine the triggering moment of the third operation, determine a target time point based on the triggering moment of the third operation; determine the driving speed and driving state of the virtual vehicle at the target time point;
  • a control module configured to control the virtual vehicle in response to the driving speed of the virtual vehicle at the target time point being greater than a speed threshold and the driving state of the virtual vehicle at the target time point being a flat running state. Inertial drift is performed in the direction pointed by the first direction component, and the flat running state is used to indicate that the virtual vehicle is traveling in a non-drifting state on the carrier surface in the virtual scene.
  • embodiments of the present application provide an electronic device, which includes a processor and a memory. At least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor, so that the electronic device implements any one of the above virtual vehicle control methods.
  • a non-transitory computer-readable storage medium in which at least one program code is stored, and the at least one program code is loaded and executed by the processor to Let the computer implement any of the above-mentioned virtual vehicle control methods.
  • a computer program or computer program product is also provided. At least one computer instruction is stored in the computer program or computer program product. The at least one computer instruction is loaded and executed by the processor to enable the computer to implement the above. Any control method for virtual vehicles.
  • the technical solution provided by the embodiment of the present application allows the player to control the virtual vehicle to drift inertially by only operating the direction component, foot brake component, and throttle component. Therefore, this method improves the player's understanding of the vehicle. Control makes the vehicle control method more flexible, which can improve the player's gaming experience.
  • controlling the virtual vehicle to perform inertial drift by operating the direction component, accelerator component and foot brake component is more in line with the method of operating a real vehicle to perform inertial drift, making it more realistic to control the virtual vehicle to perform inertial drift.
  • Figure 1 is a schematic diagram of the implementation environment of a virtual vehicle control method provided by an embodiment of the present application
  • Figure 2 is a flow chart of a virtual vehicle control method provided by an embodiment of the present application.
  • Figure 3 is a schematic display diagram of a first scene provided by an embodiment of the present application.
  • Figure 4 is a schematic display diagram of a vehicle control interface provided by an embodiment of the present application.
  • Figure 5 is a schematic diagram showing a notification message provided by an embodiment of the present application.
  • Figure 6 is a schematic diagram showing the speed angle and the front angle of a virtual vehicle at the current moment provided by an embodiment of the present application
  • Figure 7 is a schematic display diagram of a virtual vehicle provided by an embodiment of the present application when performing ordinary drift
  • Figure 8 is a schematic display diagram of a virtual vehicle during inertial drift provided by an embodiment of the present application.
  • Figure 9 is a schematic diagram showing the drift trajectories of ordinary drift and inertial drift provided by the embodiment of the present application.
  • Figure 10 is a schematic diagram of a process of controlling a virtual vehicle to perform inertial drift provided by an embodiment of the present application
  • Figure 11 is a flow chart of a virtual vehicle control method provided by an embodiment of the present application.
  • Figure 12 is a schematic structural diagram of a virtual vehicle control device provided by an embodiment of the present application.
  • Figure 13 is a schematic structural diagram of a terminal device provided by an embodiment of the present application.
  • Figure 14 is a schematic structural diagram of a server provided by an embodiment of the present application.
  • Virtual scene refers to the scene provided (or displayed) when the application runs on the terminal device.
  • the virtual scene refers to the scene created for virtual objects to perform activities.
  • the virtual object is, for example, a virtual vehicle.
  • the virtual scene can be a two-dimensional virtual scene, a 2.5-dimensional virtual scene, a three-dimensional virtual scene, etc.
  • a virtual scene can be a simulation scene of the real world, a semi-simulation scene of the real world, or a purely fictional scene.
  • the virtual scene involved in the embodiment of this application is a three-dimensional virtual scene.
  • the player when a player needs to control a virtual vehicle, he or she operates a direction component to control the moving direction of the virtual vehicle.
  • the player selects the drift component while selecting the direction component.
  • the vehicle can be controlled to perform inertial drift in the direction corresponding to the direction component.
  • the player's control over the vehicle with the above method is low, the vehicle control method is not flexible enough, and the player's gaming experience is poor.
  • the direction component and the drift component are selected in the above method. The method used to control the vehicle to perform inertial drift is less consistent with the method of operating a real vehicle to perform inertial drift.
  • inertial drift is a drifting technique with weak steering and low deceleration, which is suitable for virtual vehicles to pass through small arc bends.
  • Inertial drift is used to indicate that the deceleration acceleration of the virtual vehicle in the drift state is less than the first threshold, and the curvature of the formed drift trajectory is less than the second threshold.
  • the embodiment of the present application does not limit the first threshold and the second threshold. Small curvature represents the above-mentioned weak steering and small arc, while small deceleration acceleration represents the above-mentioned less deceleration.
  • This inertial drift is a drift method different from ordinary drift.
  • normal drift is a drifting technique with strong steering and large deceleration, which is suitable for virtual vehicles to pass through large arc bends.
  • Ordinary drift is used to indicate that the deceleration acceleration of the virtual vehicle in the drift state is greater than the third threshold, and the curvature of the formed drift trajectory is greater than the fourth threshold.
  • a large curvature represents the above-mentioned strong steering and large arc
  • a large deceleration acceleration represents the above-mentioned deceleration.
  • the embodiments of the present application do not limit the values of the third threshold and the fourth threshold, as long as the third threshold is greater than the first threshold and the fourth threshold is greater than the second threshold.
  • the deceleration acceleration of the ordinary drift process is larger and the deceleration is faster.
  • the drift trajectory formed by the ordinary drift process has a larger curvature and stronger steering. , the arc is larger.
  • drift state refers to the relative static friction between the rear wheels of the virtual vehicle and the carrier surface (for the virtual vehicle to travel) in the virtual scene.
  • non-drift state refers to the sliding friction of the rear wheels of the virtual vehicle relative to the carrier surface.
  • Figure 1 is a schematic diagram of an implementation environment of a virtual vehicle control method provided by an embodiment of the present application. As shown in Figure 1, the implementation environment includes: a terminal device 101 and a server 102.
  • the terminal device 101 may be at least one of a smart phone, a game console, a desktop computer, a tablet computer, an e-book reader, and a laptop computer.
  • the terminal device 101 is used to execute the virtual vehicle control method provided by the embodiment of the present application.
  • the terminal device 101 may generally refer to one of multiple terminal devices. This embodiment only takes the terminal device 101 as an example. Those skilled in the art will know that the number of the above terminal devices 101 may be more or less. For example, there may be only one terminal device 101 , or there may be dozens, hundreds, or more terminal devices 101 . The embodiments of this application do not limit the number and device types of terminal devices.
  • the server 102 is one server, or a server cluster composed of multiple servers, or any one of a cloud computing platform and a virtualization center, which is not limited in this embodiment of the present application.
  • the server 102 communicates with the terminal device 101 through a wired network or a wireless network.
  • the server 102 has a data receiving function, a data processing function and a data sending function.
  • the server 102 may also have other functions, which are not limited in the embodiments of this application.
  • the embodiment of the present application provides a method for controlling a virtual vehicle.
  • a method for controlling a virtual vehicle provided by the embodiment of the present application shown in Figure 2 as an example, the method can be represented by the method shown in Figure 1
  • the terminal device 101 executes.
  • the method includes the following steps:
  • step 201 a virtual vehicle in a virtual scene is displayed.
  • an application program for vehicle control is installed and run in the terminal device.
  • the application program is a racing application program or a racing sports application program.
  • the application program in this embodiment of the present application is The type is not limited.
  • the first scene is displayed.
  • the first scene is the first screen displayed when the application is selected.
  • the start game control is displayed in the first scene.
  • the first scene can also Other controls are displayed, which are not limited in the embodiments of this application.
  • Interactive objects are objects using terminal devices.
  • Figure 3 shows a schematic display diagram of a first scene provided by an embodiment of the present application.
  • a start game control 301 is displayed, and optionally, a virtual vehicle 302 may also be displayed.
  • a virtual scene is displayed, and a virtual vehicle is displayed in the virtual scene.
  • the virtual scene is a vehicle control interface, that is, the virtual vehicle to be controlled is displayed in the vehicle control interface.
  • the vehicle control interface may also display a first direction component, a foot brake component, and a throttle component, where the first direction component is used to adjust the driving direction of the virtual vehicle, and the throttle component is used to increase the driving speed of the virtual vehicle, The foot brake component is used to reduce the speed of the virtual vehicle.
  • the vehicle control interface may also display at least one of a second direction component, a handbrake component, a reset component, and an acceleration component, which is not limited in the embodiment of the present application.
  • the second direction component is used to adjust the traveling direction of the virtual vehicle, and the direction corresponding to the second direction component is different from the direction corresponding to the first direction component.
  • the direction corresponding to the second direction component is opposite to the direction corresponding to the first direction component.
  • the direction corresponding to the first direction component is left, that is, the first direction component is used to control the virtual vehicle to drive left;
  • the direction corresponding to the second direction component is right, that is, the second direction component is used to control The virtual vehicle drives to the right.
  • the direction corresponding to the first direction component is right, that is, the first direction component is used to control the virtual vehicle to drive to the right;
  • the direction corresponding to the second direction component is left, that is, the second direction component is used to control the virtual vehicle. Go left.
  • the handbrake component is used to slow down the virtual vehicle.
  • the reset component is used to transfer the virtual vehicle to the open road and start again, and the reset component is used to get the virtual vehicle out of trouble. For example, when the virtual vehicle is on a narrow road, and/or when the virtual vehicle is unable to start, the virtual vehicle is in trouble.
  • the virtual vehicle in trouble can be transferred to an open road through the reset component and start again, so that the virtual vehicle in trouble can be To get out of trouble, that is, to get out of trouble.
  • Acceleration components are used to increase the speed of virtual vehicles.
  • a fourth acceleration is obtained.
  • the fourth acceleration is used to increase the driving speed of the virtual vehicle.
  • the fourth acceleration is greater than the first acceleration.
  • the virtual vehicle is controlled according to the fourth acceleration within a fourth period of time. Drive towards the front of the virtual vehicle.
  • the first acceleration is the acceleration obtained in response to receiving the third operation triggered on the throttle component.
  • the third operation and the first acceleration will be described below and will not be described again here.
  • the fourth duration can be set based on experience, or can be adjusted according to the implementation environment. This is not limited in the embodiments of the present application. For example, the fourth duration is 30 seconds.
  • the fourth acceleration is set based on experience or adjusted according to the implementation environment.
  • the fourth acceleration is 40 m/s ⁇ 2 (meters/second ⁇ 2).
  • the fifth operation triggered on the acceleration component may be an operation of clicking the acceleration component, or may be other operations, which is not limited in the embodiment of the present application.
  • An acceleration icon is also included below the acceleration component.
  • One or more acceleration gas bottles are displayed in the acceleration icon.
  • the number of gray acceleration gas bottles represents the number of acceleration gas bottles currently available for the virtual vehicle, and the number of white acceleration gas bottles Indicates the number of accelerating gas bottles that the virtual vehicle can currently store.
  • the number of white accelerating gas bottles indicates the number of accelerating gas bottles that have been used by the virtual vehicle and cannot be used again until the storage is completed. Every time the interactive object clicks on the acceleration component, a gray acceleration gas bottle in the acceleration icon will turn white.
  • the virtual vehicle will accelerate once.
  • An acceleration may refer to the above-mentioned control of the virtual vehicle according to the fourth time period. The fourth acceleration is toward the front direction of the virtual vehicle.
  • the color change of the acceleration icon from gray to white is only an example and is not used to limit the color change of the acceleration icon.
  • the gas in the accelerating gas bottle can be nitrogen or other gases.
  • the accelerating effects of different gases can be the same or different, which is not limited in the embodiments of the present application.
  • the same acceleration effect may mean that the acceleration duration (such as the above-mentioned fourth duration) and the acceleration (such as the above-mentioned fourth acceleration) are the same, and the different acceleration effects may mean that at least one of the acceleration duration and acceleration is different. .
  • FIG. 4 shows a schematic display diagram of a vehicle control interface provided by an embodiment of the present application.
  • a virtual vehicle 401 to be controlled a first direction component 402 , a second direction component 403 , a foot brake component 404 , a throttle component 405 , a hand brake component 406 and an acceleration component 407 are shown.
  • the acceleration icon included under the acceleration component shows 2 gray acceleration gas bottles and 2 white acceleration gas bottles.
  • the acceleration icon displays a total of 4 acceleration gas bottles, and the 2 acceleration gas bottles on the left are It is a gray accelerating gas bottle, and the two accelerating gas bottles on the right are white accelerating gas bottles. That is, the number of accelerating gas bottles that the virtual vehicle can currently use is 2, and the number of accelerating gas bottles that the virtual vehicle can currently store is 2.
  • first direction component handbrake component, foot brake component, accelerator component, reset component, acceleration component, and second direction component
  • these components may not be displayed in the vehicle control interface, but may be independent components that can interact with the terminal device, thereby allowing the interactive object to control the virtual vehicle in the virtual scene in the terminal device by operating the independent components.
  • This application implements This example does not limit this.
  • independent components can interact with the end device via a wired or wireless network.
  • the head direction of the virtual vehicle is the first direction
  • the input signal on the accelerator component is The third operation triggered is to obtain the first acceleration.
  • the first acceleration is used to increase the driving speed of the virtual vehicle, and the virtual vehicle is controlled to drive in the first direction according to the first acceleration within the first period of time.
  • the third operation triggered on the throttle component may be a click operation on the throttle component, or may be other operations, which are not limited in the embodiments of the present application.
  • the first acceleration is set based on experience or adjusted according to the implementation environment, which is not limited in the embodiments of the present application.
  • the first acceleration is 20m/s ⁇ 2.
  • the first duration is set based on experience or adjusted according to the implementation environment, and this is not limited in the embodiments of the present application. By way of example, the first duration is 30 seconds.
  • the third operation triggered on the throttle component is a click operation on the throttle component, or when it is an operation other than a click operation that requires a short time, the player only needs to perform a shorter operation.
  • the terminal device does not need to continuously or frequently interact with the server according to the player's operations, which helps reduce the operating pressure of the server.
  • the head direction of the virtual vehicle is forward.
  • the first acceleration is obtained.
  • the first acceleration is 20m/s ⁇ 2. Therefore, within 30 seconds, the virtual vehicle is controlled according to Drive forward with an acceleration of 20m/s ⁇ 2.
  • the driving speed of the virtual vehicle meets the speed requirement, and the second operation triggered on the foot brake component is received, the second acceleration is obtained, and the second acceleration is used to reduce the virtual vehicle's speed.
  • the driving speed of the vehicle controls the virtual vehicle to travel in the first direction according to the second acceleration within the second period of time.
  • the traveling speed of the virtual vehicle meeting the speed requirement means that the traveling speed of the virtual vehicle is greater than 0.
  • the second operation triggered on the foot brake component can be a click operation on the foot brake component, or it can be other operations.
  • Embodiments of the present application There is no limit to this.
  • the second acceleration is set based on experience or adjusted according to the implementation environment, which is not limited in the embodiments of the present application.
  • the second acceleration is 10m/s ⁇ 2
  • the second duration is set based on experience or adjusted according to the implementation environment, which is not limited in the embodiments of the present application.
  • the second duration is 20 seconds.
  • the virtual vehicle is controlled to drive in the first direction at a speed of -10m/s ⁇ 2 within 20 seconds.
  • the third acceleration is obtained, and the third acceleration is obtained. Acceleration is used to increase the speed of the virtual vehicle.
  • the virtual vehicle is controlled to travel in a second direction according to a third acceleration within a third period of time, and the second direction is opposite to the first direction.
  • the first operation triggered on the foot brake component may be a long press operation on the foot brake component, or other operations.
  • the embodiments of the present application are not limited to this.
  • the first operation triggered on the foot brake component and the trigger operation on the foot brake component The second operation is not the same.
  • the third acceleration is set based on experience or adjusted according to the implementation environment, which is not limited in the embodiments of the present application.
  • the third acceleration is 5m/s ⁇ 2.
  • the third duration is set based on experience or adjusted according to the implementation environment, and this is not limited in the embodiments of the present application. Exemplarily, the third duration is 15 seconds.
  • the head direction of the virtual vehicle is forward, and the driving speed of the virtual vehicle is 0.
  • the third acceleration is obtained, and the third acceleration is 5m/s ⁇ 2 , Therefore, the virtual vehicle is controlled to drive backward at an acceleration of 5m/s ⁇ 2 within 15 seconds.
  • the driving speed of the virtual vehicle is controlled to be adjusted to the target driving speed within a fifth period of time.
  • the fifth duration is set based on experience or adjusted according to the implementation environment. This is not limited in the embodiments of the present application. For example, the fifth duration is 15 seconds.
  • the target driving speed is set based on experience or adjusted according to the implementation environment. This is not limited in the embodiments of the present application. For example, the target driving speed is 0.
  • the feet are received.
  • the long press operation triggered on the brake component controls the driving speed of the virtual vehicle to drop to 0 within 15 seconds.
  • step 202 in response to receiving a first operation triggered on the first direction component, a virtual vehicle whose front direction changes is displayed.
  • the first direction component is used to adjust the driving direction of the virtual vehicle.
  • the first operation triggered on the first direction component may be a long press operation on the first direction component or other operations. This embodiment of the present application does not Make restrictions.
  • a virtual vehicle whose front direction changes is displayed in the virtual scene, and the direction of change of the front direction of the virtual vehicle is the same as the direction corresponding to the first direction component.
  • displaying a virtual vehicle whose front direction has changed means causing the displayed virtual vehicle (that is, the virtual vehicle displayed in step 201) to change its front direction.
  • step 203 in response to sequentially receiving the second operation triggered on the foot brake component and the third operation triggered on the accelerator component within the duration of the first operation, the driving speed of the virtual vehicle at the target time point is greater than the speed threshold, And the driving state of the virtual vehicle at the target time point is a flat running state, and the virtual vehicle is controlled to perform inertial drift in the direction corresponding to the first direction component.
  • the direction corresponding to the first direction component can also be understood as the direction pointed by the first direction component. In other words, it is the direction specified by the first direction component, the direction determined based on the first direction component, or the direction defined by the first direction component.
  • steps 202 and 203 can be considered as: in response to receiving the first operation triggered on the first direction component, and sequentially receiving the second operation triggered on the foot brake component within the duration of the first operation. and the third operation triggered on the throttle component, determine the triggering moment of the third operation, and determine the target time point based on the triggering moment of the third operation. After that, the driving speed and driving status of the virtual vehicle at the target time point are determined; in response to the driving speed of the virtual vehicle at the target time point being greater than the speed threshold, and the driving status of the virtual vehicle at the target time point being a flat running state, the virtual vehicle is controlled to run in a flat state.
  • the direction pointed by the first direction component performs inertial drift, and the flat running state is used to indicate that the virtual vehicle is traveling in a non-drifting state on the carrier surface in the virtual scene.
  • both steps 202 and 203 are steps performed after receiving the first operation triggered on the first direction component.
  • the front direction of the virtual vehicle can change. For example, a changing trend can be generated for the direction pointed by the first direction component. For example, if the first direction component is the left direction key and the direction pointed by the first direction component is left, then as long as the first operation triggered on the left direction key is received, within the duration of the first operation, the front of the virtual vehicle The direction can continuously change, causing the virtual vehicle to turn left.
  • the embodiment of the present application wants to control the virtual vehicle to perform inertial drift in the direction corresponding to the first direction component, three conditions need to be met, that is: within the duration of the first operation, the third condition triggered by the foot brake component is sequentially received.
  • the condition that the virtual vehicle's driving speed at the target time point needs to be greater than the speed threshold needs to be met. If the condition that the virtual vehicle's driving state is a flat running state at the target time point is not met, it means that the current virtual vehicle is not in a flat running state, because the flat running state is used to indicate that the virtual vehicle's carrier surface in the virtual scene is in a non-drifting state.
  • Driving, and therefore not running flat means: the virtual vehicle has left the carrier surface (that is, the virtual vehicle is airborne), or the virtual vehicle is on the carrier surface (that is, it has not left the carrier surface) but is already in a drifting state. No matter which situation it represents, it will Inertial drift is no longer possible. Therefore, it is necessary to meet the condition that the virtual vehicle's driving state at the target time point is a flat running state.
  • the target time point is determined based on the triggering moment of the third operation.
  • the difference between the target time point and the triggering moment of the third operation meets the difference requirement.
  • the difference threshold is set based on experience or adjusted according to the implementation environment, which is not limited in the embodiments of the present application. For example, the difference threshold is 5 seconds.
  • the target time point may be before the triggering time of the third operation, or may be after the triggering time of the third time, and this is not limited in the embodiments of the present application.
  • the first operation triggered on the first direction component may be a long press operation on the first direction component, or it may be
  • the second operation triggered on the foot brake component may be a click operation on the foot brake component
  • the third operation triggered on the accelerator component may be a click operation on the accelerator component, which is not limited in the embodiments of this application.
  • the selection operation of the foot brake component is first detected, and then the sliding operation from the foot brake component to the accelerator component is detected, it can be confirmed that the second operation triggered on the foot brake component and the accelerator component are sequentially received.
  • the third action triggered on the widget when the selection operation of the foot brake component is first detected, and then the sliding operation from the foot brake component to the accelerator component is detected, it can be confirmed that the second operation triggered on the foot brake component and the accelerator component are sequentially received.
  • the third action triggered on the widget when the selection operation of the foot brake component is first detected, and then the sliding operation from the foot brake component to the accelerator component is detected, it can be confirmed that the second operation triggered on
  • controlling the virtual vehicle to perform inertial drift in the direction corresponding to the first direction component may mean controlling the virtual vehicle to perform inertial drift, and the process of inertial drift can cause the virtual vehicle to move in the direction corresponding to the first direction component.
  • controlling the virtual vehicle to perform inertial drift on the left may mean controlling the virtual vehicle to perform inertial drift, and the process of inertial drift can cause the virtual vehicle to turn left.
  • the target time point needs to be determined first.
  • the application embodiment does not limit the method of determining the target time point. For example, since the target time point is determined based on the triggering moment of the third operation, in the process of determining the target time point, the embodiment of the present application first determines the triggering moment of the third operation, and then determines the triggering moment of the third operation based on the triggering moment of the third operation. Determine the target time point.
  • determining the trigger moment of the third operation and determining the target time point based on the trigger moment of the third operation includes: determining the trigger moment of the third operation; determining the target time point based on the trigger moment of the third operation and the difference threshold, so that the target The difference between the time point and the triggering moment of the third operation is less than the difference threshold.
  • determining the target time point based on the trigger moment of the third operation and the difference threshold includes: determining the target time period based on the difference threshold and the trigger moment of the third operation; and randomly determining a time in the target time period. as the target time point.
  • the difference between the target time point and the triggering time of the third operation can be made smaller than the difference threshold.
  • the lower limit of the target period is the trigger moment of the third operation minus the difference threshold
  • the upper limit of the target period is the trigger moment of the third operation plus the difference threshold. That is to say, determining the target time period based on the difference threshold and the trigger time of the third operation includes: subtracting the difference threshold from the trigger time of the third operation as the starting time, and taking the trigger time of the third operation as the starting time. The time obtained by adding the difference threshold is used as the end time, and the time period between the start time and the end time is used as the target time period.
  • the determined target time period is 16:57:05-16:57:15, and a time is randomly determined in the target time period.
  • point is the target time point.
  • 16:57:11 is the target time point.
  • the method of obtaining the driving speed and driving status of the virtual vehicle at the current time point includes: obtaining a first image, which is an image of the virtual vehicle at the target time point; based on The first image determines the driving speed and driving status of the virtual vehicle at the target time point.
  • the first method is to obtain the first image from the storage space of the terminal device.
  • the storage space of the terminal device stores multiple images and the correspondence between each image and a time point.
  • Each image is an image of the virtual vehicle at the corresponding point in time.
  • the terminal device determines the target time point, the image whose time point is the same as the target time point among the multiple images stored in the storage space of the terminal device is used as the first image.
  • the terminal device obtains the first image through interaction with the server.
  • the server stores multiple images and the correspondence between each image and a time point.
  • Each image is an image of the virtual vehicle at the corresponding point in time.
  • the terminal device After determining the target time point, the terminal device sends an image acquisition request to the server.
  • the image acquisition request carries the target time point.
  • the image acquisition request is used to acquire the first image of the virtual vehicle at the target time point.
  • the server parses the image acquisition request and obtains the target time point. Then, the image with the same time point as the target time point among the plurality of images is used as the first image.
  • the server sends the first image to the terminal device, that is, the terminal device obtains the first image.
  • the process of determining the driving speed and driving state of the virtual vehicle at the target time point includes: determining the driving speed corresponding to the first image as the driving speed of the virtual vehicle at the target time point. for example, If the driving speed corresponding to the first image is displayed in the first image, the terminal device can determine the driving speed displayed in the first image as the driving speed of the virtual vehicle at the target time point. For another example, the driving speed corresponding to the first image is not displayed in the first image, and the terminal device obtains the driving speed corresponding to the first image from the storage space of the terminal device, or the terminal device obtains the driving speed corresponding to the first image through interaction with the server. traveling speed.
  • the driving state of the virtual vehicle at the target time point is a flat running state; or, based on the wheels of the virtual vehicle in the first image has not left the carrier surface, it is determined that the driving state of the virtual vehicle at the target time point is a non-flat running state; or, based on the wheels of the virtual vehicle in the first image not leaving the carrier surface, and the virtual vehicle is in a drifting state, it is determined that the virtual vehicle is in the target state
  • the driving state at the time point is a non-flat running state.
  • the driving state of the virtual vehicle at the target time point is a non-platform state, which can be considered as: based on the fact that the wheels of the virtual vehicle in the first image have left the carrier surface On the carrier surface, it is determined that the driving state of the virtual vehicle at the target time point is a non-flat running state.
  • the carrier surface may be the ground, the surface of a bridge, the surface of a house, or the surface of other objects, which is not limited in the embodiments of the present application.
  • the flat running state is used to instruct the virtual vehicle to accelerate in a non-drifting state.
  • the virtual vehicle since the virtual vehicle is in a non-drifting state, the virtual vehicle is on the carrier surface, and the flat running state is used to indicate that the virtual vehicle is accelerating forward in a non-drifting state on the carrier surface, where accelerating forward may refer to moving along the carrier surface.
  • the current driving direction of the virtual vehicle is forward, not limited to a specified forward direction.
  • the driving speed of the virtual vehicle when it is in a flat running state is greater than the driving speed of the virtual vehicle when it is inertial drift.
  • the wheel of the virtual vehicle does not leave the carrier surface means that at least one wheel of the virtual vehicle does not leave the carrier surface.
  • the first image in response to the virtual vehicle being in a drifting state, the first image further includes first information, and the first information is used to indicate that the virtual vehicle is in a drifting state.
  • the first image In response to the first image not including the first information, it indicates that the virtual vehicle is not in a drifting state; in response to the first image including the first information, it indicates that the virtual vehicle is in a drifting state.
  • the speed threshold can be set based on experience or adjusted according to the implementation environment, which is not limited in the embodiments of the present application.
  • the speed threshold is 100km/h.
  • a notification message may also be displayed, and the notification message is used to indicate the driving status of the virtual vehicle.
  • the notification message may be displayed in the vehicle control interface.
  • Figure 5 shows a schematic diagram of displaying a notification message provided by an embodiment of the present application.
  • the virtual vehicle is performing inertial drift in the direction corresponding to the first direction component.
  • the "inertial drift” displayed in Figure 5 is a notification message, that is, the current driving state of the virtual vehicle is an inertial drift state.
  • the driving speed of the virtual vehicle “158km/h” is also displayed in Figure 5 .
  • the drift angle of the virtual vehicle at the current moment can also be determined; and the driving state of the virtual vehicle can be adjusted based on the drift angle of the virtual vehicle at the current moment.
  • the process of determining the drift angle of the virtual vehicle at the current moment includes but is not limited to: determining the driving angle and the front angle of the virtual vehicle at the current moment; determining the virtual vehicle at the current moment based on the driving angle and the front angle of the virtual vehicle at the current moment.
  • drift angle refers to the internal angle between the line from the rear of the vehicle pointing to the front and the coordinate line.
  • the coordinate line is set based on experience or adjusted according to the implementation environment. For example, the coordinate line is a horizontal line. The absolute value of the difference between the driving angle of the virtual vehicle at the current moment and the front angle of the vehicle is taken as the drift angle of the virtual vehicle at the current moment.
  • the drift angle of the virtual vehicle is approximately equal to 0 degrees.
  • the speed direction of the virtual vehicle is basically equal to the direction of the front of the vehicle
  • the speed angle of the virtual vehicle is 270 degrees
  • the head angle of the virtual vehicle is 90 degrees
  • Figure 6 shows a schematic diagram showing the speed angle and front angle of a virtual vehicle at the current moment provided by an embodiment of the present application.
  • ⁇ 1 is the head angle of the virtual vehicle at the current moment
  • ⁇ 1 is the angle between the vertical upward arrow and the coordinate line in Figure 6
  • ⁇ 2 is the speed angle of the virtual vehicle at the current moment
  • ⁇ 2 is the angle between the upward-right inclined arrow and the coordinate line in Figure 6
  • the dotted line is the coordinate line.
  • the head angle of the virtual vehicle at the current moment is 30 degrees and the driving angle is 10 degrees. Therefore, it is determined that the drift angle of the virtual vehicle at the current moment is 20 degrees.
  • the embodiments of the present application do not limit the method of determining the driving angle and the front angle of the virtual vehicle at the current moment.
  • obtain a second image which is the image of the virtual vehicle at the current moment; determine the head angle of the virtual vehicle at the current moment according to the second image; obtain the driving angle of the virtual vehicle at the first moment, the first moment It is adjacent to the current moment and earlier than the current moment; according to the head angle of the virtual vehicle at the current moment and the driving angle of the virtual vehicle at the first moment, the driving angle of the virtual vehicle at the current moment is determined.
  • the driving angle of the virtual vehicle at the current moment is determined based on the head angle of the virtual vehicle at the current moment, the driving angle of the virtual vehicle at the first moment, and the grip of the virtual vehicle. For example, determine the angular difference between the virtual vehicle's front angle at the current moment and the virtual vehicle's driving angle at the first moment, determine the product between the angular difference and the virtual vehicle's grip, and compare the product with the virtual vehicle's first moment. The sum of the driving angles at each time is determined as the driving angle of the virtual vehicle at the current time. That is to say, the traveling angle of the virtual vehicle at the current moment is determined according to the following formula (1).
  • V_i S*(d_i-V_t)+V_t formula (1)
  • V_i is the driving angle of the virtual vehicle at the current moment
  • S is the grip force
  • d_i is the front angle of the virtual vehicle at the current moment
  • V_t is the driving angle of the virtual vehicle at the first moment.
  • the grip force is set based on experience or adjusted according to the implementation environment, which is not limited in the embodiments of the present application. For example, grip is 0.5.
  • the front angle of the virtual vehicle at the current moment is 105 degrees
  • the driving angle of the virtual vehicle at the first moment is 15 degrees
  • the grip force is 0.5.
  • the process of adjusting the driving state of the virtual vehicle based on the drift angle of the virtual vehicle at the current moment includes the following three situations.
  • Scenario 1 Based on the fact that the drift angle of the virtual vehicle at the current moment is less than the first angle, the virtual vehicle is controlled to drive in a flat running state in the direction corresponding to the first direction component.
  • the traveling speed of the virtual vehicle when it is in a flat running state is greater than the traveling speed of the virtual vehicle when it is inertial drift.
  • the first angle can be set based on experience, or can be adjusted according to the implementation environment, which is not limited in the embodiments of the present application. Illustratively, the first angle is 13 degrees.
  • the drift angle of the virtual vehicle at the current moment is 12 degrees, and the first angle is 13 degrees. Since the drift angle of the virtual vehicle at the current moment is smaller than the first angle, the virtual vehicle is controlled in the direction corresponding to the first direction component. Drive according to the flat running condition.
  • Scenario 2 Based on the fact that the drift angle of the virtual vehicle at the current moment is greater than the second angle, the virtual vehicle is controlled to perform ordinary drift that is different from inertial drift in the direction corresponding to the first direction component.
  • the traveling speed of the virtual vehicle when performing normal drift is less than the traveling speed of the virtual vehicle when performing inertial drift, and the second angle is greater than the first angle.
  • the first angle is used to control the virtual vehicle to drive in a flat running state in the direction indicated by the first direction component.
  • the driving speed decreases faster and the deceleration acceleration is larger, while when the virtual vehicle performs inertial drift, the driving speed decreases slowly and the deceleration acceleration is smaller.
  • the second angle is set based on experience or adjusted according to the implementation environment, which is not limited in the embodiments of the present application. Illustratively, the second angle is 30 degrees.
  • the drift angle of the virtual vehicle at the current moment is 33 degrees, and the second angle is 30 degrees. Since the drift angle of the virtual vehicle at the current moment is greater than the second angle, the virtual vehicle is controlled in the direction corresponding to the first direction component. Perform a normal drift.
  • Case 3 Based on the fact that the drift angle of the virtual vehicle at the current moment is not less than the first angle and not greater than the second angle, the virtual vehicle is controlled to perform inertial drift in the direction corresponding to the first direction component. Wherein, the second angle is greater than the first angle.
  • the drift angle of the virtual vehicle at the current moment is 20 degrees
  • the first angle is 13 degrees
  • the second angle is 30 degrees. Since the drift angle of the virtual vehicle at the current moment is not less than the first angle and not greater than the second angle, the virtual vehicle is controlled to perform inertial drift in the direction corresponding to the first direction component.
  • the vehicle control interface can also display a handbrake component, which is used to adjust the driving speed of the virtual vehicle.
  • a handbrake component which is used to adjust the driving speed of the virtual vehicle.
  • Spend After controlling the virtual vehicle to perform inertial drift in the direction corresponding to the first direction component, in response to receiving the fourth operation triggered on the handbrake component, controlling the virtual vehicle to perform an ordinary drift different from the inertial drift in the direction corresponding to the first direction component, the virtual vehicle
  • the driving speed of the vehicle when performing ordinary drift is smaller than the driving speed of the virtual vehicle when performing inertial drift.
  • the fourth operation triggered on the handbrake component may be a click operation on the handbrake component, or may be other operations, which are not limited in the embodiments of the present application.
  • a notification message may also be displayed, and the notification message is used to indicate the driving status of the virtual vehicle.
  • the display process of the notification message is similar to the display process when the virtual vehicle is controlled to perform inertial drift in the direction corresponding to the first direction component, and will not be described again here.
  • Figure 7 shows a schematic display diagram of a virtual vehicle provided by an embodiment of the present application when performing ordinary drifting.
  • the virtual vehicle is in a flat running state, and the traveling speed of the virtual vehicle is 220km/h; in 702 in Figure 7, the virtual vehicle is in a normal drift state, and the traveling speed of the virtual vehicle is 185km/h;
  • FIG. 8 is a schematic diagram showing a virtual vehicle performing inertial drift according to an embodiment of the present application.
  • the virtual vehicle is in a flat running state, and the traveling speed of the virtual vehicle is 219km/h; in 802 in Figure 8, the virtual vehicle is in an inertial drift state, and the traveling speed of the virtual vehicle is 199km/h; Figure 8 In 803, the virtual vehicle is in an inertial drift state, and the virtual vehicle is traveling at a speed of 196km/h. After starting the inertial drift, the driving speed of the virtual vehicle quickly dropped to 196km/h within 1 second and remained there.
  • Figure 9 is a schematic diagram showing the drift trajectories of ordinary drift and inertial drift provided by the embodiment of the present application.
  • the drift trajectory shown by the dotted line is the drift trajectory of inertial drift
  • the drift trajectory shown by the solid line is the drift trajectory of ordinary drift. It can be seen from Figure 9 that inertial drift is suitable for large and gentle curves, or in other words, the virtual vehicle only turns to a weak degree during the inertial drift process, and inertial drift is more suitable for curves with smaller arcs.
  • the player When the above method controls the virtual vehicle to perform inertial drift, the player only needs to operate the direction component, the foot brake component and the accelerator component to control the virtual vehicle to perform inertial drift. Therefore, this method improves the player's control over the vehicle and makes the vehicle more controllable. The method is more flexible, which can improve the player's gaming experience.
  • controlling the virtual vehicle to perform inertial drift by operating the direction component, accelerator component and foot brake component is more in line with the method of operating a real vehicle to perform inertial drift, making it more realistic to control the virtual vehicle to perform inertial drift.
  • Figure 10 is a schematic diagram of a process of controlling a virtual vehicle to perform inertial drift provided by an embodiment of the present application.
  • the virtual vehicle is preparing to pass through a gentle curve with a long inner arc. Using ordinary drift may cause the vehicle route to not fit the curve and the cornering speed to be slow.
  • the traveling speed of the virtual vehicle 1001 in Figure 10 is 168km/h.
  • the interactive object clicks on the right direction component to adjust the front direction of the virtual vehicle.
  • the interactive object holds down the right direction component, clicks on the foot brake component, clicks on the accelerator component, and determines the driving speed and driving status of the virtual vehicle when clicking on the accelerator component.
  • the virtual vehicle is controlled to perform inertial drift to the right, causing the vehicle to slide sideways at a small angle and pass the bend, and a notification message is displayed to remind the interactive object that the virtual vehicle is in an inertial drift state.
  • the interactive object repeatedly adjusts the direction component to control the drift angle of the virtual vehicle between the first angle and the second angle to maintain the inertial drift state of the virtual vehicle.
  • the left direction component can be triggered to make the drift angle smaller than the first angle. At this time, the virtual vehicle will exit the inertial drift and drive in a flat running state.
  • FIG. 11 is a flow chart of a virtual vehicle control method provided by an embodiment of the present application.
  • the virtual vehicle in response to receiving a first operation triggered on the first direction component, receiving a second operation triggered on the foot brake component, and receiving a third operation triggered on the accelerator component, it is determined that the virtual vehicle is at the target time point. (i.e., the target vehicle shown in Figure 11) whether the driving information satisfies the drift condition. Based on the fact that the driving information of the virtual vehicle satisfies the drift condition at the target time point, the virtual vehicle is controlled to perform inertial drift in the direction corresponding to the first direction component.
  • the driving information of the virtual vehicle at the target time point satisfies the drift condition, which means that the driving speed of the virtual vehicle at the target time point is greater than the speed threshold, and the driving state of the virtual vehicle at the target time point It is a flat running state.
  • the virtual vehicle determines whether the drift angle of the virtual vehicle is not greater than the second angle and not less than the first angle. Based on the fact that the drift angle of the virtual vehicle is not greater than the second angle and not less than the first angle, the virtual vehicle is controlled to perform inertial drift in the direction corresponding to the first direction component. In response to receiving the operation triggered on the handbrake component, the virtual vehicle is controlled to perform normal drift in the direction corresponding to the first direction component (ie, the handbrake drift shown in Figure 11).
  • the virtual vehicle Based on the fact that the drift angle of the virtual vehicle is not between the first angle and the second angle, it is determined whether the drift angle of the virtual vehicle is less than the first angle. Based on the fact that the drift angle of the virtual vehicle is less than the first angle, the virtual vehicle is controlled to drive in a flat running state in the direction corresponding to the first direction component. Based on the fact that the drift angle of the virtual vehicle is not less than the first angle (that is, the drift angle of the virtual vehicle is greater than the second angle), the virtual vehicle is controlled to perform normal drift in the direction corresponding to the first direction component.
  • Figure 12 shows a schematic structural diagram of a vehicle control device (ie, a virtual vehicle control device) provided by an embodiment of the present application. As shown in Figure 12, the device includes:
  • Display module 1201 used to display virtual vehicles in virtual scenes
  • the display module 1201 is also configured to display a virtual vehicle whose front direction has changed in response to receiving a first operation triggered on the first direction component, that is, causing the displayed virtual vehicle's front direction to change;
  • the control module 1202 is configured to respond to sequentially receiving the second operation triggered on the foot brake component and the third operation triggered on the accelerator component within the duration of the first operation, and the driving speed of the virtual vehicle at the target time point is greater than the speed threshold.
  • the driving state of the virtual vehicle at the target time point is a flat running state, and the virtual vehicle is controlled to perform inertial drift in the direction corresponding to the first direction component; where the target time point is determined based on the triggering moment of the third operation.
  • the device provided by the embodiment of the present application also includes a determination module, and part or all of the operations performed by the display module 1201 can be completed by the determination module.
  • the determining module is configured to respond to receiving a first operation triggered on the first direction component, and sequentially receive a second operation triggered on the foot brake component and a second operation triggered on the accelerator component within the duration of the first operation.
  • the third operation is to determine the triggering time of the third operation, determine the target time point based on the triggering time of the third operation, and determine the driving speed and driving status of the virtual vehicle at the target time point.
  • control module 1202 is configured to respond to the virtual vehicle's driving speed at the target time point being greater than the speed threshold, and the virtual vehicle's driving state at the target time point being a flat running state, controlling the virtual vehicle to move in the direction indicated by the first direction component.
  • the direction is inertial drift
  • the flat running state is used to indicate that the virtual vehicle is traveling in a non-drifting state on the carrier surface in the virtual scene.
  • the device further includes:
  • Determining module configured to obtain a first image in response to receiving a third operation triggered on the accelerator component, where the first image is an image of the virtual vehicle at the target time point; based on the first image, determine the virtual vehicle at the target time point Driving speed and driving status.
  • the determination module is configured to determine the driving speed corresponding to the first image as the driving speed of the virtual vehicle at the target time point, for example, determine the driving speed displayed in the first image as the driving speed of the virtual vehicle at the target time point.
  • the driving speed at the time point based on the fact that the wheels of the virtual vehicle in the first image do not leave the carrier surface and the virtual vehicle is not in a drifting state, it is determined that the driving state of the virtual vehicle at the target time point is a flat running state; or, based on the first image
  • the wheels of the virtual vehicle in the image have not left the carrier surface (have left the carrier surface), and it is determined that the driving state of the virtual vehicle at the target time point is a non-flat running state; or, based on the wheels of the virtual vehicle in the first image that have not left the carrier surface, And the virtual vehicle is in a drifting state, and it is determined that the driving state of the virtual vehicle at the target time point is a non-flat running state.
  • control module 1202 is also used to control the virtual vehicle to drive in a flat running state in the direction corresponding to the first direction component based on the drift angle of the virtual vehicle at the current moment being less than the first angle.
  • the virtual vehicle The driving speed when in the flat running state is greater than the driving speed of the virtual vehicle during inertial drift.
  • the determination module is also used to determine the driving angle and the front angle of the virtual vehicle at the current moment; and determine the drift angle of the virtual vehicle at the current moment based on the driving angle and the front angle of the virtual vehicle at the current moment.
  • control module 1202 is also used to control the virtual vehicle to perform ordinary drift that is different from inertial drift in the direction corresponding to the first direction component based on the drift angle of the virtual vehicle at the current moment being greater than the second angle.
  • the traveling speed of the virtual vehicle when performing ordinary drift is smaller than the traveling speed of the virtual vehicle when performing inertial drift, and the second angle is greater than the first angle.
  • the first angle is used to control the virtual vehicle to drive in a flat running state in the direction indicated by the first direction component.
  • control module 1202 is also used to control the virtual vehicle to move in the direction corresponding to the first direction component based on the fact that the drift angle of the virtual vehicle at the current moment is not less than the first angle and not greater than the second angle. Inertial drift, the second angle is greater than the first angle.
  • the determining module is configured to obtain a second image, which is an image of the virtual vehicle at the current moment; determine the head angle of the virtual vehicle at the current moment according to the second image; obtain the virtual vehicle's head angle at the current moment; The driving angle at the first moment, the first moment is adjacent to the current moment and earlier than the current moment; according to the head angle of the virtual vehicle at the current moment and the driving angle of the virtual vehicle at the first moment, the driving angle of the virtual vehicle at the current moment is determined angle.
  • the determination module is used to determine the angle difference between the head angle of the virtual vehicle at the current moment and the driving angle of the virtual vehicle at the first moment, and determine the difference between the angle difference and the grip of the virtual vehicle.
  • the product of; the sum of the product and the driving angle of the virtual vehicle at the first moment is determined as the driving angle of the virtual vehicle at the current moment.
  • control module 1202 is also configured to, in response to receiving the fourth operation triggered on the handbrake component, control the virtual vehicle to perform ordinary drift that is different from inertial drift in the direction corresponding to the first direction component, and the virtual vehicle
  • the driving speed of the vehicle during normal drift is smaller than the driving speed of the virtual vehicle during inertial drift, and the handbrake component is used to adjust the driving speed of the virtual vehicle.
  • the display module 1201 is also used to display notification messages, and the notification messages are used to indicate (or inform) the current driving status of the virtual vehicle.
  • the device further includes:
  • An acquisition module configured to acquire the first acceleration based on the head direction of the virtual vehicle being the first direction and receiving the third operation triggered on the accelerator component, and the first acceleration is used to increase the driving speed of the virtual vehicle;
  • the control module 1202 is also used to control the virtual vehicle to drive in the first direction according to the first acceleration within the first period of time.
  • the acquisition module is also used to acquire the first direction based on the head direction of the virtual vehicle being the first direction, the driving speed of the virtual vehicle meeting the speed requirement, and receiving the second operation triggered on the foot brake component.
  • Second acceleration the second acceleration is used to reduce the driving speed of the virtual vehicle;
  • the control module 1202 is also used to control the virtual vehicle to drive in the first direction according to the second acceleration within the second time period.
  • the acquisition module is also used to obtain the first operation based on the head direction of the virtual vehicle being the first direction, the driving speed of the virtual vehicle not meeting the speed requirement, and receiving the first operation triggered on the foot brake component.
  • the third acceleration is used to increase the driving speed of the virtual vehicle;
  • the control module 1202 is also used to control the virtual vehicle to drive in a second direction according to a third acceleration within a third period of time, and the second direction is opposite to the first direction.
  • the acquisition module is further configured to acquire a fourth acceleration in response to receiving a fifth operation triggered on the acceleration component.
  • the fourth acceleration is used to increase the driving speed of the virtual vehicle, and the fourth acceleration is greater than the 1. Acceleration, the acceleration component is used to adjust the driving speed of the virtual vehicle;
  • the control module 1202 is also used to control the virtual vehicle to drive in the front direction of the virtual vehicle according to the fourth acceleration within a fourth period of time.
  • the player When the above device controls the virtual vehicle to perform inertial drift, the player only needs to operate the direction component, foot brake component and throttle component to control the virtual vehicle to perform inertial drift, which improves the player's control over the vehicle and makes the vehicle control method more flexible. , which in turn can improve the player’s gaming experience.
  • controlling the virtual vehicle to perform inertial drift by operating the direction component, accelerator component and foot brake component is more in line with the method of operating a real vehicle to perform inertial drift, making it more realistic to control the virtual vehicle to perform inertial drift.
  • FIG 13 shows a structural block diagram of a terminal device 1300 provided by an exemplary embodiment of the present application.
  • the terminal device 1300 can be a portable mobile terminal, such as: a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Compression Standard Audio Layer 3), MP4 (Moving Picture Experts Group Audio Layer IV, Motion Picture Expert compresses standard audio levels 4) players, laptops or desktop computers.
  • the terminal device 1300 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal, and other names.
  • the terminal device 1300 includes: a processor 1301 and a memory 1302.
  • the processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
  • the processor 1301 can adopt at least one hardware form among DSP (Digital Signal Processing, digital signal processing), FPGA (Field-Programmable Gate Array, field programmable gate array), and PLA (Programmable Logic Array, programmable logic array).
  • DSP Digital Signal Processing, digital signal processing
  • FPGA Field-Programmable Gate Array, field programmable gate array
  • PLA Programmable Logic Array, programmable logic array
  • the processor 1301 can also include a main processor and a co-processor.
  • the main processor is a processor used to process data in the wake-up state, also called CPU (Central Processing Unit, central processing unit); the co-processor is A low-power processor used to process data in standby mode.
  • the processor 1301 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is responsible for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 1301 may also include an AI (Artificial Intelligence, artificial intelligence) processor, which is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 1302 may include one or more computer-readable storage media, which may be non-transitory. Non-transitory computer-readable storage media are also called non-transitory computer-readable storage media. Memory 1302 may also include high-speed random access memory, and non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1302 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1301 to implement the virtual vehicle provided by the method embodiments in this application. control method.
  • the terminal device 1300 optionally further includes a display screen 1305. For example, virtual vehicles, notification messages, etc. are displayed through the display screen 1305 .
  • the display screen 1305 is used to display UI (User Interface, user interface).
  • the UI can include graphics, text, icons, videos, and any combination thereof.
  • display screen 1305 is a touch display screen
  • display screen 1305 also has the ability to collect touch signals on or above the surface of display screen 1305 .
  • the touch signal can be input to the processor 1301 as a control signal for processing.
  • the display screen 1305 can also be used to provide virtual buttons and/or virtual keyboards, also called soft buttons and/or soft keyboards.
  • the display screen 1305 may be a flexible display screen, disposed on the curved surface or folding surface of the terminal device 1300. Even, the display screen 1305 can also be set in a non-rectangular irregular shape, that is, a special-shaped screen.
  • the display screen 1305 can be made of LCD (Liquid Crystal Display, liquid crystal display), OLED (Organic Light-Emitting Diode, organic light-emitting diode) and other materials.
  • FIG. 13 does not constitute a limitation on the terminal device 1300, and may include more or fewer components than shown, or combine certain components, or adopt different component arrangements.
  • FIG 14 is a schematic structural diagram of a server provided by an embodiment of the present application.
  • the server 1400 may vary greatly due to different configurations or performance, and may include one or more processors (Central Processing Units, CPUs) 1401 and one or more memory 1402, wherein at least one program code is stored in the one or more memories 1402, and the at least one program code is loaded and executed by the one or more processors 1401 to implement the virtual vehicle provided by the above method embodiments. control method.
  • the server 1400 may also have components such as wired or wireless network interfaces, keyboards, and input and output interfaces for input and output.
  • the server 1400 may also include other components for implementing device functions, which will not be described again here.
  • a non-transitory computer-readable storage medium is also provided, the non-transitory computer-readable storage medium is At least one program code is stored in the read storage medium, and the at least one program code is loaded and executed by the processor, so that the computer implements any of the above virtual vehicle control methods.
  • the above-mentioned non-transitory computer-readable storage medium can be read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), read-only optical disk (Compact Disc Read-Only Memory, CD-ROM), tapes, floppy disks and optical data storage devices, etc.
  • ROM Read-Only Memory
  • RAM Random Access Memory
  • CD-ROM Compact Disc Read-Only Memory
  • tapes floppy disks and optical data storage devices, etc.
  • a computer program or computer program product is also provided. At least one computer instruction is stored in the computer program or computer program product, and the at least one computer instruction is loaded and executed by the processor, so that the computer implements Any of the above virtual vehicle control methods.
  • the information including but not limited to user equipment information, user personal information, etc.
  • data including but not limited to data used for analysis, stored data, displayed data, etc.
  • signals involved in this application All are authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions. For example, the images involved in this application were obtained with full permission.

Abstract

虚拟车辆的控制方法、装置、设备及计算机可读存储介质,属于互联网技术领域。在控制虚拟车辆的过程中,显示(201)处于虚拟场景中的虚拟车辆;响应于接收到第一方向部件上触发的第一操作,且在第一操作的持续时间内依次接收到脚刹部件上触发的第二操作和油门部件上触发的第三操作,确定第三操作的触发时刻,基于第三操作的触发时刻确定目标时间点;确定虚拟车辆在目标时间点的行驶速度和行驶状态;响应于虚拟车辆在目标时间点的行驶速度大于速度阈值,且虚拟车辆在目标时间点的行驶状态为平跑状态,控制(203)虚拟车辆在第一方向部件指代的方向进行惯性漂移,平跑状态用于指示虚拟车辆在虚拟场景中的载体表面以非漂移状态行驶。采用上述方法、装置、设备及计算机可读存储介质,使得车辆控制方式更加灵活,比较符合操作真实车辆进行惯性漂移的方式,进而提高游戏体验。

Description

虚拟车辆的控制方法、装置、设备及计算机可读存储介质
本申请要求于2022年05月20日提交的申请号为202210557452.4、发明名称为“虚拟车辆的控制方法、装置、设备及计算机可读存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及互联网技术领域,特别涉及一种虚拟车辆的控制方法、装置、设备及计算机可读存储介质。
背景技术
随着网络游戏和终端技术的不断发展,可在终端上安装的游戏应用也越来越多。赛车类游戏作为一款竞技类游戏,因其具有炫酷的技能和超强的极速体验受到越来越多玩家的追捧。针对这些赛车类游戏,在赛车过程中,不仅可以左右打方向,还可以进行惯性漂移。
相关技术中,玩家通过对方向部件的操作控制车辆的移动方向,在需要使用惯性漂移技能时,玩家选中方向部件的同时,选中漂移部件,当漂移部件的选中时长位于时长区间时,便可控制车辆在方向部件对应的方向进行惯性漂移。
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、设备及计算机可读存储介质,可用于解决相关技术中玩家对车辆的控制力较低、车辆控制方式不够灵活、游戏体验较差、与操作真实车辆进行惯性漂移的方式的相符度较低的问题。所述技术方案如下:
一方面,本申请实施例提供了一种虚拟车辆的控制方法,所述方法由终端设备执行,所述方法包括:
显示处于虚拟场景中的虚拟车辆;
响应于接收到第一方向部件上触发的第一操作,且在所述第一操作的持续时间内依次接收到脚刹部件上触发的第二操作和油门部件上触发的第三操作,确定所述第三操作的触发时刻,基于所述第三操作的触发时刻确定目标时间点;
确定所述虚拟车辆在所述目标时间点的行驶速度和行驶状态;
响应于所述虚拟车辆在目标时间点的所述行驶速度大于速度阈值,且所述虚拟车辆在所述目标时间点的所述行驶状态为平跑状态,控制所述虚拟车辆在所述第一方向部件指代的方向进行惯性漂移,所述平跑状态用于指示所述虚拟车辆在所述虚拟场景中的载体表面以非漂移状态行驶。
另一方面,本申请实施例提供了一种虚拟车辆的控制装置,所述装置包括:
显示模块,用于显示处于虚拟场景中的虚拟车辆;
确定模块,用于响应于接收到第一方向部件上触发的第一操作,且在所述第一操作的持续时间内依次接收到脚刹部件上触发的第二操作和油门部件上触发的第三操作,确定所述第三操作的触发时刻,基于所述第三操作的触发时刻确定目标时间点;确定所述虚拟车辆在所述目标时间点的行驶速度和行驶状态;
控制模块,用于响应于所述虚拟车辆在目标时间点的所述行驶速度大于速度阈值,且所述虚拟车辆在所述目标时间点的所述行驶状态为平跑状态,控制所述虚拟车辆在所述第一方向部件指代的方向进行惯性漂移,所述平跑状态用于指示所述虚拟车辆在所述虚拟场景中的载体表面以非漂移状态行驶。
另一方面,本申请实施例提供了一种电子设备,所述电子设备包括处理器和存储器,所 述存储器中存储有至少一条程序代码,所述至少一条程序代码由所述处理器加载并执行,以使电子设备实现上述任一所述的虚拟车辆的控制方法。
另一方面,还提供了一种非临时性计算机可读存储介质,所述非临时性计算机可读存储介质中存储有至少一条程序代码,所述至少一条程序代码由处理器加载并执行,以使计算机实现上述任一所述的虚拟车辆的控制方法。
另一方面,还提供了一种计算机程序或计算机程序产品,所述计算机程序或计算机程序产品中存储有至少一条计算机指令,所述至少一条计算机指令由处理器加载并执行,以使计算机实现上述任一种虚拟车辆的控制方法。
本申请实施例提供的技术方案至少带来如下有益效果:
本申请实施例提供的技术方案在控制虚拟车辆进行惯性漂移时,玩家只需要操作方向部件、脚刹部件和油门部件,即可控制虚拟车辆进行惯性漂移,因此,该方法提高了玩家对车辆的控制力,使得车辆控制的方式较为灵活,进而能够提高玩家的游戏体验。
而且,通过操作方向部件、油门部件和脚刹部件来控制虚拟车辆进行惯性漂移,比较符合操作真实车辆进行惯性漂移的方式,使得控制虚拟车辆进行惯性漂移的真实性较高。
附图说明
图1是本申请实施例提供的一种虚拟车辆的控制方法的实施环境示意图;
图2是本申请实施例提供的一种虚拟车辆的控制方法的流程图;
图3是本申请实施例提供的一种第一场景的显示示意图;
图4是本申请实施例提供的一种车辆控制界面的显示示意图;
图5是本申请实施例提供的一种通知消息的显示示意图;
图6是本申请实施例提供的一种虚拟车辆在当前时刻的速度角度和车头角度的显示示意图;
图7是本申请实施例提供的一种虚拟车辆进行普通漂移时的显示示意图;
图8是本申请实施例提供的一种虚拟车辆进行惯性漂移时的显示示意图;
图9是本申请实施例提供的一种普通漂移和惯性漂移的漂移轨迹的显示示意图;
图10是本申请实施例提供的一种控制虚拟车辆进行惯性漂移的过程的示意图;
图11是本申请实施例提供的一种虚拟车辆的控制方法的流程图;
图12是本申请实施例提供的一种虚拟车辆的控制装置的结构示意图;
图13是本申请实施例提供的一种终端设备的结构示意图;
图14是本申请实施例提供的一种服务器的结构示意图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
为了便于理解,首先对本申请实施例中涉及的名词进行解释:
虚拟场景:是指应用程序在终端设备上运行时提供(或显示)的场景,该虚拟场景是指营造出的供虚拟对象进行活动的场景,该虚拟对象例如为虚拟车辆。虚拟场景可以是二维虚拟场景、2.5维虚拟场景或者三维虚拟场景等。虚拟场景可以是对真实世界的仿真场景,也可以是对真实世界的半仿真场景,还可以是纯虚构场景。示例性地,本申请实施例中涉及的虚拟场景为三维虚拟场景。
相关技术中,玩家需要控制虚拟车辆时,对方向部件进行操作,以控制虚拟车辆的移动方向。在需要使用惯性漂移技能时,玩家选中方向部件的同时,选中漂移部件,当漂移部件的选中时长位于时长区间时,便可控制车辆在方向部件对应的方向进行惯性漂移。
然而,上述方法玩家对车辆的控制力较低,车辆控制方式不够灵活,玩家的游戏体验较差。而且,由于真实车辆中不具备漂移部件,因此上述方法中通过选中方向部件和漂移部件 来控制车辆进行惯性漂移的方式,与操作真实车辆进行惯性漂移的方式的相符度较低。
需要说明的是,惯性漂移是一种转向弱、减速少的漂移技巧,适用于虚拟车辆通过小弧度弯道。惯性漂移用于指示虚拟车辆在漂移状态下的减速加速度小于第一阈值,且形成的漂移轨迹的曲率小于第二阈值。本申请实施例不对第一阈值和第二阈值进行限定。曲率小代表上述的转向弱和小弧度,而减速加速度小代表上述的减速少。
该惯性漂移是不同于普通漂移的漂移方式。其中,普通漂移是一种转向强、减速多的漂移技巧,适用于虚拟车辆通过大弧度弯道。普通漂移用于指示虚拟车辆在漂移状态下的减速加速度大于第三阈值,且形成的漂移轨迹的曲率大于第四阈值。曲率大代表上述的转向强和大弧度,减速加速度大代表上述的减速多。示例性地,本申请实施例不限定第三阈值和第四阈值的取值,使得第三阈值大于第一阈值、第四阈值大于第二阈值即可。也即是,相比于惯性漂移过程,普通漂移过程的减速加速度更大、减速更快,相比于惯性漂移过程形成的漂移轨迹,普通漂移过程形成的漂移轨迹的曲率更大、转向更强、弧度更大。
另外,上文的说明中涉及了漂移状态,该漂移状态是指虚拟车辆的后轮相对于虚拟场景中的载体表面(用于虚拟车辆进行行驶)发生相对静摩擦。与该漂移状态相对的状态为非漂移状态,非漂移状态是指虚拟车辆的后轮相对于载体表面发生滑动摩擦。
图1是本申请实施例提供的一种虚拟车辆的控制方法的实施环境示意图,如图1所示,该实施环境包括:终端设备101和服务器102。
终端设备101可以是智能手机、游戏主机、台式计算机、平板电脑、电子书阅读器和膝上型便携计算机中的至少一种。终端设备101用于执行本申请实施例提供的虚拟车辆的控制方法。
终端设备101可以泛指多个终端设备中的一个,本实施例仅以终端设备101来举例说明。本领域技术人员可以知晓,上述终端设备101的数量可以更多或更少。比如上述终端设备101可以仅为一个,或者上述终端设备101为几十个或几百个,或者更多数量,本申请实施例对终端设备的数量和设备类型不加以限定。
服务器102为一台服务器,或者为多台服务器组成的服务器集群,或者为云计算平台和虚拟化中心中的任意一种,本申请实施例对此不加以限定。服务器102与终端设备101通过有线网络或无线网络进行通信连接。服务器102具有数据接收功能、数据处理功能和数据发送功能。当然,服务器102还可以具有其他功能,本申请实施例对此不加以限定。
基于上述实施环境,本申请实施例提供了一种虚拟车辆的控制方法,以图2所示的本申请实施例提供的一种虚拟车辆的控制方法的流程图为例,该方法可由图1中的终端设备101执行。如图2所示,该方法包括下述步骤:
在步骤201中,显示处于虚拟场景中的虚拟车辆。
在本申请示例性实施例中,终端设备中安装和运行有用于车辆控制的应用程序,该应用程序为赛车类应用程序,或者为竞速体育类应用程序,本申请实施例对该应用程序的类型不加以限定。
响应于交互对象对该应用程序的触发操作,显示第一场景,第一场景为选中应用程序时显示的第一个画面,第一场景中显示有开始游戏控件,当然,第一场景中还可以显示有其他控件,本申请实施例对此不进行限定。交互对象为使用终端设备的对象。如图3所示为本申请实施例提供的一种第一场景的显示示意图。在图3中显示有开始游戏控件301,可选地,还可以显示有虚拟车辆302。
响应于交互对象对开始游戏控件的触发操作,显示虚拟场景,虚拟场景中显示有虚拟车辆,可选地,虚拟场景为车辆控制界面,也即是车辆控制界面中显示有待控制的虚拟车辆。示例性地,车辆控制界面中还可以显示有第一方向部件、脚刹部件和油门部件,其中,第一方向部件用于调整虚拟车辆的行驶方向,油门部件用于提高虚拟车辆的行驶速度,脚刹部件用于降低虚拟车辆的行驶速度。
可选地,车辆控制界面中还可以显示有第二方向部件、手刹部件、复位部件和加速部件中的至少一种,本申请实施例对此不进行限定。其中,第二方向部件用于调整虚拟车辆的行驶方向,第二方向部件对应的方向与第一方向部件对应的方向不同。比如,第二方向部件对应的方向与第一方向部件对应的方向相反。示例性地,第一方向部件对应的方向为左,也即是第一方向部件用于控制虚拟车辆向左行驶;第二方向部件对应的方向为右,也即是第二方向部件用于控制虚拟车辆向右行驶。或者,第一方向部件对应的方向为右,也即是第一方向部件用于控制虚拟车辆向右行驶;第二方向部件对应的方向为左,也即是第二方向部件用于控制虚拟车辆向左行驶。手刹部件用于降低虚拟车辆的行驶速度。
复位部件用于将虚拟车辆传送至开阔路面并重新起步,复位部件用于虚拟车辆脱困。比如,当虚拟车辆位于狭窄路面时,和/或,虚拟车辆无法起步时,虚拟车辆处于困境,通过复位部件将处于困境的虚拟车辆传送至开阔路面并重新起步,便可以使得处于困境的虚拟车辆脱离困境,也即脱困。
加速部件用于提高虚拟车辆的行驶速度。响应于接收到加速部件上触发的第五操作,获取第四加速度,第四加速度用于提高虚拟车辆的行驶速度,第四加速度大于第一加速度,在第四时长内控制虚拟车辆按照第四加速度向虚拟车辆的车头方向行驶。第一加速度是响应于接收到油门部件上触发的第三操作时获取的加速度,下文还会对第三操作和第一加速度进行说明,此处暂不进行赘述。其中,第四时长可以基于经验进行设置,也可以根据实施环境进行调整,本申请实施例对此不进行限定,示例性地,第四时长为30秒。第四加速度基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此也不进行限定,示例性地,第四加速度为40m/s^2(米/秒^2)。加速部件上触发的第五操作可以是点击加速部件的操作,还可以是其他操作,本申请实施例对此不进行限定。
加速部件下方还包括加速图标,加速图标中显示有一个或者多个加速气体瓶,其中,灰色的加速气体瓶的数量表示虚拟车辆当前可以使用的加速气体瓶的数量,白色的加速气体瓶的数量表示虚拟车辆当前可以储存的加速气体瓶的数量,或者说,白色的加速气体瓶的数量表示虚拟车辆已使用的、在完成储存之前暂不能再次使用的加速气体瓶的数量。交互对象每点击一次加速部件时,加速图标中就会有一个灰色的加速气体瓶变为白色,相应地,虚拟车辆进行一次加速,一次加速可以是指上述的在第四时长内控制虚拟车辆按照第四加速度向虚拟车辆的车头方向行驶。应理解的是,加速图标的颜色由灰色变为白色仅为举例,不用于对加速图标的颜色变化造成限定。加速气体瓶中的气体可以为氮气,也可以为其他气体,不同的气体的加速效果可以相同也可以不同,本申请实施例对此不进行限定。示例性地,加速效果相同可以是指加速时长(比如上述的第四时长)和加速度(比如上述的第四加速度)均相同,而加速效果不同可以是指加速时长和加速度中的至少一项不同。
如图4所示为本申请实施例提供的一种车辆控制界面的显示示意图。在图4中显示有待控制的虚拟车辆401、第一方向部件402、第二方向部件403、脚刹部件404、油门部件405、手刹部件406和加速部件407。其中,加速部件下方包括的加速图标中显示有2个灰色的加速气体瓶和2个白色的加速气体瓶,比如,该加速图标中共显示4个加速气体瓶,位于左侧的2个加速气体瓶为灰色的加速气体瓶,位于右侧的2个加速气体瓶为白色的加速气体瓶。也即是,虚拟车辆当前可以使用的加速气体瓶的数量为2,虚拟车辆当前可以储存的加速气体瓶的数量为2。
需要说明的是,上述第一方向部件、手刹部件、脚刹部件、油门部件、复位部件、加速部件、第二方向部件可以显示在终端设备提供的车辆控制界面之中,以使交互对象通过操作部件的方式控制处于虚拟场景中的虚拟车辆。或者,这些部件也可以不显示在车辆控制界面中,而是能够与终端设备进行交互的独立部件,进而使交互对象通过操作独立部件来控制终端设备中处于虚拟场景中的虚拟车辆,本申请实施例对此不进行限定。可选地,独立部件可以通过有线网络或无线网络与终端设备进行交互。
在一种可能的实现方式中,基于虚拟车辆的车头方向为第一方向,且接收到油门部件上 触发的第三操作,获取第一加速度,第一加速度用于提高虚拟车辆的行驶速度,在第一时长内控制虚拟车辆按照第一加速度向第一方向行驶。
其中,油门部件上触发的第三操作可以为对油门部件的点击操作,也可以是其他操作,本申请实施例对此不进行限定。可选地,第一加速度基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。示例性地,第一加速度为20m/s^2。第一时长基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此也不进行限定。示例性地,第一时长为30秒。比如,当油门部件上触发的第三操作为对油门部件的点击操作时,或者为除点击操作之外的其他所需时间较短的操作时,玩家仅需执行较短时间的操作,即可使得虚拟车辆在第一时长内持续加速行驶,玩家无需持续针对油门部件进行操作,也无需多次对油门部件进行操作,从而降低了玩家操作复杂度,改善了玩家的游戏体验。并且,终端设备无需根据玩家的操作持续或者频繁与服务器进行交互,从而有利于降低服务器的运行压力。
示例性地,虚拟车辆的车头方向为向前,当接收到油门部件上触发的点击操作时,获取第一加速度,第一加速度为20m/s^2,因此,在30秒内控制虚拟车辆按照20m/s^2的加速度向前行驶。
可选地,基于虚拟车辆的车头方向为第一方向,虚拟车辆的行驶速度满足速度要求时,且接收到脚刹部件上触发的第二操作,获取第二加速度,第二加速度用于降低虚拟车辆的行驶速度,在第二时长内控制虚拟车辆按照第二加速度向第一方向行驶。
其中,虚拟车辆的行驶速度满足速度要求是指虚拟车辆的行驶速度大于0,脚刹部件上触发的第二操作可以为对脚刹部件的单击操作,也可以是其他操作,本申请实施例对此不进行限定。第二加速度基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。示例性地,第二加速度为10m/s^2,第二时长基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此也不进行限定。示例性地,第二时长为20秒。
示例性地,虚拟车辆的车头方向为向前,虚拟车辆的行驶速度满足速度要求,且接收到脚刹部件上触发的点击操作时,获取第二加速度,第二加速度的数值为-10m/s^2,因此,在20秒内控制虚拟车辆按照-10m/s^2的行驶速度向第一方向行驶。
在一种可能的实现方式中,基于虚拟车辆的车头方向为第一方向,虚拟车辆的行驶速度不满足速度要求,且接收到脚刹部件上触发的第一操作,获取第三加速度,第三加速度用于提高虚拟车辆的行驶速度。在第三时长内控制虚拟车辆按照第三加速度向第二方向行驶,第二方向与第一方向相反。
其中,虚拟车辆的行驶速度不满足速度要求是指虚拟车辆的行驶速度为0。脚刹部件上触发的第一操作可以是对脚刹部件的长按操作,还可以是其他,本申请实施例对此不进行限定,脚刹部件上触发的第一操作和脚刹部件上触发的第二操作不相同。第三加速度基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。示例性地,第三加速度为5m/s^2。第三时长基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此也不进行限定。示例性地,第三时长为15秒。
示例性地,虚拟车辆的车头方向为向前,且虚拟车辆的行驶速度为0,当接收到脚刹部件上触发的长按操作时,获取第三加速度,第三加速度为5m/s^2,因此,在15秒内控制虚拟车辆按照5m/s^2的加速度向后行驶。
通过以上的油门部件和脚刹部件,玩家可以自由的控制虚拟车辆进行加速、减速、倒车等等,控制灵活度较高。并且,还有利于满足玩家在虚拟场景中的竞技、漫游等多种需求。
可选地,基于虚拟车辆的行驶速度满足速度要求,且接收到脚刹部件上触发的第一操作,控制虚拟车辆的行驶速度在第五时长内调整为目标行驶速度。其中,第五时长基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定,示例性地,第五时长为15秒。目标行驶速度基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定,示例性地,目标行驶速度为0。
示例性地,在虚拟车辆以100km/h(kilometer/hour,千米每小时)的速度行驶时接收到脚 刹部件上触发的长按操作,控制虚拟车辆的行驶速度在15秒内降为0。
在步骤202中,响应于接收到第一方向部件上触发的第一操作,显示车头方向发生改变的虚拟车辆。
其中,第一方向部件用于调整虚拟车辆的行驶方向,第一方向部件上触发的第一操作可以是对第一方向部件的长按操作,还可以是其他操作,本申请实施例对此不进行限定。
可选地,当接收到第一方向部件上触发的第一操作时,在虚拟场景中显示车头方向发生改变的虚拟车辆,虚拟车辆的车头方向的改变方向与第一方向部件对应的方向相同。其中,显示车头方向发生改变的虚拟车辆是指:使得显示的虚拟车辆(即步骤201中显示的虚拟车辆)的车头方向发生改变。
在步骤203中,响应于在第一操作的持续时间内依次接收到脚刹部件上触发的第二操作和油门部件上触发的第三操作、虚拟车辆在目标时间点的行驶速度大于速度阈值,且虚拟车辆在目标时间点的行驶状态为平跑状态,控制虚拟车辆在第一方向部件对应的方向进行惯性漂移。
其中,第一方向部件对应的方向,也可以理解为第一方向部件指代的方向。或者说,是第一方向部件指定的方向、根据第一方向部件确定的方向、第一方向部件定义的方向。
也就是说,步骤202和步骤203,可以认为是:响应于接收到第一方向部件上触发的第一操作,且在第一操作的持续时间内依次接收到脚刹部件上触发的第二操作和油门部件上触发的第三操作,确定第三操作的触发时刻,基于第三操作的触发时刻确定目标时间点。之后,确定虚拟车辆在目标时间点的行驶速度和行驶状态;响应于虚拟车辆在目标时间点的行驶速度大于速度阈值,且虚拟车辆在目标时间点的行驶状态为平跑状态,控制虚拟车辆在第一方向部件指代的方向进行惯性漂移,平跑状态用于指示虚拟车辆在虚拟场景中的载体表面以非漂移状态行驶。
应理解的是,步骤202和步骤203均是在接收到第一方向部件上触发的第一操作后执行的步骤。在该第一操作的持续时间内,无论是否进行惯性漂移,该虚拟车辆的车头方向均可以发生改变,比如可以针对第一方向部件指代的方向产生变化趋势。例如,第一方向部件为左方向键,第一方向部件指代的方向为左,则只要接收到左方向键上触发的第一操作,在该第一操作的持续时间内,虚拟车辆的车头方向可以不断的发生改变,使得虚拟车辆产生左转弯的趋势。
或者说,本申请实施例想要控制虚拟车辆在第一方向部件对应的方向进行惯性漂移,需要满足三个条件,即:在第一操作的持续时间内依次接收到脚刹部件上触发的第二操作和油门部件上触发的第三操作;虚拟车辆在目标时间点的行驶速度大于速度阈值;虚拟车辆在目标时间点的行驶状态为平跑状态。应理解的是,如果不满足虚拟车辆在目标时间点的行驶速度大于速度阈值的条件,则说明虚拟车辆当前的行驶速度过低,而行驶速度过低往往无法实现惯性漂移。因此,需要满足虚拟车辆在目标时间点的行驶速度大于速度阈值的条件。而如果不满足虚拟车辆在目标时间点的行驶状态为平跑状态的条件,则说明当前虚拟车辆不是平跑状态,由于平跑状态用于指示虚拟车辆在虚拟场景中的载体表面以非漂移状态行驶,因而不是平跑状态代表:虚拟车辆已离开载体表面(即虚拟车辆腾空),或者,虚拟车辆在载体表面(即未离开载体表面)但已经处于漂移状态,无论代表这哪种情况,均无法再实现惯性漂移。因此,需要满足虚拟车辆在目标时间点的行驶状态为平跑状态的条件。
其中,目标时间点是基于第三操作的触发时刻确定的。目标时间点与第三操作的触发时刻之间的差值满足差值要求。可选地,当目标时间点与第三操作的触发时刻之间的差值小于差值阈值时,确定目标时间点与第三操作的触发时刻之间的差值满足差值要求。示例性地,差值阈值基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。例如,差值阈值为5秒。目标时间点可以在第三操作的触发时刻之前,也可以在第三时刻的触发时刻之后,本申请实施例对此也不进行限定。
可选地,第一方向部件上触发的第一操作可以是对第一方向部件的长按操作,也可以是 其他操作,脚刹部件上触发的第二操作可以是对脚刹部件的点击操作,油门部件上触发的第三操作可以是对油门部件的点击操作,本申请实施例对此不进行限定。示例性地,还可以在先检测到对脚刹部件的选中操作、后检测到由脚刹部件至油门部件的滑动操作的情况下,确认依次接收到脚刹部件上触发的第二操作和油门部件上触发的第三操作。
在本申请实施例中,控制虚拟车辆在第一方向部件对应的方向进行惯性漂移可以是指,控制虚拟车辆进行惯性漂移,且该惯性漂移的过程能够使得虚拟车辆向第一方向部件对应的方向转弯。比如,第一方向部件对应的方向为左,则控制虚拟车辆在左侧进行惯性漂移可以是指,控制虚拟车辆进行惯性漂移,且该惯性漂移的过程能够使得虚拟车辆向左转弯。或者说,是指在左转弯的过程中进行惯性漂移,车辆进行惯性漂移形成一条向左拐的弧线。
在一种可能的实现方式中,控制虚拟车辆在第一方向部件对应的方向进行惯性漂移之前,需要先确定虚拟车辆在目标时间点的行驶速度和行驶状态,因此需要先确定目标时间点,本申请实施例对目标时间点的确定方式不进行限定。示例性地,由于目标时间点是基于第三操作的触发时刻确定的,因而本申请实施例在确定目标时间点的过程中,先确定第三操作的触发时刻,再基于第三操作的触发时刻确定目标时间点。比如,确定第三操作的触发时刻,基于第三操作的触发时刻确定目标时间点,包括:确定第三操作的触发时刻;基于第三操作的触发时刻和差值阈值确定目标时间点,使得目标时间点与第三操作的触发时刻之间的差值小于差值阈值。
在一些实施方式中,基于第三操作的触发时刻和差值阈值确定目标时间点,包括:基于差值阈值和第三操作的触发时刻,确定目标时间段;在目标时间段中随机确定一个时间为目标时间点。由此,能够使得目标时间点与第三操作的触发时刻之间的差值小于差值阈值。
示例性地,目标时间段的下限为第三操作的触发时刻减去差值阈值,而目标时段的上限为第三操作的触发时刻加上差值阈值。也就是说,基于差值阈值和第三操作的触发时刻,确定目标时间段,包括:将第三操作的触发时刻减去差值阈值得到的时刻作为起始时刻,将第三操作的触发时刻加上差值阈值得到的时刻作为结束时刻,将起始时刻与结束时刻之间的时间段作为该目标时间段。比如,第三操作的触发时刻为16:57:10,差值阈值为5秒,则确定的目标时间段为16:57:05-16:57:15,在目标时间段中随机确定一个时间点为目标时间点。例如,16:57:11为目标时间点。
在示例性实施例中,获取虚拟车辆在当前时间点(即目标时间点)的行驶速度和行驶状态的方式包括:获取第一图像,第一图像为在目标时间点针对虚拟车辆的图像;基于第一图像,确定虚拟车辆在目标时间点的行驶速度和行驶状态。
其中,至少有下述两种方式获取第一图像。
第一种方式、从终端设备的存储空间中获取第一图像。
可选地,终端设备的存储空间中存储有多个图像以及各个图像与时间点之间的对应关系。每个图像均是在对应的时间点针对虚拟车辆的图像。终端设备确定出目标时间点之后,将终端设备的存储空间中存储的多个图像中时间点与目标时间点相同的图像作为第一图像。
第二种方式、终端设备通过和服务器的交互获取第一图像。
在一种可能的实现方式中,服务器中存储有多个图像以及各个图像与时间点之间的对应关系。每个图像均是在对应的时间点针对虚拟车辆的图像。终端设备确定出目标时间点之后,向服务器发送图像获取请求,图像获取请求中携带目标时间点,图像获取请求用于获取在目标时间点针对虚拟车辆的第一图像。服务器接收到图像获取请求之后,对图像获取请求进行解析,得到目标时间点。进而将多个图像中时间点与目标时间点相同的图像作为第一图像。服务器向终端设备发送第一图像,也即是终端设备获取到第一图像。
需要说明的是,可以选择上述任一种实现方式获取第一图像,本申请实施例对此不进行限定。
在示例性实施例中,基于第一图像,确定虚拟车辆在目标时间点的行驶速度和行驶状态的过程包括:将第一图像对应的行驶速度确定为虚拟车辆在目标时间点的行驶速度。比如, 第一图像对应的行驶速度显示于第一图像中,则终端设备可以将第一图像中显示的行驶速度确定为虚拟车辆在目标时间点的行驶速度。又比如,第一图像对应的行驶速度不显示于第一图像中,终端设备从终端设备的存储空间中获取第一图像对应的行驶速度,或者,终端设备通过和服务器的交互获取第一图像对应的行驶速度。基于第一图像中的虚拟车辆的车轮未离开载体表面,且虚拟车辆不处于漂移状态,确定虚拟车辆在目标时间点的行驶状态为平跑状态;或者,基于第一图像中的虚拟车辆的车轮未离开载体表面,确定虚拟车辆在目标时间点的行驶状态为非平跑状态;或者,基于第一图像中的虚拟车辆的车轮未离开载体表面,且虚拟车辆处于漂移状态,确定虚拟车辆在目标时间点的行驶状态为非平跑状态。示例性地,基于第一图像中的虚拟车辆的车轮未离开载体表面,确定虚拟车辆在目标时间点的行驶状态为非平台状态,可以认为是:基于第一图像中的虚拟车辆的车轮已离开载体表面,确定虚拟车辆在目标时间点的行驶状态为非平跑状态。
其中,载体表面可以是地面,也可以是桥的表面,还可以是房屋的表面,还可以是其他物体的表面,本申请实施例对此不进行限定。平跑状态用于指示虚拟车辆以非漂移状态加速行驶。其中,由于虚拟车辆处于非漂移状态,因而虚拟车辆在载体表面上,则平跑状态用于指示虚拟车辆在载体表面上以非漂移状态加速向前行驶,其中,加速向前行驶可以是指沿虚拟车辆当前的行驶方向向前行驶,而不局限于向着一个指定的前方行驶。虚拟车辆处于平跑状态时的行驶速度大于虚拟车辆进行惯性漂移时的行驶速度。可选地,虚拟车辆的车轮未离开载体表面是指虚拟车辆的至少一个车轮未离开载体表面。
可选地,响应于虚拟车辆处于漂移状态时,第一图像中还包括第一信息,第一信息用于指示虚拟车辆处于漂移状态。响应于第一图像中不包括第一信息,说明虚拟车辆不处于漂移状态;响应于第一图像中包括第一信息,说明虚拟车辆处于漂移状态。
在一种可能的实现方式中,速度阈值可以基于经验进行设置,也可以根据实施环境进行调整,本申请实施例对此不进行限定。示例性地,速度阈值为100km/h。
可选地,控制虚拟车辆在第一方向部件对应的方向进行惯性漂移的同时,还可以显示通知消息,通知消息用于指示虚拟车辆的行驶状态。示例性地,通知消息可以显示在车辆控制界面中。
如图5所示为本申请实施例提供的一种通知消息的显示示意图。在图5中,虚拟车辆正在按照第一方向部件对应的方向进行惯性漂移,图5中显示的“惯性漂移”为通知消息,也即是虚拟车辆当前的行驶状态为惯性漂移状态。可选地,图5中还显示有虚拟车辆的行驶速度“158km/h”。
控制虚拟车辆在第一方向部件对应的方向进行惯性漂移之后,还可以确定虚拟车辆在当前时刻的漂移角度;基于虚拟车辆在当前时刻的漂移角度对虚拟车辆的行驶状态进行调整。
其中,确定虚拟车辆在当前时刻的漂移角度的过程包括但不限于:确定虚拟车辆在当前时刻的行驶角度和车头角度;根据虚拟车辆在当前时刻的行驶角度和车头角度,确定虚拟车辆在当前时刻的漂移角度。可选地,车头角度是指车辆的车尾指向车头的线条与坐标线条之间的内角,坐标线条基于经验进行设置,或者根据实施环境进行调整,示例性地,坐标线条为水平线。将虚拟车辆在当前时刻的行驶角度和车头角度的差值的绝对值作为虚拟车辆在当前时刻的漂移角度。
当虚拟车辆正常向前行驶时,由于虚拟车辆的速度方向基本等于车头方向,也即是虚拟车辆的速度角度基本等于车头角度,因此,确定虚拟车辆的漂移角度约等于0度。当虚拟车辆倒车时,由于虚拟车辆的速度方向与车头方向相反,也即是虚拟车辆的速度角度为270度,而虚拟车辆的车头角度为90度,因此,确定虚拟车辆的漂移角度为180度。
如图6所示为本申请实施例提供的一种虚拟车辆在当前时刻的速度角度和车头角度的显示示意图。在图6中,∠1为虚拟车辆在当前时刻的车头角度,∠1为图6中竖直向上的箭头与坐标线条之间的夹角,∠2为虚拟车辆在当前时刻的速度角度,∠2为图6中向右上方倾斜的箭头与坐标线条之间的夹角,虚线为坐标线条。
示例性地,虚拟车辆在当前时刻的车头角度为30度,行驶角度为10度,因此,确定虚拟车辆在当前时刻的漂移角度为20度。
本申请实施例不对确定虚拟车辆在当前时刻的行驶角度和车头角度的方式进行限定。可选地,获取第二图像,第二图像为虚拟车辆在当前时刻的图像;根据第二图像,确定虚拟车辆在当前时刻的车头角度;获取虚拟车辆在第一时刻的行驶角度,第一时刻与当前时刻相邻,且早于当前时刻;根据虚拟车辆在当前时刻的车头角度和虚拟车辆在第一时刻的行驶角度,确定虚拟车辆在当前时刻的行驶角度。
可选地,根据虚拟车辆在当前时刻的车头角度、虚拟车辆在第一时刻的行驶角度,结合虚拟车辆的抓地力,确定虚拟车辆在当前时刻的行驶角度。比如,确定虚拟车辆在当前时刻的车头角度与虚拟车辆在第一时刻的行驶角度之间的角度差,确定角度差与虚拟车辆的抓地力之间的乘积,将该乘积与虚拟车辆在第一时刻的行驶角度之和确定为虚拟车辆在当前时刻的行驶角度。也就是说,按照下述公式(1)确定虚拟车辆在当前时刻的行驶角度。
V_i=S*(d_i-V_t)+V_t公式(1)
在上述公式(1)中,V_i为虚拟车辆在当前时刻的行驶角度,S为抓地力,d_i为虚拟车辆在当前时刻的车头角度,V_t为虚拟车辆在第一时刻的行驶角度。抓地力基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。例如,抓地力为0.5。
示例性地,虚拟车辆在当前时刻的车头角度为105度,虚拟车辆在第一时刻的行驶角度为15度,抓地力为0.5,基于上述公式(1)确定虚拟车辆在当前时刻的行驶角度为0.5*(105-15)+15=60度。进而确定虚拟车辆在当前时刻的漂移角度为45度。
可选地,基于虚拟车辆在当前时刻的漂移角度对虚拟车辆的行驶状态进行调整的过程包括下述三种情况。
情况一、基于虚拟车辆在当前时刻的漂移角度小于第一角度,控制虚拟车辆在第一方向部件对应的方向按照平跑状态进行行驶。
可选地,虚拟车辆处于平跑状态时的行驶速度大于虚拟车辆进行惯性漂移时的行驶速度。其中,第一角度可以基于经验进行设置,也可以根据实施环境进行调整,本申请实施例对此不进行限定。示例性地,第一角度为13度。
示例性地,虚拟车辆在当前时刻的漂移角度为12度,第一角度为13度,由于虚拟车辆在当前时刻的漂移角度小于第一角度,因此,控制虚拟车辆在第一方向部件对应的方向按照平跑状态进行行驶。
情况二、基于虚拟车辆在当前时刻的漂移角度大于第二角度,控制虚拟车辆在第一方向部件对应的方向进行不同于惯性漂移的普通漂移。
可选地,虚拟车辆进行普通漂移时的行驶速度小于虚拟车辆进行惯性漂移时的行驶速度,第二角度大于第一角度。第一角度用于控制虚拟车辆在第一方向部件指代的方向按照平跑状态进行行驶。或者说,虚拟车辆进行普通漂移时,行驶速度降低的较快、减速加速度较大,而虚拟车辆进行惯性漂移时,行驶速度降低的较慢、减速加速度较小。其中,第二角度基于经验进行设置,或者根据实施环境进行调整,本申请实施例对此不进行限定。示例性地,第二角度为30度。
示例性地,虚拟车辆在当前时刻的漂移角度为33度,第二角度为30度,由于虚拟车辆在当前时刻的漂移角度大于第二角度,因此,控制虚拟车辆在第一方向部件对应的方向进行普通漂移。
情况三、基于虚拟车辆在当前时刻的漂移角度不小于第一角度,且不大于第二角度,控制虚拟车辆在第一方向部件对应的方向进行惯性漂移。其中,第二角度大于第一角度。
示例性地,虚拟车辆在当前时刻的漂移角度为20度,第一角度为13度,第二角度为30度。由于虚拟车辆在当前时刻的漂移角度不小于第一角度,且不大于第二角度,因此,控制虚拟车辆在第一方向部件对应的方向进行惯性漂移。
可选地,车辆控制界面中还可以显示有手刹部件,手刹部件用于调整虚拟车辆的行驶速 度。控制虚拟车辆在第一方向部件对应的方向进行惯性漂移之后,响应于接收到手刹部件上触发的第四操作,控制虚拟车辆在第一方向部件对应的方向进行不同于惯性漂移的普通漂移,虚拟车辆进行普通漂移时的行驶速度小于虚拟车辆进行惯性漂移时的行驶速度。手刹部件上触发的第四操作可以是对手刹部件的点击操作,还可以是其他操作,本申请实施例对此不进行限定。
可选地,控制虚拟车辆在第一方向部件对应的方向进行普通漂移时,还可以显示通知消息,通知消息用于指示虚拟车辆的行驶状态。该通知消息的显示过程与控制虚拟车辆在第一方向部件对应的方向进行惯性漂移时的显示过程类似,在此不再进行赘述。
如图7所示为本申请实施例提供的一种虚拟车辆进行普通漂移时的显示示意图。在图7中701中,虚拟车辆处于平跑状态,虚拟车辆的行驶速度为220km/h;图7中的702中,虚拟车辆处于普通漂移状态,虚拟车辆的行驶速度为185km/h;图7中的703中,虚拟车辆处于普通漂移状态,虚拟车辆的行驶速度为157km/h。开始普通漂移后虚拟车辆的行驶速度在2秒内迅速降到157km/h并保持。
如图8所示为本申请实施例提供的一种虚拟车辆进行惯性漂移时的显示示意图。在图8中801中,虚拟车辆处于平跑状态,虚拟车辆的行驶速度为219km/h;图8中的802中,虚拟车辆处于惯性漂移状态,虚拟车辆的行驶速度为199km/h;图8中的803中,虚拟车辆处于惯性漂移状态,虚拟车辆的行驶速度为196km/h。开始惯性漂移后虚拟车辆的行驶速度在1秒内迅速降到196km/h并保持。
如图9是本申请实施例提供的一种普通漂移和惯性漂移的漂移轨迹的显示示意图。其中,虚线所示的漂移轨迹为惯性漂移的漂移轨迹,实线所示的漂移轨迹为普通漂移的漂移轨迹。由图9可以看出,惯性漂移适合大而缓的弯道,或者说,惯性漂移的过程中虚拟车辆仅发生较弱程度的转向,惯性漂移更适合弧度较小的弯道。
上述方法在控制虚拟车辆进行惯性漂移时,玩家只需要操作方向部件、脚刹部件和油门部件,即可控制虚拟车辆进行惯性漂移,因此,该方法提高了玩家对车辆的控制力,使得车辆控制的方式较为灵活,进而能够提高玩家的游戏体验。
而且,通过操作方向部件、油门部件和脚刹部件来控制虚拟车辆进行惯性漂移,比较符合操作真实车辆进行惯性漂移的方式,使得控制虚拟车辆进行惯性漂移的真实性较高。
图10是本申请实施例提供的一种控制虚拟车辆进行惯性漂移的过程的示意图。在图10中的1001中,虚拟车辆准备通过内弧较长的缓弯,使用普通漂移可能导致车辆路线不贴合弯道,过弯速度慢。图10中的1001中虚拟车辆的行驶速度为168km/h。图10中的1002中,交互对象点击右方向部件调整虚拟车辆的车头方向。图10中的1003中,交互对象按住右方向部件不放,点击脚刹部件,点击油门部件,确定虚拟车辆在点击油门部件时的行驶速度和行驶状态,基于虚拟车辆在点击油门部件时行驶速度大于速度阈值,且行驶状态为平跑状态,控制虚拟车辆向右进行惯性漂移,使得车辆小角度侧滑贴弯通过,并显示通知消息,以提示交互对象虚拟车辆处于惯性漂移状态。图10中的1004中,交互对象反复调整方向部件以控制虚拟车辆的漂移角度在第一角度和第二角度之间,维持虚拟车辆的惯性漂移状态。图10中的1005中,当交互对象想要停止惯性漂移时,可以触发左方向部件,以使漂移角度小于第一角度,此时虚拟车辆会退出惯性漂移,并按照平跑状态进行行驶。
图11是本申请实施例提供的一种虚拟车辆的控制方法的流程图。在图11中,响应于接收到第一方向部件上触发的第一操作、接收到脚刹部件上触发的第二操作和接收到油门部件上触发的第三操作,确定在目标时间点虚拟车辆(即图11所示的目标车辆)的行驶信息是否满足漂移条件。基于在目标时间点虚拟车辆的行驶信息满足漂移条件,控制虚拟车辆在第一方向部件对应的方向进行惯性漂移。其中,在目标时间点虚拟车辆的行驶信息满足漂移条件是指在目标时间点虚拟车辆的行驶速度大于速度阈值,且在目标时间点虚拟车辆的行驶状态 为平跑状态。
确定虚拟车辆的漂移角度是否不大于第二角度,且不小于第一角度。基于虚拟车辆的漂移角度不大于第二角度,且不小于第一角度,控制虚拟车辆在第一方向部件对应的方向进行惯性漂移。响应于接收到手刹部件上触发的操作,控制虚拟车辆在第一方向部件对应的方向进行普通漂移(即图11所示的手刹漂移)。
基于虚拟车辆的漂移角度不位于第一角度和第二角度之间,确定虚拟车辆的漂移角度是否小于第一角度。基于虚拟车辆的漂移角度小于第一角度,控制虚拟车辆在第一方向部件对应的方向按照平跑状态进行行驶。基于虚拟车辆的漂移角度不小于第一角度(也即是虚拟车辆的漂移角度大于第二角度),控制虚拟车辆在第一方向部件对应的方向进行普通漂移。
图12所示为本申请实施例提供的一种车辆控制装置(即虚拟车辆的控制装置)的结构示意图,如图12所示,该装置包括:
显示模块1201,用于显示处于虚拟场景中的虚拟车辆;
显示模块1201,还用于响应于接收到第一方向部件上触发的第一操作,显示车头方向发生改变的虚拟车辆,也就是说,使得显示的虚拟车辆的车头方向发生改变;
控制模块1202,用于响应于在第一操作的持续时间内依次接收到脚刹部件上触发的第二操作和油门部件上触发的第三操作、虚拟车辆在目标时间点的行驶速度大于速度阈值,且虚拟车辆在目标时间点的行驶状态为平跑状态,控制虚拟车辆在第一方向部件对应的方向进行惯性漂移;其中,目标时间点是基于第三操作的触发时刻确定的。
示例性地,本申请实施例提供的装置还包括确定模块,显示模块1201执行的部分或者全部操作可以由该确定模块完成。比如,该确定模块,用于响应于接收到第一方向部件上触发的第一操作,且在第一操作的持续时间内依次接收到脚刹部件上触发的第二操作和油门部件上触发的第三操作,确定第三操作的触发时刻,基于第三操作的触发时刻确定目标时间点;确定虚拟车辆在目标时间点的行驶速度和行驶状态。相应地,控制模块1202,用于响应于虚拟车辆在目标时间点的行驶速度大于速度阈值,且虚拟车辆在目标时间点的行驶状态为平跑状态,控制虚拟车辆在第一方向部件指代的方向进行惯性漂移,平跑状态用于指示虚拟车辆在虚拟场景中的载体表面以非漂移状态行驶。
在一种可能的实现方式中,装置还包括:
确定模块,用于响应于接收到油门部件上触发的第三操作,获取第一图像,第一图像为在目标时间点针对虚拟车辆的图像;基于第一图像,确定虚拟车辆在目标时间点的行驶速度和行驶状态。
在一种可能的实现方式中,确定模块,用于将第一图像对应的行驶速度确定为虚拟车辆在目标时间点的行驶速度,比如将第一图像中显示的行驶速度确定为虚拟车辆在目标时间点的行驶速度;基于第一图像中的虚拟车辆的车轮未离开载体表面,且虚拟车辆不处于漂移状态,确定虚拟车辆在目标时间点的行驶状态为平跑状态;或者,基于第一图像中的虚拟车辆的车轮未离开载体表面(已离开载体表面),确定虚拟车辆在目标时间点的行驶状态为非平跑状态;或者,基于第一图像中的虚拟车辆的车轮未离开载体表面,且虚拟车辆处于漂移状态,确定虚拟车辆在目标时间点的行驶状态为非平跑状态。
在一种可能的实现方式中,控制模块1202,还用于基于虚拟车辆在当前时刻的漂移角度小于第一角度,控制虚拟车辆在第一方向部件对应的方向按照平跑状态进行行驶,虚拟车辆处于平跑状态时的行驶速度大于虚拟车辆进行惯性漂移时的行驶速度。
在一种可能的实现方式中,确定模块,还用于确定虚拟车辆在当前时刻的行驶角度和车头角度;根据虚拟车辆在当前时刻的行驶角度和车头角度,确定虚拟车辆在当前时刻的漂移角度。
在一种可能的实现方式中,控制模块1202,还用于基于虚拟车辆在当前时刻的漂移角度大于第二角度,控制虚拟车辆在第一方向部件对应的方向进行不同于惯性漂移的普通漂移, 虚拟车辆进行普通漂移时的行驶速度小于虚拟车辆进行惯性漂移时的行驶速度,第二角度大于第一角度。其中,该第一角度用于控制虚拟车辆在第一方向部件指代的方向按照平跑状态进行行驶。
在一种可能的实现方式中,控制模块1202,还用于基于虚拟车辆在当前时刻的漂移角度不小于第一角度,且不大于第二角度,控制虚拟车辆在第一方向部件对应的方向进行惯性漂移,第二角度大于第一角度。
在一种可能的实现方式中,确定模块,用于获取第二图像,第二图像为虚拟车辆在当前时刻的图像;根据第二图像,确定虚拟车辆在当前时刻的车头角度;获取虚拟车辆在第一时刻的行驶角度,第一时刻与当前时刻相邻,且早于当前时刻;根据虚拟车辆在当前时刻的车头角度和虚拟车辆在第一时刻的行驶角度,确定虚拟车辆在当前时刻的行驶角度。
在一种可能的实现方式中,确定模块,用于确定虚拟车辆在当前时刻的车头角度与虚拟车辆在第一时刻的行驶角度之间的角度差,确定角度差与虚拟车辆的抓地力之间的乘积;将乘积与虚拟车辆在第一时刻的行驶角度之和,确定为虚拟车辆在当前时刻的行驶角度。
在一种可能的实现方式中,控制模块1202,还用于响应于接收到手刹部件上触发的第四操作,控制虚拟车辆在第一方向部件对应的方向进行不同于惯性漂移的普通漂移,虚拟车辆进行普通漂移时的行驶速度小于虚拟车辆进行惯性漂移时的行驶速度,手刹部件用于调整虚拟车辆的行驶速度。
在一种可能的实现方式中,显示模块1201,还用于显示通知消息,通知消息用于指示(或者说告知)虚拟车辆当前的行驶状态。
在一种可能的实现方式中,装置还包括:
获取模块,用于基于虚拟车辆的车头方向为第一方向,且接收到油门部件上触发的第三操作,获取第一加速度,第一加速度用于提高虚拟车辆的行驶速度;
控制模块1202,还用于在第一时长内控制虚拟车辆按照第一加速度向第一方向行驶。
在一种可能的实现方式中,获取模块,还用于基于虚拟车辆的车头方向为第一方向,虚拟车辆的行驶速度满足速度要求,且接收到脚刹部件上触发的第二操作,获取第二加速度,第二加速度用于降低虚拟车辆的行驶速度;
控制模块1202,还用于在第二时长内控制虚拟车辆按照第二加速度向第一方向行驶。
在一种可能的实现方式中,获取模块,还用于基于虚拟车辆的车头方向为第一方向,虚拟车辆的行驶速度不满足速度要求,且接收到脚刹部件上触发的第一操作,获取第三加速度,第三加速度用于提高虚拟车辆的行驶速度;
控制模块1202,还用于在第三时长内控制虚拟车辆按照第三加速度向第二方向行驶,第二方向与第一方向相反。
在一种可能的实现方式中,获取模块,还用于响应于接收到加速部件上触发的第五操作,获取第四加速度,第四加速度用于提高虚拟车辆的行驶速度,第四加速度大于第一加速度,加速部件用于调整虚拟车辆的行驶速度;
控制模块1202,还用于在第四时长内控制虚拟车辆按照第四加速度向虚拟车辆的车头方向行驶。
上述装置在控制虚拟车辆进行惯性漂移时,玩家只需要操作方向部件、脚刹部件和油门部件,即可控制虚拟车辆进行惯性漂移,提高了玩家对车辆的控制力,使得车辆控制的方式较为灵活,进而能够提高玩家的游戏体验。
而且,通过操作方向部件、油门部件和脚刹部件来控制虚拟车辆进行惯性漂移,比较符合操作真实车辆进行惯性漂移的方式,使得控制虚拟车辆进行惯性漂移的真实性较高。
应理解的是,上述提供的装置在实现其功能时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的装置与方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
图13示出了本申请一个示例性实施例提供的终端设备1300的结构框图。该终端设备1300可以是便携式移动终端,比如:智能手机、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、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、笔记本电脑或台式电脑。终端设备1300还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。
通常,终端设备1300包括有:处理器1301和存储器1302。
处理器1301可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1301可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1301也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1301可以集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1301还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1302可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。非暂态的计算机可读存储介质也称为非临时性计算机可读存储介质。存储器1302还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1302中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1301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。
在一些实施例中,终端设备1300还可选包括有:显示屏1305。比如,虚拟车辆、通知消息等通过该显示屏1305进行显示。
显示屏1305用于显示UI(User Interface,用户界面)。该UI可以包括图形、文本、图标、视频及其它们的任意组合。当显示屏1305是触摸显示屏时,显示屏1305还具有采集在显示屏1305的表面或表面上方的触摸信号的能力。该触摸信号可以作为控制信号输入至处理器1301进行处理。此时,显示屏1305还可以用于提供虚拟按钮和/或虚拟键盘,也称软按钮和/或软键盘。在一些实施例中,显示屏1305可以为一个,设置在终端设备1300的前面板;在另一些实施例中,显示屏1305可以为至少两个,分别设置在终端设备1300的不同表面或呈折叠设计;在另一些实施例中,显示屏1305可以是柔性显示屏,设置在终端设备1300的弯曲表面上或折叠面上。甚至,显示屏1305还可以设置成非矩形的不规则图形,也即异形屏。显示屏1305可以采用LCD(Liquid Crystal Display,液晶显示屏)、OLED(Organic Light-Emitting Diode,有机发光二极管)等材质制备。
本领域技术人员可以理解,图13中示出的结构并不构成对终端设备1300的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
图14为本申请实施例提供的服务器的结构示意图,该服务器1400可因配置或性能不同而产生比较大的差异,可以包括一个或多个处理器(Central Processing Units,CPU)1401和一个或多个的存储器1402,其中,该一个或多个存储器1402中存储有至少一条程序代码,该至少一条程序代码由该一个或多个处理器1401加载并执行以实现上述各个方法实施例提供的虚拟车辆的控制方法。当然,该服务器1400还可以具有有线或无线网络接口、键盘以及输入输出接口等部件,以便进行输入输出,该服务器1400还可以包括其他用于实现设备功能的部件,在此不做赘述。
在示例性实施例中,还提供了一种非临时性计算机可读存储介质,该非临时性计算机可 读存储介质中存储有至少一条程序代码,该至少一条程序代码由处理器加载并执行,以使计算机实现上述任一种虚拟车辆的控制方法。
可选地,上述非临时性计算机可读存储介质可以是只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、只读光盘(Compact Disc Read-Only Memory,CD-ROM)、磁带、软盘和光数据存储设备等。
在示例性实施例中,还提供了一种计算机程序或计算机程序产品,该计算机程序或计算机程序产品中存储有至少一条计算机指令,该至少一条计算机指令由处理器加载并执行,以使计算机实现上述任一种虚拟车辆的控制方法。
需要说明的是,本申请所涉及的信息(包括但不限于用户设备信息、用户个人信息等)、数据(包括但不限于用于分析的数据、存储的数据、展示的数据等)以及信号,均为经用户授权或者经过各方充分授权的,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。例如,本申请中涉及到的图像都是在充分授权的情况下获取的。
应当理解的是,在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
以上所述仅为本申请的示例性实施例,并不用以限制本申请,凡在本申请的原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (20)

  1. 一种虚拟车辆的控制方法,其中,所述方法由终端设备执行,所述方法包括:
    显示处于虚拟场景中的虚拟车辆;
    响应于接收到第一方向部件上触发的第一操作,且在所述第一操作的持续时间内依次接收到脚刹部件上触发的第二操作和油门部件上触发的第三操作,确定所述第三操作的触发时刻,基于所述第三操作的触发时刻确定目标时间点;
    确定所述虚拟车辆在所述目标时间点的行驶速度和行驶状态;
    响应于所述虚拟车辆在目标时间点的所述行驶速度大于速度阈值,且所述虚拟车辆在所述目标时间点的所述行驶状态为平跑状态,控制所述虚拟车辆在所述第一方向部件指代的方向进行惯性漂移,所述平跑状态用于指示所述虚拟车辆在所述虚拟场景中的载体表面以非漂移状态行驶。
  2. 根据权利要求1所述的方法,其中,所述确定所述虚拟车辆在所述目标时间点的行驶速度和行驶状态,包括:
    响应于接收到所述油门部件上触发的第三操作,获取第一图像,所述第一图像为在所述目标时间点针对所述虚拟车辆的图像;
    基于所述第一图像,确定所述虚拟车辆在所述目标时间点的行驶速度和行驶状态。
  3. 根据权利要求2所述的方法,其中,所述基于所述第一图像,确定所述虚拟车辆在所述目标时间点的行驶速度和行驶状态,包括:
    将所述第一图像对应的行驶速度确定为所述虚拟车辆在目标时间点的行驶速度;
    基于所述第一图像中的虚拟车辆的车轮未离开载体表面,且所述虚拟车辆不处于漂移状态,确定所述虚拟车辆在目标时间点的行驶状态为所述平跑状态;或者,基于所述第一图像中的虚拟车辆的车轮已离开载体表面,确定所述虚拟车辆在目标时间点的行驶状态为非平跑状态;或者,基于所述第一图像中的虚拟车辆的车轮未离开载体表面,且所述虚拟车辆处于所述漂移状态,确定所述虚拟车辆在目标时间点的行驶状态为所述非平跑状态。
  4. 根据权利要求1至3任一所述的方法,其中,所述控制所述虚拟车辆在所述第一方向部件指代的方向进行惯性漂移之后,所述方法还包括:
    基于所述虚拟车辆在当前时刻的漂移角度小于第一角度,控制所述虚拟车辆在所述第一方向部件指代的方向按照所述平跑状态进行行驶,所述虚拟车辆处于所述平跑状态时的行驶速度大于所述虚拟车辆进行惯性漂移时的行驶速度。
  5. 根据权利要求1至3任一所述的方法,其中,所述控制所述虚拟车辆在所述第一方向部件指代的方向进行惯性漂移之后,所述方法还包括:
    基于所述虚拟车辆在当前时刻的漂移角度大于第二角度,控制所述虚拟车辆在所述第一方向部件指代的方向进行不同于所述惯性漂移的普通漂移,所述虚拟车辆进行普通漂移时的行驶速度小于所述虚拟车辆进行惯性漂移时的行驶速度,所述第二角度大于第一角度,所述第一角度用于控制所述虚拟车辆在所述第一方向部件指代的方向按照所述平跑状态进行行驶。
  6. 根据权利要求1至3任一所述的方法,其中,所述控制所述虚拟车辆在所述第一方向部件指代的方向进行惯性漂移之后,所述方法还包括:
    基于所述虚拟车辆在当前时刻的漂移角度不小于第一角度,且不大于第二角度,控制所述虚拟车辆在所述第一方向部件指代的方向进行惯性漂移,所述第二角度大于所述第一角度,所述第一角度用于控制所述虚拟车辆在所述第一方向部件指代的方向按照所述平跑状态进行 行驶。
  7. 根据权利要求4至6任一所述的方法,其中,所述方法还包括:
    确定所述虚拟车辆在当前时刻的行驶角度和车头角度;
    根据所述虚拟车辆在当前时刻的行驶角度和车头角度,确定所述虚拟车辆在当前时刻的漂移角度。
  8. 根据权利要求7所述的方法,其中,所述确定所述虚拟车辆在当前时刻的行驶角度和车头角度,包括:
    获取第二图像,所述第二图像为所述虚拟车辆在当前时刻的图像;
    根据所述第二图像,确定所述虚拟车辆在当前时刻的车头角度;
    获取所述虚拟车辆在第一时刻的行驶角度,所述第一时刻与所述当前时刻相邻,且早于所述当前时刻;
    根据所述虚拟车辆在当前时刻的车头角度和所述虚拟车辆在所述第一时刻的行驶角度,确定所述虚拟车辆在当前时刻的行驶角度。
  9. 根据权利要求8所述的方法,其中,所述根据所述虚拟车辆在当前时刻的车头角度和所述虚拟车辆在所述第一时刻的行驶角度,确定所述虚拟车辆在当前时刻的行驶角度,包括:
    确定所述虚拟车辆在当前时刻的车头角度与虚拟车辆在第一时刻的行驶角度之间的角度差,确定所述角度差与虚拟车辆的抓地力之间的乘积;
    将所述乘积与所述虚拟车辆在第一时刻的行驶角度之和,确定为所述虚拟车辆在当前时刻的行驶角度。
  10. 根据权利要求1至9任一所述的方法,其中,所述控制所述虚拟车辆在所述第一方向部件指代的方向进行惯性漂移之后,所述方法还包括:
    响应于接收到手刹部件上触发的第四操作,控制所述虚拟车辆在所述第一方向部件指代的方向进行不同于所述惯性漂移的普通漂移,所述虚拟车辆进行普通漂移时的行驶速度小于所述虚拟车辆进行惯性漂移时的行驶速度,所述手刹部件用于调整所述虚拟车辆的行驶速度。
  11. 根据权利要求1至10任一所述的方法,其中,所述方法还包括:
    显示通知消息,所述通知消息用于指示所述虚拟车辆当前的行驶状态。
  12. 根据权利要求1至11任一所述的方法,其中,所述显示处于虚拟场景中的虚拟车辆之后,所述方法还包括:
    基于所述虚拟车辆的车头方向为第一方向,且接收到所述油门部件上触发的第三操作,获取第一加速度,所述第一加速度用于提高所述虚拟车辆的行驶速度;
    在第一时长内控制所述虚拟车辆按照所述第一加速度向所述第一方向行驶。
  13. 根据权利要求1至12任一所述的方法,其中,所述显示处于虚拟场景中的虚拟车辆之后,所述方法还包括:
    基于所述虚拟车辆的车头方向为第一方向,所述虚拟车辆的行驶速度满足速度要求,且接收到所述脚刹部件上触发的第二操作,获取第二加速度,所述第二加速度用于降低所述虚拟车辆的行驶速度;
    在第二时长内控制所述虚拟车辆按照所述第二加速度向所述第一方向行驶。
  14. 根据权利要求1至13任一所述的方法,其中,所述显示处于虚拟场景中的虚拟车辆之后,所述方法还包括:
    基于所述虚拟车辆的车头方向为第一方向,所述虚拟车辆的行驶速度不满足速度要求,且接收到所述脚刹部件上触发的第一操作,获取第三加速度,所述第三加速度用于提高所述虚拟车辆的行驶速度;
    在第三时长内控制所述虚拟车辆按照所述第三加速度向第二方向行驶,所述第二方向与第一方向相反。
  15. 根据权利要求1至14任一所述的方法,其中,所述方法还包括:
    响应于接收到加速部件上触发的第五操作,获取第四加速度,所述第四加速度用于提高所述虚拟车辆的行驶速度,所述第四加速度大于第一加速度,所述加速部件用于调整所述虚拟车辆的行驶速度;
    在第四时长内控制所述虚拟车辆按照所述第四加速度向所述虚拟车辆的车头方向行驶。
  16. 一种虚拟车辆的控制装置,其中,所述装置包括:
    显示模块,用于显示处于虚拟场景中的虚拟车辆;
    确定模块,用于响应于接收到第一方向部件上触发的第一操作,且在所述第一操作的持续时间内依次接收到脚刹部件上触发的第二操作和油门部件上触发的第三操作,确定所述第三操作的触发时刻,基于所述第三操作的触发时刻确定目标时间点;确定所述虚拟车辆在所述目标时间点的行驶速度和行驶状态;
    控制模块,用于响应于所述虚拟车辆在目标时间点的所述行驶速度大于速度阈值,且所述虚拟车辆在所述目标时间点的所述行驶状态为平跑状态,控制所述虚拟车辆在所述第一方向部件指代的方向进行惯性漂移,所述平跑状态用于指示所述虚拟车辆在所述虚拟场景中的载体表面以非漂移状态行驶。
  17. 一种电子设备,其中,所述电子设备包括处理器和存储器,所述存储器中存储有至少一条程序代码,所述至少一条程序代码由所述处理器加载并执行,以使所述电子设备实现如权利要求1至15任一所述的虚拟车辆的控制方法。
  18. 一种非临时性计算机可读存储介质,其中,所述非临时性计算机可读存储介质中存储有至少一条程序代码,所述至少一条程序代码由处理器加载并执行,以使计算机实现如权利要求1至15任一所述的虚拟车辆的控制方法。
  19. 一种计算机程序产品,其中,所述计算机程序产品中存储有至少一条计算机指令,所述至少一条计算机指令由处理器加载并执行,以使计算机实现如权利要求1至15任一所述的虚拟车辆的控制方法。
  20. 一种计算机程序,其中,所述计算机程序中存储有至少一条计算机指令,所述至少一条计算机指令由处理器加载并执行,以使计算机实现如权利要求1至15任一所述的虚拟车辆的控制方法。
PCT/CN2023/093738 2022-05-20 2023-05-12 虚拟车辆的控制方法、装置、设备及计算机可读存储介质 WO2023221879A1 (zh)

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