WO2024040882A1 - Virtual object control method, virtual object control apparatus, storage medium, and device - Google Patents

Virtual object control method, virtual object control apparatus, storage medium, and device Download PDF

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WO2024040882A1
WO2024040882A1 PCT/CN2023/075851 CN2023075851W WO2024040882A1 WO 2024040882 A1 WO2024040882 A1 WO 2024040882A1 CN 2023075851 W CN2023075851 W CN 2023075851W WO 2024040882 A1 WO2024040882 A1 WO 2024040882A1
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control operation
acceleration
virtual object
sliding
steering
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PCT/CN2023/075851
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French (fr)
Chinese (zh)
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范嘉俊
王夕语
徐斌铖
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网易(杭州)网络有限公司
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Publication of WO2024040882A1 publication Critical patent/WO2024040882A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/0485Scrolling or panning

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  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Multimedia (AREA)
  • General Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The present disclosure relates to the technical field of games, and in particular, relates to a virtual object control method, a virtual object control apparatus, a computer-readable storage medium, and an electronic device. The method comprises: receiving a first sliding control operation, and in response to a first sliding direction of the first sliding control operation satisfying a first angle range, entering a first movement state (S101); receiving a second sliding control operation for a game virtual object, and acquiring a second sliding direction and a sliding speed of the second sliding control operation (S102); determining a first acceleration according to the second sliding control operation and a first adjustment relationship, and according to the first acceleration, controlling the virtual object to move (S103); in response to the second sliding direction of the second sliding control operation satisfying a third angle range and the sliding speed satisfying a speed threshold, controlling the game virtual object to switch from the first moving state to a second moving state (S104). By means of the technical solutions of the embodiments of the present disclosure, it is possible to solve the problem in the related art of a method for controlling a virtual vehicle being relatively complicated.

Description

虚拟对象控制方法、虚拟对象控制装置、存储介质及设备Virtual object control method, virtual object control device, storage medium and equipment
相关申请的交叉引用Cross-references to related applications
本公开要求于2022年08月23日提交的申请号为202211013772.X、名称为“虚拟对象控制方法、虚拟对象控制装置、存储介质及设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。This disclosure requires the priority of the Chinese patent application with application number 202211013772.X and titled "Virtual Object Control Method, Virtual Object Control Device, Storage Medium and Equipment" submitted on August 23, 2022. The entire contents are incorporated herein by reference in their entirety.
技术领域Technical field
本公开涉及游戏技术领域,具体而言,涉及虚拟对象控制方法、虚拟对象控制装置、计算机可读存储介质、电子设备。The present disclosure relates to the field of game technology, specifically, to a virtual object control method, a virtual object control device, a computer-readable storage medium, and an electronic device.
背景技术Background technique
随着终端设备以及游戏业的发展,涌现出大量的不同题材的游戏,以满足玩家的需求。在一些游戏中,玩家可以控制虚拟载具在虚拟游戏场景中进行移动。例如,可以通过方向键控制虚拟船只在大海中进行航行。With the development of terminal devices and the gaming industry, a large number of games of different themes have emerged to meet the needs of players. In some games, players can control virtual vehicles to move in virtual game scenes. For example, you can use the arrow keys to control a virtual ship to sail in the sea.
然而,由于虚拟船只等虚拟载具在虚拟游戏场景中的模型较大,涉及到各种因素的影响,导致其在虚拟游戏场景中的移动模式较为复杂,相关技术中对虚拟载具的移动进行控制时,会使得虚拟载具的转向变化不流畅,缺乏真实感,且相关技术中对虚拟载具的控制方式较为复杂,难以较好的控制虚拟载具,提升了玩家的游玩成本。However, since the models of virtual vehicles such as virtual ships in virtual game scenes are relatively large and involve the influence of various factors, their movement patterns in virtual game scenes are relatively complex. In related technologies, the movement of virtual vehicles is carried out. When controlling, the steering changes of the virtual vehicle will be unsmooth and lack realism. Moreover, the control method of the virtual vehicle in the related technology is relatively complicated, making it difficult to control the virtual vehicle well, which increases the player's gaming cost.
需要说明的是,在上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的现有技术的信息。It should be noted that the information disclosed in the above background section is only used to enhance understanding of the background of the present disclosure, and therefore may include information that does not constitute prior art known to those of ordinary skill in the art.
发明内容Contents of the invention
本公开的目的在于提供一种虚拟对象控制方法及装置、计算机可读存储介质及电子设备,可以解决相关技术中对虚拟载具的控制方式较为复杂的性能。The purpose of this disclosure is to provide a virtual object control method and device, a computer-readable storage medium and an electronic device, which can solve the relatively complex performance of virtual vehicle control methods in related technologies.
本公开的其他特性和优点将通过下面的详细描述变得显然,或部分地通过本公开的实践而习得。Additional features and advantages of the disclosure will be apparent from the following detailed description, or, in part, may be learned by practice of the disclosure.
根据本公开的第一方面,提供了一种虚拟对象控制方法,通过终端设备的图形用户界面显示虚拟游戏场景及其中的游戏虚拟对象,包括:接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态;其中,第一移动状态为游戏虚拟对象以第一加速度进行移动的状态,第一加速度与滑动控制操作满足第一调整关系;在游戏虚拟对象处于第一移动状 态时,接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度;响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定第一加速度,根据第一加速度控制虚拟对象移动;响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态;其中,第二移动状态为游戏虚拟对象以第二加速度进行移动的状态,第二加速度与滑动控制操作满足第二调整关系,第二调整关系不同于第一调整关系,第三角度范围包含于第二角度范围内。According to a first aspect of the present disclosure, a virtual object control method is provided, which displays a virtual game scene and game virtual objects therein through a graphical user interface of a terminal device, including: receiving a first sliding control operation for the game virtual object, and responding to The first sliding direction of the first sliding control operation satisfies the first angle range, and controls the game virtual object to enter the first moving state; wherein the first moving state is a state in which the game virtual object moves with a first acceleration, and the first acceleration and sliding The control operation satisfies the first adjustment relationship; when the game virtual object is in the first moving state state, receiving the second sliding control operation for the game virtual object, and obtaining the second sliding direction and sliding speed of the second sliding control operation; responding to the second sliding direction of the second sliding control operation satisfying the second angle range, according to the second sliding control operation. The second sliding control operation and the first adjustment relationship determine the first acceleration, and the virtual object is controlled to move according to the first acceleration; in response to the second sliding control operation, the second sliding direction satisfies the third angle range and the sliding speed meets the speed threshold, and the game virtual object is controlled. Switch from the first movement state to the second movement state; wherein, the second movement state is a state in which the game virtual object moves with a second acceleration, the second acceleration and the sliding control operation satisfy a second adjustment relationship, and the second adjustment relationship is different from In the first adjustment relationship, the third angle range is included in the second angle range.
可选的,根据第二滑动控制操作和第一调整关系确定第一加速度,包括:根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态;根据游戏虚拟对象在第一移动状态中的第一转向状态和第一调整关系确定第一加速度。Optionally, determining the first acceleration according to the second sliding control operation and the first adjustment relationship includes: determining the first turning state of the game virtual object in the first moving state according to the second sliding control operation; and determining the first turning state of the game virtual object in the first moving state according to the second sliding control operation; The first steering state and the first adjustment relationship in a moving state determine the first acceleration.
可选的,根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态,包括:获取第二滑动控制操作在水平方向上的第一转向分量;根据第一转向分量确定游戏虚拟对象在第一移动状态中的第一转向状态。Optionally, determining the first steering state of the game virtual object in the first movement state according to the second sliding control operation includes: obtaining the first steering component in the horizontal direction of the second sliding control operation; determining according to the first steering component The first turning state of the game virtual object in the first moving state.
可选的,第一转向状态包括转向速度值以及转向方向,方法还包括:根据第一转向分量确定第一转向状态的转向速度值以及第一转向状态的转向方向。Optionally, the first steering state includes a steering speed value and a steering direction, and the method further includes: determining the steering speed value of the first steering state and the steering direction of the first steering state according to the first steering component.
可选的,获取第一滑动控制操作在竖直方向上的第一加速分量;根据第一加速分量以及第一调整关系确定第一加速度。Optionally, obtain the first acceleration component in the vertical direction of the first sliding control operation; determine the first acceleration according to the first acceleration component and the first adjustment relationship.
可选的,根据第一滑动控制操作确定第一加速度;获取第一滑动控制操作的滑动起点,根据滑动起点确定操作中轴线;其中,操作中轴线具有一无响应范围;获取第一滑动控制操作在水平方向上的第二转向分量;在第二转向分量超出无响应范围时,根据第二转向分量确定第二转向状态,根据第二转向状态以及第一加速度确定第一移动状态;在第二转向分量未超出无响应范围时,根据第一加速度确定第一移动状态。Optionally, determine the first acceleration according to the first sliding control operation; obtain the sliding starting point of the first sliding control operation, and determine the operating central axis according to the sliding starting point; wherein the operating central axis has a no-response range; obtain the first sliding control operation The second steering component in the horizontal direction; when the second steering component exceeds the no-response range, the second steering state is determined based on the second steering component, and the first movement state is determined based on the second steering state and the first acceleration; in the second When the steering component does not exceed the no-response range, the first movement state is determined based on the first acceleration.
可选的,在第二转向分量达到操作中轴线的最大值时,根据第二转向分量的增加移动操作中轴线。Optionally, when the second steering component reaches the maximum value of the operation center axis, the operation center axis is moved according to an increase in the second steering component.
可选的,在游戏虚拟对象处于第二移动状态时,接收针对游戏虚拟对象的第三滑动控制操作;根据第三滑动控制操作和第二调整关系确定第二加速度。Optionally, when the game virtual object is in the second moving state, a third sliding control operation for the game virtual object is received; and the second acceleration is determined according to the third sliding control operation and the second adjustment relationship.
可选的,根据第三滑动控制操作和第二调整关系确定第一加速度,包括:根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态;根据游戏虚拟对象在第二移动状态中的第三转向状态和第二调整关系确定第二加速度。 Optionally, determining the first acceleration according to the third sliding control operation and the second adjustment relationship includes: determining the third turning state of the game virtual object in the second moving state according to the third sliding control operation; and determining the third turning state of the game virtual object in the second moving state according to the third sliding control operation; The third steering state and the second adjustment relationship among the two moving states determine the second acceleration.
可选的,根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态,包括:获取第三滑动控制操作在水平方向上的第三转向分量;根据第三转向分量确定游戏虚拟对象在第二移动状态中的第三转向状态。Optionally, determining the third steering state of the game virtual object in the second movement state according to the third sliding control operation includes: obtaining the third steering component in the horizontal direction of the third sliding control operation; determining according to the third steering component The third turning state of the game virtual object in the second moving state.
可选的,第三转向状态包括转向速度值以及转向方向,方法还包括:根据第三转向分量确定第三转向状态的转向速度值以及第三转向状态的转向方向。Optionally, the third steering state includes a steering speed value and a steering direction, and the method further includes: determining the steering speed value of the third steering state and the steering direction of the third steering state according to the third steering component.
可选的,根据第三滑动控制操作和第二调整关系确定第二加速度,包括:获取第一滑动控制操作在竖直方向上的第二加速分量;根据第一加速分量和第二调整关系确定第二加速度。Optionally, determining the second acceleration according to the third sliding control operation and the second adjustment relationship includes: obtaining the second acceleration component in the vertical direction of the first sliding control operation; determining according to the first acceleration component and the second adjustment relationship. Second acceleration.
可选的,第一加速度的初始方向与游戏虚拟对象的速度方向相同,第二加速度的初始方向与游戏虚拟对象的速度方向相反。Optionally, the initial direction of the first acceleration is the same as the speed direction of the game virtual object, and the initial direction of the second acceleration is opposite to the speed direction of the game virtual object.
根据本公开的第二方面,提供了一种虚拟对象控制装置,装置包括:第一操作接收模块,设置为接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态;其中,第一移动状态为游戏虚拟对象以第一加速度进行移动的状态,第一加速度与滑动控制操作满足第一调整关系;第二操作接收单元,设置为在游戏虚拟对象处于第一移动状态时,接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度;第一角度范围响应单元,设置为响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定第一加速度,根据第一加速度控制虚拟对象移动;第二角度范围响应单元,设置为响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态;其中,第二移动状态为游戏虚拟对象以第二加速度进行移动的状态,第二加速度与滑动控制操作满足第二调整关系,第二调整关系不同于第一调整关系,第三角度范围包含于第二角度范围内。According to a second aspect of the present disclosure, a virtual object control device is provided. The device includes: a first operation receiving module configured to receive a first sliding control operation for a game virtual object, and respond to a first sliding control operation of the first sliding control operation. The direction satisfies the first angle range, and the game virtual object is controlled to enter the first moving state; wherein the first moving state is a state in which the game virtual object moves with the first acceleration, and the first acceleration and the sliding control operation satisfy the first adjustment relationship; Two operation receiving units, configured to receive the second sliding control operation for the game virtual object when the game virtual object is in the first moving state, and obtain the second sliding direction and sliding speed of the second sliding control operation; the first angle range The response unit is configured to respond to the second sliding direction of the second sliding control operation and satisfy the second angle range, determine the first acceleration according to the second sliding control operation and the first adjustment relationship, and control the movement of the virtual object according to the first acceleration; the second angle The range response unit is configured to respond to the second sliding control operation when the second sliding direction satisfies the third angle range and the sliding speed satisfies the speed threshold, and controls the game virtual object to switch from the first moving state to the second moving state; wherein, the second movement The state is a state in which the game virtual object moves with the second acceleration. The second acceleration and the sliding control operation satisfy the second adjustment relationship. The second adjustment relationship is different from the first adjustment relationship. The third angle range is included in the second angle range.
根据本公开的第三方面,提供了一种计算机可读存储介质,其上存储有计算机程序,程序被处理器执行时实现如上述实施例中第一方面的虚拟对象控制方法。According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the program is executed by a processor, the virtual object control method of the first aspect in the above embodiment is implemented.
根据本公开的第四方面,提供了一种电子设备,包括:According to a fourth aspect of the present disclosure, an electronic device is provided, including:
一个或多个处理器;以及one or more processors; and
存储器,设置为存储一个或多个程序,当一个或多个程序被一个或多个处理器执行时,使得一个或多个处理器实现如上述实施例中第一方面的虚拟对象控制方法。 The memory is configured to store one or more programs. When the one or more programs are executed by one or more processors, the one or more processors implement the virtual object control method of the first aspect in the above embodiment.
本公开实施例提供的技术方案可以包括以下有益效果:The technical solutions provided by the embodiments of the present disclosure may include the following beneficial effects:
本公开的一种实施例提供的虚拟对象控制方法中,可以接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态,在游戏虚拟对象处于第一移动状态时,接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度,响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定第一加速度,根据第一加速度控制虚拟对象移动,响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态。通过对游戏虚拟对象的加速度以及转向速度值进行控制,可以使得游戏虚拟对象的移动的真实性更强,游戏虚拟对象的移动更加流程,能够使得玩家根据常规认识对游戏内的情况进行处理,避免游戏中的失利,且降低了虚拟游戏对象的控制难度,降低了新手玩家上手游戏的难度,从而降低了玩家的游玩成本,进而避免玩家的流失。In the virtual object control method provided by an embodiment of the present disclosure, the first sliding control operation for the game virtual object can be received, the first sliding direction in response to the first sliding control operation satisfies the first angle range, and the game virtual object is controlled to enter In the first moving state, when the game virtual object is in the first moving state, receive the second sliding control operation for the game virtual object, obtain the second sliding direction and sliding speed of the second sliding control operation, and respond to the second sliding control operation. The second sliding direction satisfies the second angle range, the first acceleration is determined according to the second sliding control operation and the first adjustment relationship, the virtual object is controlled to move according to the first acceleration, and the second sliding direction in response to the second sliding control operation satisfies the third The angle range and the sliding speed meet the speed threshold, and the game virtual object is controlled to switch from the first moving state to the second moving state. By controlling the acceleration and steering speed values of game virtual objects, the movement of game virtual objects can be made more realistic and the movement of game virtual objects more streamlined, allowing players to handle situations in the game based on conventional understanding and avoid Failure in the game also reduces the difficulty of controlling virtual game objects and reduces the difficulty for novice players to get started with the game, thereby reducing the player's cost of playing and thus avoiding the loss of players.
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。It should be understood that the foregoing general description and the following detailed description are exemplary and explanatory only, and do not limit the present disclosure.
附图说明Description of drawings
此处的附图被并入说明书中并构成本说明书的一部分,示出了符合本公开的实施例,并与说明书一起用于解释本公开的原理。显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。在附图中:The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the disclosure and together with the description, serve to explain the principles of the disclosure. Obviously, the drawings in the following description are only some embodiments of the present disclosure. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without exerting creative efforts. In the attached picture:
图1示意性示出本公开示例性实施例中虚拟对象控制方法的流程图;Figure 1 schematically shows a flow chart of a virtual object control method in an exemplary embodiment of the present disclosure;
图2示意性示出本公开示例性实施例中根据滑动起点与滑动终点之间的滑动距离确定游戏虚拟对象在虚拟游戏场景中进行移动的加速度值的示意图;Figure 2 schematically shows a schematic diagram of determining the acceleration value of a game virtual object moving in a virtual game scene according to the sliding distance between the sliding starting point and the sliding end point in an exemplary embodiment of the present disclosure;
图3示意性示出本公开示例性实施例中第二滑动控制操作的第二滑动方向在第三角度范围内,第三角度范围包含于第二角度范围内的示意图;3 schematically illustrates a schematic diagram in which the second sliding direction of the second sliding control operation is within a third angle range and the third angle range is included in the second angle range in an exemplary embodiment of the present disclosure;
图4示意性示出本公开示例性实施例中根据第二滑动控制操作的第二滑动方向确定第一转向状态中的转向方向的示意图;4 schematically illustrates a schematic diagram of determining the steering direction in the first steering state according to the second sliding direction of the second sliding control operation in an exemplary embodiment of the present disclosure;
图5示意性示出本公开示例性实施例中一种第一转向状态中的转向速度值和第一调整关系确定第一加速度的示意图;FIG. 5 schematically illustrates a schematic diagram of a first acceleration determined by a steering speed value and a first adjustment relationship in a first steering state in an exemplary embodiment of the present disclosure;
图6示意性示出本公开示例性实施例中另一种第一转向状态中的转向速度值和第一 调整关系确定第一加速度的示意图;FIG. 6 schematically shows the steering speed value and the first steering speed in another first steering state in an exemplary embodiment of the present disclosure. Schematic diagram of adjusting the relationship to determine the first acceleration;
图7示意性示出本公开示例性实施例中通过第二滑动控制操作的滑动起点作为坐标原点建立直角坐标系,将第二滑动控制操作映射至水平坐标轴上的示意图;Figure 7 schematically shows a schematic diagram of establishing a rectangular coordinate system by using the sliding starting point of the second sliding control operation as the coordinate origin and mapping the second sliding control operation to the horizontal coordinate axis in an exemplary embodiment of the present disclosure;
图8示意性示出本公开示例性实施例中第一转向分量与转向速度值的关系的示意图;FIG. 8 schematically illustrates a relationship between a first steering component and a steering speed value in an exemplary embodiment of the present disclosure;
图9示意性示出本公开示例性实施例中一种操作中轴线以及操作中轴线对应的无响应范围的示意图;Figure 9 schematically shows a schematic diagram of an operation central axis and a non-response range corresponding to the operation central axis in an exemplary embodiment of the present disclosure;
图10示意性示出本公开示例性实施例中一种虚拟对象控制装置的组成示意图;Figure 10 schematically shows the composition of a virtual object control device in an exemplary embodiment of the present disclosure;
图11示意性示出了适于用来实现本公开示例性实施例的电子设备的计算机系统的结构示意图。FIG. 11 schematically shows a structural diagram of a computer system suitable for implementing an electronic device according to an exemplary embodiment of the present disclosure.
具体实施方式Detailed ways
现在将参照附图更全面地描述示例实施方式。然而,示例实施方式能够以多种形式实施,且不应被理解为限于在此阐述的范例;相反,提供这些实施方式使得本公开将更加全面和完整,并将示例实施方式的构思全面地传达给本领域的技术人员。所描述的特征、结构或特性可以以任何合适的方式结合在一个或更多实施方式中。此外,所描述的特征、结构或特性可以以任何合适的方式结合在一个或更多实施例中。在下面的描述中,提供许多具体细节从而给出对本公开的实施例的充分理解。然而,本领域技术人员将意识到,可以实践本公开的技术方案而没有特定细节中的一个或更多,或者可以采用其它的方法、组元、装置、步骤等。在其它情况下,不详细示出或描述公知结构、方法、装置、实现、材料或者操作以避免模糊本公开的各方面。Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in various forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concepts of the example embodiments. To those skilled in the art. The described features, structures or characteristics may be combined in any suitable manner in one or more embodiments. Furthermore, the described features, structures or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to provide a thorough understanding of embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced without one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other instances, well-known structures, methods, devices, implementations, materials, or operations have not been shown or described in detail to avoid obscuring aspects of the present disclosure.
附图中所示的方框图仅仅是功能实体,不一定必须与物理上独立的实体相对应。即,可以采用软件形式来实现这些功能实体,或在一个或多个软件硬化的模块中实现这些功能实体或功能实体的一部分,或在不同网络和/或处理器装置和/或微控制器装置中实现这些功能实体。The block diagrams shown in the figures are functional entities only and do not necessarily correspond to physically separate entities. That is, these functional entities may be implemented in the form of software, or implemented in one or more software-hardened modules, or part of the functional entities, or in different networks and/or processor devices and/or microcontroller devices. implement these functional entities.
随着终端设备以及游戏业的发展,涌现出大量的不同题材的游戏,以满足玩家的需求。在一些游戏中,玩家可以控制虚拟载具在虚拟游戏场景中进行移动。例如,可以通过方向键控制虚拟船只在大海中进行航行。With the development of terminal devices and the gaming industry, a large number of games of different themes have emerged to meet the needs of players. In some games, players can control virtual vehicles to move in virtual game scenes. For example, you can use the arrow keys to control a virtual ship to sail in the sea.
然而,由于虚拟船只等虚拟载具在虚拟游戏场景中的模型较大,涉及到各种因素的影响,导致其在虚拟游戏场景中的移动模式较为复杂,相关技术中对虚拟载具的移动进行控制时,会使得虚拟载具的转向变化不流畅,缺乏真实感,且相关技术中对虚拟载具的控制方式较为复杂,难以较好的控制虚拟载具,提升了玩家的游玩成本。However, since the models of virtual vehicles such as virtual ships in virtual game scenes are relatively large and involve the influence of various factors, their movement patterns in virtual game scenes are relatively complex. In related technologies, the movement of virtual vehicles is carried out. When controlling, the steering changes of the virtual vehicle will be unsmooth and lack realism. Moreover, the control method of the virtual vehicle in the related technology is relatively complicated, making it difficult to control the virtual vehicle well, which increases the player's gaming cost.
在本公开的一种示例实施例中,可以接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态,在游戏虚拟对象处于第一移动状态时,接收针对游戏虚拟对象的第二滑动控 制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度,响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定第一加速度,根据第一加速度控制虚拟对象移动,响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态。参考图1所示,示出了本示例性实施方式中虚拟对象控制方法的一种流程图,可以包括以下步骤:In an example embodiment of the present disclosure, a first sliding control operation for a game virtual object may be received, and in response to a first sliding direction of the first sliding control operation satisfying a first angle range, the game virtual object may be controlled to enter a first movement state. , when the game virtual object is in the first moving state, receiving the second sliding control for the game virtual object. control operation, and obtain the second sliding direction and sliding speed of the second sliding control operation, respond to the second sliding direction of the second sliding control operation satisfying the second angle range, and determine the first sliding control operation according to the second sliding control operation and the first adjustment relationship. Acceleration, controlling the movement of the virtual object according to the first acceleration, controlling the game virtual object to switch from the first moving state to the second moving state in response to the second sliding direction of the second sliding control operation satisfying the third angle range and the sliding speed meeting the speed threshold. Referring to Figure 1, a flow chart of a virtual object control method in this exemplary embodiment is shown, which may include the following steps:
步骤S110,接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态;其中,第一移动状态为游戏虚拟对象以第一加速度进行移动的状态,第一加速度与滑动控制操作满足第一调整关系;Step S110, receiving the first sliding control operation for the game virtual object, responding to the first sliding direction of the first sliding control operation satisfying the first angle range, and controlling the game virtual object to enter the first moving state; wherein the first moving state is the game The virtual object is moving with the first acceleration, and the first acceleration and the sliding control operation satisfy the first adjustment relationship;
步骤S120,在游戏虚拟对象处于第一移动状态时,接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度;Step S120, when the game virtual object is in the first moving state, receive the second sliding control operation for the game virtual object, and obtain the second sliding direction and sliding speed of the second sliding control operation;
步骤S130,响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定第一加速度,根据第一加速度控制虚拟对象移动;Step S130, in response to the second sliding direction of the second sliding control operation satisfying the second angle range, determining the first acceleration according to the second sliding control operation and the first adjustment relationship, and controlling the movement of the virtual object according to the first acceleration;
步骤S140,响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态;其中,第二移动状态为游戏虚拟对象以第二加速度进行移动的状态,第二加速度与滑动控制操作满足第二调整关系,第二调整关系不同于第一调整关系,第三角度范围包含于第二角度范围内。Step S140, in response to the second sliding direction of the second sliding control operation satisfying the third angle range and the sliding speed satisfying the speed threshold, controlling the game virtual object to switch from the first moving state to the second moving state; wherein the second moving state is the game The virtual object is moving with the second acceleration, the second acceleration and the sliding control operation satisfy the second adjustment relationship, the second adjustment relationship is different from the first adjustment relationship, and the third angle range is included in the second angle range.
本公开的一种实施例提供的虚拟对象控制方法中,可以接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态,在游戏虚拟对象处于第一移动状态时,接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度,响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定第一加速度,根据第一加速度控制虚拟对象移动,响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态。通过对游戏虚拟对象的加速度以及转向速度值进行控制,可以使得游戏虚拟对象的移动的真实性更强,游戏虚拟对象的移动更加流程,能够使得玩家根据常规认识对游戏内的情况进行处理,避免游戏中的失利,且降低了虚拟游戏对象的控制难度,降低了新手玩家上手游戏的难度,从而降低了玩家的游玩成本,进而避免玩家的流失。In the virtual object control method provided by an embodiment of the present disclosure, the first sliding control operation for the game virtual object can be received, the first sliding direction in response to the first sliding control operation satisfies the first angle range, and the game virtual object is controlled to enter In the first moving state, when the game virtual object is in the first moving state, receive the second sliding control operation for the game virtual object, obtain the second sliding direction and sliding speed of the second sliding control operation, and respond to the second sliding control operation. The second sliding direction satisfies the second angle range, the first acceleration is determined according to the second sliding control operation and the first adjustment relationship, the virtual object is controlled to move according to the first acceleration, and the second sliding direction in response to the second sliding control operation satisfies the third The angle range and the sliding speed meet the speed threshold, and the game virtual object is controlled to switch from the first moving state to the second moving state. By controlling the acceleration and steering speed values of game virtual objects, the movement of game virtual objects can be made more realistic and the movement of game virtual objects more streamlined, allowing players to handle situations in the game based on conventional understanding and avoid Failure in the game also reduces the difficulty of controlling virtual game objects and reduces the difficulty for novice players to get started with the game, thereby reducing the player's cost of playing and thus avoiding the loss of players.
在本公开其中一种实施例中的虚拟对象控制方法中,可以运行于本地终端设备或者是服务器。当虚拟对象控制方法运行于服务器时,该虚拟对象控制方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。In one embodiment of the present disclosure, the virtual object control method can be run on a local terminal device or a server. When the virtual object control method runs on the server, the virtual object control method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云 游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,虚拟对象控制方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. Yiyun Taking gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the running mode of cloud games, the running body of the game program and the game screen rendering body are separated. The storage and operation of the virtual object control method are completed on the cloud game server. The role of the client device is used to receive data, transmission and presentation of the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc.; however, the information processing is done in the cloud. Cloud gaming server. When playing a game, the player operates the client device to send operating instructions to the cloud game server. The cloud game server runs the game according to the operating instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the cloud game server performs operations through the client device. Decode and output game screen.
在一可选的实施方式中,以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally downloading, installing and running game programs through electronic devices. The local terminal device may provide the graphical user interface to the player in a variety of ways. For example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor. The display screen is used to present a graphical user interface. The graphical user interface includes a game screen. The processor is used to run the game, generate the graphical user interface, and control the graphical user interface. displayed on the display screen.
在本公开的一种示例实施例中,本公开的方案中的游戏可以包括多种类型的游戏,举例而言,例如TPS(第三人称视角射击)、FPS(第一人称视角射击)、RPG(角色扮演游戏)、ACT(动作游戏)、SLG(策略类游戏)、FTG(格斗游戏)、SPG(体育竞技类游戏)、RCG(竞速游戏)、AVG(冒险游戏)等,只要是涉及到游戏指令换算的场景,都可以应用本公开的虚拟对象控制方案。需要说明的是,本公开对于游戏的类型并不做特殊限定。In an exemplary embodiment of the present disclosure, games in the scheme of the present disclosure may include multiple types of games, for example, TPS (Third Person Perspective Shooting), FPS (First Person Perspective Shooting), RPG (Character Role Shooting) Role-playing games), ACT (action games), SLG (strategy games), FTG (fighting games), SPG (sports games), RCG (racing games), AVG (adventure games), etc., as long as it involves games In all instruction conversion scenarios, the virtual object control scheme of the present disclosure can be applied. It should be noted that this disclosure does not specifically limit the type of game.
下面,将结合图1及实施例对本示例性实施例中的虚拟对象控制方法的步骤S110~S140进行更详细的说明。Next, steps S110 to S140 of the virtual object control method in this exemplary embodiment will be described in more detail with reference to FIG. 1 and the embodiment.
步骤S110,接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态;其中,第一移动状态为游戏虚拟对象以第一加速度进行移动的状态,第一加速度与滑动控制操作满足第一调整关系;Step S110, receiving the first sliding control operation for the game virtual object, responding to the first sliding direction of the first sliding control operation satisfying the first angle range, and controlling the game virtual object to enter the first moving state; wherein the first moving state is the game The virtual object is moving with the first acceleration, and the first acceleration and the sliding control operation satisfy the first adjustment relationship;
在本公开的一种示例实施例中,可以接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态。具体的,针对游戏虚拟对象的第一滑动控制操作可以包括触控操作。In an example embodiment of the present disclosure, a first sliding control operation for a game virtual object may be received, and in response to a first sliding direction of the first sliding control operation satisfying a first angle range, the game virtual object may be controlled to enter a first movement state. . Specifically, the first sliding control operation for the game virtual object may include a touch operation.
在本公开的一种示例实施例中,第一滑动控制操作具有滑动方向。举例而言,第一滑动控制操作的第一滑动方向可以为第一滑动控制操作的滑动起点与滑动终点所连的直线的方向。In an example embodiment of the present disclosure, the first sliding control operation has a sliding direction. For example, the first sliding direction of the first sliding control operation may be the direction of a straight line connecting the sliding starting point and the sliding end point of the first sliding control operation.
需要说明的是,本公开对于第一滑动方向的具体形式并不做特殊限定。 It should be noted that the present disclosure does not specifically limit the specific form of the first sliding direction.
在本公开的一种示例实施例中,在接收到针对游戏虚拟对象的第一滑动控制操作,可以判断第一滑动控制操作的第一滑动方向是否满足第一角度范围,在第一滑动控制操作的第一滑动方向满足第一角度范围时,控制游戏虚拟对象进入第一移动状态。其中,第一移动状态为游戏虚拟对象以第一加速度进行移动的状态,第一加速度与滑动控制操作满足第一调整关系。In an example embodiment of the present disclosure, after receiving the first sliding control operation for the game virtual object, it may be determined whether the first sliding direction of the first sliding control operation satisfies the first angle range. When the first sliding direction satisfies the first angle range, the game virtual object is controlled to enter the first moving state. The first movement state is a state in which the game virtual object moves with a first acceleration, and the first acceleration and the sliding control operation satisfy a first adjustment relationship.
需要说明的是,本公开对于第一角度范围的具体范围并不做特殊限定。It should be noted that this disclosure does not specifically limit the specific range of the first angle range.
具体的,游戏虚拟对象以第一加速度进行移动的状态是指,游戏虚拟对象在虚拟游戏场景中以第一加速度进行移动。例如,游戏虚拟对象进入第一移动状态后,游戏虚拟对象在虚拟游戏场景中以5m/s2进行加速运动。Specifically, the state in which the game virtual object moves with the first acceleration means that the game virtual object moves with the first acceleration in the virtual game scene. For example, after the game virtual object enters the first moving state, the game virtual object accelerates at 5 m/s2 in the virtual game scene.
需要说明的是,游戏虚拟对象在虚拟游戏场景中进行移动时的加速度可以包括负值,在游戏虚拟对象在虚拟游戏场景中进行移动时的加速度为负值时,游戏虚拟对象在虚拟游戏场景中进行减速运动。It should be noted that the acceleration of the game virtual object when moving in the virtual game scene may include negative values. When the acceleration of the game virtual object when moving in the virtual game scene is a negative value, the game virtual object is in the virtual game scene. Perform deceleration movement.
进一步的,游戏虚拟对象以第一加速度进行移动时,当游戏虚拟对象的速度达到速度阈值时,将不再进行加速运动,仅进行匀速运动。Further, when the game virtual object moves with the first acceleration, when the speed of the game virtual object reaches the speed threshold, the accelerated movement will no longer be performed and only the uniform movement will be performed.
举例而言,第一移动状态中的第一加速度为5m/s2,游戏虚拟对象的初始速度为0m/s2,当通过第一加速度控制游戏虚拟对象进行移动且游戏虚拟对象的速度达到30m/s时,则停止加速运动,仅以30m/s的速度进行匀速运动。For example, the first acceleration in the first movement state is 5m/s2, and the initial speed of the game virtual object is 0m/s2. When the game virtual object is controlled to move through the first acceleration and the speed of the game virtual object reaches 30m/s , it stops accelerating and only moves at a constant speed of 30m/s.
在本公开的一种示例实施例中,第一加速度与滑动控制操作满足第一调整关系。例如,在根据滑动控制操作控制游戏虚拟对象进行转向操作时,可以根据转向角度的变化调整第一加速度(第一调整关系)。In an example embodiment of the present disclosure, the first acceleration and the sliding control operation satisfy a first adjustment relationship. For example, when controlling the game virtual object to perform a steering operation according to a sliding control operation, the first acceleration (first adjustment relationship) may be adjusted according to changes in the steering angle.
或者,第一加速度与滑动控制操作满足第一调整关系包括,滑动控制操作对应的滑动轨迹越长,第一加速度的加速度值越大(第一调整关系)。Alternatively, the first adjustment relationship between the first acceleration and the sliding control operation includes that the longer the sliding trajectory corresponding to the sliding control operation, the greater the acceleration value of the first acceleration (first adjustment relationship).
举例而言,可以获取滑动触控操作的滑动轨迹,并获取该滑动轨迹的滑动起点与滑动终点,确定滑动起点与滑动终点之间的距离,以该滑动起点与滑动终点之间的距离确定游戏虚拟对象在虚拟游戏场景中进行移动的加速度值。举例而言,可以设置滑动起点与滑动终点之间的距离越长,游戏虚拟对象在虚拟游戏场景中进行移动的加速度值越大,即游戏虚拟对象在虚拟游戏场景中进行移动时的加速度较大。For example, you can obtain the sliding track of the sliding touch operation, obtain the sliding starting point and sliding end point of the sliding track, determine the distance between the sliding starting point and the sliding end point, and determine the game based on the distance between the sliding starting point and the sliding end point. The acceleration value of virtual objects moving in the virtual game scene. For example, you can set the longer the distance between the sliding starting point and the sliding end point, the greater the acceleration value of the game virtual object when moving in the virtual game scene, that is, the greater the acceleration value of the game virtual object when moving in the virtual game scene. .
举例而言,如图2所示,可以获取滑动控制操作的滑动轨迹,获取该滑动控制操作对应滑动轨迹的滑动起点201与滑动终点202,根据滑动起点201与滑动终点202之间的滑动距离203确定游戏虚拟对象在虚拟游戏场景中进行移动的加速度值。For example, as shown in Figure 2, the sliding trajectory of the sliding control operation can be obtained, and the sliding starting point 201 and sliding end point 202 of the sliding trajectory corresponding to the sliding control operation can be obtained according to the sliding distance 203 between the sliding starting point 201 and the sliding end point 202. Determine the acceleration value of game virtual objects moving in the virtual game scene.
需要说明的是,本公开对于第一调整关系的具体内容并不做特殊限定。It should be noted that this disclosure does not specifically limit the specific content of the first adjustment relationship.
在本公开的一种示例实施例中,游戏虚拟对象是指,由玩家控制的游戏单位,玩家可以通过图形用户界面中的各种控件控制游戏虚拟对象完成相应的动作。具体的,游戏虚拟对象可以包括游戏中的主角、配角、敌人、单位对象,还包括复数群体等所有拥有 独立行动元素的对象,游戏中可以直接执行玩家操作指令的对象,都可以作为游戏虚拟对象。游戏虚拟对象的展示形式可以包括人形态、动物形态、物体形态等,还包括一些人物存在感较差,其具体表现形式为装置形态的游戏虚拟对象(例如机甲类游戏中的机甲、坦克类游戏中的坦克、航空类游戏中的航空器、航海类游戏中的舰艇等)。需要说明的是,本公开对游戏虚拟对象的具体形式并不做特殊限定。In an example embodiment of the present disclosure, a game virtual object refers to a game unit controlled by a player, and the player can control the game virtual object to complete corresponding actions through various controls in the graphical user interface. Specifically, game virtual objects can include protagonists, supporting characters, enemies, unit objects in the game, as well as all owned objects such as plural groups. Objects with independent action elements, objects in the game that can directly execute player operation instructions, can be used as game virtual objects. The display forms of game virtual objects can include human form, animal form, object form, etc., and also include some characters with poor sense of presence, and their specific manifestations are game virtual objects in the form of devices (such as mechas and tanks in mecha games). tanks in aviation games, aircraft in aviation games, ships in navigation games, etc.). It should be noted that this disclosure does not specifically limit the specific form of the game virtual object.
在本公开的一种示例实施例中,游戏虚拟场景是指应用程序在终端或服务器上运行时显示(或提供)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为用户控制等虚拟对象完整游戏逻辑的场景,例如,对于沙盒类3D射击游戏中,虚拟场景为用于供玩家控制虚拟对象进行对战的3D游戏世界,实例性的虚拟场景可以包括:山川、平地、河流、湖泊、海洋、沙漠、天空、植物、建筑、车辆中的至少一种元素;例如,对于2D卡牌类游戏中,虚拟场景为供展示释放卡牌或是展示卡牌对应的虚拟对象的场景,实例性的虚拟场景可以包括:擂台场、决战场、或是其他可以显示卡牌对战状态的“场”元素或是其他元素;对于2D或是3D的多人在线战术竞技游戏,虚拟场景为供虚拟对象进行对战的2D或3D地形场景,实例性的虚拟场景可以包括:峡谷风格的山脉、线路、河流、教室、桌椅、讲台等元素。In an example embodiment of the present disclosure, the game virtual scene refers to a virtual scene displayed (or provided) when an application runs on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects controlled by the user. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for players to control virtual objects for battle. An example virtual scene can be Including: at least one element from mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, in 2D card games, the virtual scene is used to release cards or display cards. The scene of the virtual object corresponding to the card. Example virtual scenes can include: arena, decisive battlefield, or other "field" elements or other elements that can display the card battle status; for 2D or 3D multiplayer online In tactical competitive games, the virtual scene is a 2D or 3D terrain scene for virtual objects to compete. Example virtual scenes can include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.
步骤S120,在游戏虚拟对象处于第一移动状态时,接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度;Step S120, when the game virtual object is in the first moving state, receive the second sliding control operation for the game virtual object, and obtain the second sliding direction and sliding speed of the second sliding control operation;
在本公开的一种示例实施例中,在通过上述步骤控制游戏虚拟对象进入第一移动状态时,可以接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度。具体的,在游戏虚拟对象处于第一移动状态时,表示游戏虚拟对象正在第一加速度在游戏场景中进行移动,此时,可以接收针对游戏虚拟对象的第二滑动控制操作,并获取该第二滑动控制操作的第二滑动方向和滑动速度。具体而言,第二滑动控制操作的滑动速度可以包括滑动过程中的瞬时速度,也可以包括第二滑动控制操作的平均速度。In an example embodiment of the present disclosure, when the game virtual object is controlled to enter the first movement state through the above steps, a second sliding control operation for the game virtual object may be received, and a second sliding control operation of the second sliding control operation may be obtained. direction and sliding speed. Specifically, when the game virtual object is in the first moving state, it means that the game virtual object is moving in the game scene at the first acceleration. At this time, the second sliding control operation for the game virtual object can be received, and the second sliding control operation can be received. The second sliding direction and sliding speed of the sliding control operation. Specifically, the sliding speed of the second sliding control operation may include the instantaneous speed during the sliding process, and may also include the average speed of the second sliding control operation.
需要说明的是,本公开对于获取第二滑动控制操作的滑动速度的具体类型以及具体方式并不做特殊限定。It should be noted that this disclosure does not specifically limit the specific type and specific method of obtaining the sliding speed of the second sliding control operation.
步骤S130,响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定第一加速度,根据第一加速度控制虚拟对象移动;Step S130, in response to the second sliding direction of the second sliding control operation satisfying the second angle range, determining the first acceleration according to the second sliding control operation and the first adjustment relationship, and controlling the movement of the virtual object according to the first acceleration;
在本公开的一种示例实施例中,在通过上述步骤接收到第二滑动控制操作,且获取到第二滑动控制操作的第二滑动方向以及滑动速度后,可以判断第二滑动方向是否满足第二角度范围,若第二滑动控制操作的第二滑动方向满足第二角度范围,可以根据第二滑动控制操作以及第一调整关系确定第一加速度,并通过第一加速度控制虚拟对象移动。 即,在游戏虚拟对象处于第一移动状态时,在接收到满足第二角度范围的第二滑动控制操作时,可以仅对第一加速度进行调整,并通过第一加速度控制虚拟对象移动。In an example embodiment of the present disclosure, after receiving the second sliding control operation through the above steps and acquiring the second sliding direction and sliding speed of the second sliding control operation, it can be determined whether the second sliding direction satisfies the second sliding control operation. Two angle ranges, if the second sliding direction of the second sliding control operation satisfies the second angle range, the first acceleration can be determined according to the second sliding control operation and the first adjustment relationship, and the virtual object can be controlled to move through the first acceleration. That is, when the game virtual object is in the first moving state, when the second sliding control operation satisfying the second angle range is received, only the first acceleration can be adjusted, and the virtual object can be controlled to move through the first acceleration.
具体而言,可以通过第二滑动控制操作和第一调整关系确定第一加速度。例如,可以根据第二滑动控制操作确定转向角度,并根据转向角度确定第一加速度的加速度值。Specifically, the first acceleration may be determined through the second sliding control operation and the first adjustment relationship. For example, the steering angle may be determined according to the second sliding control operation, and the acceleration value of the first acceleration may be determined according to the steering angle.
需要说明的是,本公开对于根据第二滑动控制操作和第一调整关系确定第一加速度的具体方式并不做特殊限定。It should be noted that this disclosure does not specifically limit the specific manner of determining the first acceleration based on the second sliding control operation and the first adjustment relationship.
步骤S140,响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态;Step S140, in response to the second sliding direction of the second sliding control operation meeting the third angle range and the sliding speed meeting the speed threshold, controlling the game virtual object to switch from the first moving state to the second moving state;
在本公开的一种示例实施例中,在通过上述步骤控制游戏虚拟对象进入第一移动状态,且接收到第二滑动控制操作,获取第二滑动控制操作的第二滑动方向以及滑动速度之后,可以判断第二滑动控制操作是否满足第三角度范围,且第二滑动控制操作的滑动速度是否满足速度阈值,在第二滑动控制操作满足上述条件后,可以控制游戏虚拟对象从第一移动状态切换为第二移动状态。In an example embodiment of the present disclosure, after controlling the game virtual object to enter the first movement state through the above steps, receiving the second sliding control operation, and obtaining the second sliding direction and sliding speed of the second sliding control operation, It can be determined whether the second sliding control operation satisfies the third angle range, and whether the sliding speed of the second sliding control operation satisfies the speed threshold. After the second sliding control operation satisfies the above conditions, the game virtual object can be controlled to switch from the first moving state. is the second moving state.
其中,第二移动状态为游戏虚拟对象以第二加速度进行移动的状态,第二加速度与滑动控制操作满足第二调整关系,第二调整关系不同于第一调整关系,第三角度范围包含于第二角度范围内。Wherein, the second movement state is a state in which the game virtual object moves with a second acceleration, the second acceleration and the sliding control operation satisfy a second adjustment relationship, the second adjustment relationship is different from the first adjustment relationship, and the third angle range is included in the second adjustment relationship. Within two angles.
在本公开的一种示例实施例中,第二加速度与滑动控制操作满足第二调整关系。例如,在根据滑动控制操作控制游戏虚拟对象进行转向操作时,可以根据转向角度的变化调整第二加速度(第二调整关系)。In an example embodiment of the present disclosure, the second acceleration and the sliding control operation satisfy a second adjustment relationship. For example, when controlling the game virtual object to perform a steering operation according to a sliding control operation, the second acceleration (second adjustment relationship) may be adjusted according to changes in the steering angle.
或者,第二加速度与滑动控制操作满足第二调整关系包括,滑动控制操作对应的滑动轨迹越长,第二加速度的加速度值越大(第二调整关系)。Alternatively, the second adjustment relationship between the second acceleration and the sliding control operation includes that the longer the sliding trajectory corresponding to the sliding control operation, the greater the acceleration value of the second acceleration (the second adjustment relationship).
具体而言,只有在第二滑动控制操作的滑动速度达到速度阈值以第二滑动控制操作的滑动方向位于第三角度范围内时,才切换游戏虚拟对象在虚拟游戏场景中进行移动的移动状态。Specifically, only when the sliding speed of the second sliding control operation reaches the speed threshold and the sliding direction of the second sliding control operation is within the third angle range, the moving state of the game virtual object in the virtual game scene is switched.
在本公开的一种示例实施例中,第一加速度的初始方向与游戏虚拟对象的速度方向相同,第二加速度的初始方向与游戏虚拟对象的速度方向相反。In an example embodiment of the present disclosure, the initial direction of the first acceleration is the same as the speed direction of the game virtual object, and the initial direction of the second acceleration is opposite to the speed direction of the game virtual object.
举例而言,如图3所示,在游戏虚拟对象进入第一移动状态之后,可以接收第二滑动控制操作,控制游戏虚拟对象从第一移动状态切换为第二移动状态,其中,第二滑动控制操作的第二滑动方向3023第三角度范围3022内,第三角度范围3022位于第二角度范围3021内,第一滑动控制操作的第一滑动方向3013位于第一角度范围3011内。For example, as shown in Figure 3, after the game virtual object enters the first moving state, a second sliding control operation can be received to control the game virtual object to switch from the first moving state to the second moving state, where the second sliding control operation The second sliding direction 3023 of the control operation is within the third angular range 3022, the third angular range 3022 is located within the second angular range 3021, and the first sliding direction 3013 of the first sliding control operation is located within the first angular range 3011.
在本公开的一种示例实施例中,可以根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态,根据游戏虚拟对象在第一移动状态中的第一转向状态和第一调整关系确定第一加速度。根据游戏虚拟对象在第一移动状态中的第一转向状态和第一调整关系确定第一加速度,可以包括以下步骤S210~S220: In an example embodiment of the present disclosure, the first turning state of the game virtual object in the first moving state may be determined according to the second sliding control operation, and according to the first turning state of the game virtual object in the first moving state and The first adjustment relationship determines the first acceleration. Determining the first acceleration according to the first steering state and the first adjustment relationship of the game virtual object in the first movement state may include the following steps S210 to S220:
步骤S210,根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态;Step S210, determine the first turning state of the game virtual object in the first moving state according to the second sliding control operation;
在本公开的一种示例实施例中,在通过上述步骤控制游戏虚拟对象进入第一移动状态之后,可以根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态。具体的,第二滑动控制操作的第二滑动方向满足第二角度范围,可以表示第二滑动控制操作不是用于切换移动状态的滑动控制操作,因此,可以在第一移动状态中,根据第二滑动控制操作确定游戏虚拟对象的第一加速度。In an example embodiment of the present disclosure, after controlling the game virtual object to enter the first movement state through the above steps, the first turning state of the game virtual object in the first movement state may be determined according to the second sliding control operation. Specifically, the second sliding direction of the second sliding control operation satisfies the second angle range, which can mean that the second sliding control operation is not a sliding control operation for switching the movement state. Therefore, in the first movement state, according to the second The sliding control operation determines the first acceleration of the game virtual object.
具体而言,可以根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态。举例而言,游戏虚拟对象在移动状态中的转向状态可以包括转向速度值、转向方向等,可以通过第二滑动控制操作确定转向速度值以及转向方向,例如,可以根据第二滑动控制操作的滑动速度确定转向速度值,并根据第二滑动控制操作的第二滑动方向确定转向方向。Specifically, the first turning state of the game virtual object in the first moving state may be determined according to the second sliding control operation. For example, the steering state of the game virtual object in the moving state may include a steering speed value, a steering direction, etc., and the steering speed value and the steering direction may be determined through the second sliding control operation. For example, the steering speed value and the steering direction may be determined according to the second sliding control operation. The speed determines the steering speed value, and the steering direction is determined based on the second sliding direction of the second sliding control operation.
需要说明的是,本公开对于根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态的具体方式并不做特殊限定。It should be noted that this disclosure does not specifically limit the specific manner of determining the first turning state of the game virtual object in the first moving state according to the second sliding control operation.
举例而言,第一转向状态中可以包括转向方向,如图4所示,第二滑动控制操作为滑动触控操作401,该滑动触控操作的方向为滑动触控操作的滑动起点4011到滑动终点4013的方向403,转向速度值控制操作为滑动触控操作403,该滑动触控操作的方向为滑动触控操作的滑动起点4031到滑动终点4033的方向404,其中,方向403与方向404的方向不同,可以在滑动触控操作的方向为403时,确定游戏虚拟对象在虚拟游戏场景中进行移动的转向方向为第一转向方向,例如以图形用户界面为标准向左,在滑动触控操作的方向为404时,确定游戏虚拟对象在虚拟游戏场景中进行移动的转向方向为第二转向方向,例如以图形用户界面为标准向右。For example, the first steering state may include a steering direction. As shown in FIG. 4 , the second sliding control operation is a sliding touch operation 401, and the direction of the sliding touch operation is from the sliding starting point 4011 of the sliding touch operation to the sliding touch operation. The direction 403 of the end point 4013, the steering speed value control operation is the sliding touch operation 403, and the direction of the sliding touch operation is the direction 404 from the sliding starting point 4031 of the sliding touch operation to the sliding end point 4033, where the direction 403 and the direction 404 The directions are different. When the direction of the sliding touch operation is 403, the turning direction in which the game virtual object moves in the virtual game scene can be determined as the first turning direction. For example, taking the graphical user interface as the standard to the left, in the sliding touch operation When the direction is 404, the turning direction in which the game virtual object moves in the virtual game scene is determined to be the second turning direction, for example, right based on the graphical user interface.
步骤S220,根据游戏虚拟对象在第一移动状态中的第一转向状态和第一调整关系确定第一加速度。Step S220, determine the first acceleration according to the first steering state and the first adjustment relationship of the game virtual object in the first moving state.
在本公开的一种示例实施例中,在通过上述步骤确定游戏虚拟对象在第一移动状态中的第一转向状态之后,可以根据游戏虚拟对象在第一移动状态中的第一转向状态和第一调整关系确定第一加速度。具体的,第一调整关系可以用于指示第一转向状态与第一加速度之间的关系,可以根据第一转向状态和第一调整关系确定第一加速度。具体的,第一转向状态中包括转向速度值以及转向方向。In an example embodiment of the present disclosure, after determining the first turning state of the game virtual object in the first moving state through the above steps, the first turning state and the third turning state of the game virtual object in the first moving state may be determined. An adjustment relationship determines the first acceleration. Specifically, the first adjustment relationship may be used to indicate the relationship between the first steering state and the first acceleration, and the first acceleration may be determined based on the first steering state and the first adjustment relationship. Specifically, the first steering state includes the steering speed value and the steering direction.
举例而言,如图5所示,随着第一转向状态中的转向速度值的增大,根据第一调整关系可以确定第一加速度的加速度值会逐渐减少,符合线性关系,在第一加速度的加速度值为零时,再次增加加速度,使得游戏虚拟对象进行加速度增大的运动。For example, as shown in Figure 5, as the steering speed value in the first steering state increases, it can be determined according to the first adjustment relationship that the acceleration value of the first acceleration will gradually decrease, consistent with a linear relationship. When the acceleration value is zero, increase the acceleration again, causing the game virtual object to move with increasing acceleration.
再如,如图6所示,随着第一转向状态中的转向速度值的增大,根据第一调整关系可以确定第一加速度的加速度值会逐渐增大,可以在转向速度值增大时,增加第一加速 度的加速度值,即游戏虚拟对象进行加速度增大的运动。For another example, as shown in Figure 6, as the steering speed value in the first steering state increases, it can be determined that the acceleration value of the first acceleration will gradually increase according to the first adjustment relationship. When the steering speed value increases, , increase the first acceleration The acceleration value of the degree, that is, the game virtual object moves with increasing acceleration.
需要说明的是,本公开对于根据游戏虚拟对象在第一移动状态中的第一转向状态和第一调整关系确定第一加速度的具体方式并不做特殊限定。It should be noted that this disclosure does not specifically limit the specific manner of determining the first acceleration based on the first steering state and the first adjustment relationship of the game virtual object in the first movement state.
通过上述步骤S210~S220,可以根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态,根据游戏虚拟对象在第一移动状态中的第一转向状态和第一调整关系确定第一加速度。通过本公开的实施例,可以根据转向状态确定加速度,能够提升游戏中对于游戏虚拟对象控制的真实性。Through the above steps S210 to S220, the first steering state of the game virtual object in the first moving state can be determined according to the second sliding control operation, and the first steering state and the first adjustment relationship of the game virtual object in the first moving state can be determined Determine the first acceleration. Through the embodiments of the present disclosure, acceleration can be determined according to the steering state, which can improve the authenticity of the control of game virtual objects in the game.
在本公开的一种示例实施例中,可以获取第二滑动控制操作在水平方向上的第一转向分量,根据第一转向分量确定游戏虚拟对象在第一移动状态中的第一转向状态。根据第一转向分量确定游戏虚拟对象在第一移动状态中的第一转向状态,可以包括以下步骤S310~S320:In an example embodiment of the present disclosure, the first steering component of the second sliding control operation in the horizontal direction may be obtained, and the first steering state of the game virtual object in the first movement state may be determined according to the first steering component. Determining the first turning state of the game virtual object in the first movement state according to the first turning component may include the following steps S310 to S320:
步骤S310,获取第二滑动控制操作在水平方向上的第一转向分量;Step S310, obtain the first steering component in the horizontal direction of the second sliding control operation;
在本公开的一种示例实施例中,在通过上述步骤得到第二滑动控制操作之后,可以获取第二滑动控制操作在水平方向上的第一转向分量。具体的,可以将第二滑动控制操作映射至水平方向上,得到第二滑动控制操作在水平方向上的第一转向分量。In an example embodiment of the present disclosure, after the second sliding control operation is obtained through the above steps, the first steering component in the horizontal direction of the second sliding control operation may be obtained. Specifically, the second sliding control operation can be mapped to the horizontal direction to obtain the first steering component of the second sliding control operation in the horizontal direction.
需要说明的是,本公开对于获取第二滑动控制操作在水平方向上的第一转向分量的具体方式并不做特殊限定。It should be noted that the present disclosure does not specifically limit the specific manner of obtaining the first steering component in the horizontal direction of the second sliding control operation.
进一步的,可以通过第二滑动控制操作的滑动起点作为坐标原点建立直角坐标系,将第二滑动控制操作映射至水平坐标轴上,得到第二滑动控制操作在水平方向上的第一转向分量。Furthermore, a rectangular coordinate system can be established by using the sliding starting point of the second sliding control operation as the coordinate origin, and mapping the second sliding control operation to the horizontal coordinate axis to obtain the first steering component of the second sliding control operation in the horizontal direction.
举例而言,如图7所示,可以通过第二滑动控制操作的滑动起点作为坐标原点o建立直角坐标系,将第二滑动控制操作701映射至水平坐标轴上,得到第二滑动控制操作在水平方向上的第一转向分量702。For example, as shown in Figure 7, a rectangular coordinate system can be established by using the sliding starting point of the second sliding control operation as the coordinate origin o, and mapping the second sliding control operation 701 to the horizontal coordinate axis to obtain the second sliding control operation at First steering component 702 in the horizontal direction.
步骤S320,根据第一转向分量确定游戏虚拟对象在第一移动状态中的第一转向状态。Step S320: Determine the first turning state of the game virtual object in the first moving state according to the first turning component.
在本公开的一种示例实施例中,在通过上述步骤确定第二滑动控制操作在水平方向上的第一转向分量之后,可以根据第一转向分量确定游戏虚拟对象在第一移动状态中的第一转向状态。具体的,可以根据第一转向分量确定第一转向状态中的各转向参数的值。In an example embodiment of the present disclosure, after determining the first steering component of the second sliding control operation in the horizontal direction through the above steps, a third steering component of the game virtual object in the first movement state may be determined based on the first steering component. A turning state. Specifically, the value of each steering parameter in the first steering state may be determined according to the first steering component.
在本公开的一种示例实施例中,可以根据第一转向分量确定第一转向状态的转向速度值以及第一转向状态的转向方向。其中,转向方向包括第一转向方向与第二转向方向,第一转向方向与第二转向方向不同,游戏虚拟对象在虚拟游戏场景中进行移动的转向方向可以用于指示游戏虚拟对象向哪个方向进行转动。In an example embodiment of the present disclosure, the steering speed value of the first steering state and the steering direction of the first steering state may be determined based on the first steering component. The turning direction includes a first turning direction and a second turning direction. The first turning direction and the second turning direction are different. The turning direction in which the game virtual object moves in the virtual game scene can be used to indicate in which direction the game virtual object moves. Turn.
具体而言,转向速度值是指,游戏虚拟对象在虚拟游戏场景中进行移动时的转向速度值。例如,游戏虚拟对象在虚拟游戏场景中进行移动的转向速度值为Arad/s,则游戏虚拟对象在虚拟游戏场景中进行移动时,以Arad/s进行转向。 Specifically, the steering speed value refers to the steering speed value when the game virtual object moves in the virtual game scene. For example, if the turning speed value of a game virtual object moving in a virtual game scene is Arad/s, then when a game virtual object moves in a virtual game scene, the turning speed value is Arad/s.
举例而言,可以根据第一转向分量的具体数值确定第一转向状态的转向速度值,可以根据第一转向分量的方向确定第一转向状态的转向方向,例如,当第一转向分量的方向为左时,第一转向状态的转向方向也为左。For example, the steering speed value of the first steering state can be determined according to the specific value of the first steering component, and the steering direction of the first steering state can be determined according to the direction of the first steering component. For example, when the direction of the first steering component is When it is left, the steering direction of the first steering state is also left.
进一步的,可以根据第一转向分量的具体数值确定游戏虚拟对象在第一移动状态中的第一转向状态。Further, the first turning state of the game virtual object in the first movement state may be determined according to the specific value of the first turning component.
举例而言,当第一转向分量为2cm时,即确定游戏虚拟对象在虚拟游戏场景中进行移动的转向速度值为2Arad/s,当第一转向分量为5cm时,即确定游戏虚拟对象在虚拟游戏场景中进行移动的转向速度值为5Arad/s。For example, when the first steering component is 2cm, it is determined that the steering speed value of the game virtual object moving in the virtual game scene is 2Arad/s. When the first steering component is 5cm, it is determined that the game virtual object is moving in the virtual game scene. The steering speed value for movement in the game scene is 5Arad/s.
举例而言,如图8所示,随着第一转向分量的增大,游戏虚拟对象在虚拟游戏场景中进行移动的转向速度值增大。For example, as shown in Figure 8, as the first steering component increases, the steering speed value of the game virtual object moving in the virtual game scene increases.
具体的,第一转向分量与第一加速度之间的关系的表达式如下,其中,A为第一加速度,d为第一转向分量,x为加速度调整参数:Specifically, the expression of the relationship between the first steering component and the first acceleration is as follows, where A is the first acceleration, d is the first steering component, and x is the acceleration adjustment parameter:
需要说明的是,本公卡对于根据第一转向分量确定游戏虚拟对象在第一移动状态中的第一转向状态的具体方式并不做特殊限定。It should be noted that this public card does not specifically limit the specific method of determining the first turning state of the game virtual object in the first moving state based on the first turning component.
通过上述步骤S310~S320,可以获取第二滑动控制操作在水平方向上的第一转向分量,根据第一转向分量确定游戏虚拟对象在第一移动状态中的第一转向状态。通过本公开的实施例,可以通过转向分量确定转向状态,降低了玩家对于游戏虚拟对象的控制难度。Through the above steps S310 to S320, the first steering component in the horizontal direction of the second sliding control operation can be obtained, and the first steering state of the game virtual object in the first moving state can be determined based on the first steering component. Through the embodiments of the present disclosure, the steering state can be determined through the steering component, which reduces the difficulty for players to control game virtual objects.
在本公开的一种示例实施例中,可以获取第一滑动控制操作在竖直方向上的第一加速分量,根据第一加速分量以及第一调整关系确定第一加速度。根据第一加速分量以及第一调整关系确定第一加速度,可以包括以下步骤S410~S420:In an example embodiment of the present disclosure, the first acceleration component in the vertical direction of the first sliding control operation may be obtained, and the first acceleration may be determined according to the first acceleration component and the first adjustment relationship. Determining the first acceleration according to the first acceleration component and the first adjustment relationship may include the following steps S410 to S420:
步骤S410,获取第一滑动控制操作在竖直方向上的第一加速分量;Step S410, obtain the first acceleration component in the vertical direction of the first sliding control operation;
在本公开的一种示例实施例中,在通过上述步骤得到第一滑动控制操作之后,可以获取第一滑动控制操作在竖直方向上的第一加速分量。具体的,可以将第一滑动控制操作映射至竖直方向上,得到第一滑动控制操作在竖直方向上的第一加速分量。In an example embodiment of the present disclosure, after the first sliding control operation is obtained through the above steps, the first acceleration component in the vertical direction of the first sliding control operation may be obtained. Specifically, the first sliding control operation can be mapped to the vertical direction to obtain the first acceleration component of the first sliding control operation in the vertical direction.
需要说明的是,本公开对于获取第一滑动控制操作在竖直方向上的第一加速分量的具体方式并不做特殊限定。It should be noted that the present disclosure does not specifically limit the specific manner of obtaining the first acceleration component in the vertical direction of the first sliding control operation.
进一步的,可以通过第一滑动控制操作的滑动起点作为坐标原点建立直角坐标系,将第一滑动控制操作映射至竖直坐标轴上,得到第一滑动控制操作在竖直方向上的第一加速分量。Further, a rectangular coordinate system can be established by using the sliding starting point of the first sliding control operation as the coordinate origin, and mapping the first sliding control operation to the vertical coordinate axis to obtain the first acceleration of the first sliding control operation in the vertical direction. Portion.
步骤S420,根据第一加速分量以及第一调整关系确定第一加速度。Step S420: Determine the first acceleration according to the first acceleration component and the first adjustment relationship.
在本公开的一种示例实施例中,在通过上述步骤得到第一加速分量之后,可以根据第一加速分量以及第一调整关系确定第一加速度。具体的,第一加速度可以包括加速度值与加速度方向。第一调整关系可以用于指示转向状态与加速度之间的关系,例如,当 转向状态中的转向速度值增大时,加速度中的加速度值减少。因此,可以根据第一加速分量以及第一调整关系确定第一加速度。In an example embodiment of the present disclosure, after obtaining the first acceleration component through the above steps, the first acceleration may be determined according to the first acceleration component and the first adjustment relationship. Specifically, the first acceleration may include an acceleration value and an acceleration direction. The first adjustment relationship may be used to indicate the relationship between steering status and acceleration, for example, when When the steering speed value in the steering state increases, the acceleration value in the acceleration decreases. Therefore, the first acceleration can be determined based on the first acceleration component and the first adjustment relationship.
举例而言,可以根据第一加速分量的具体数值确定第一转向状态的加速度值,可以根据第一加速分量的方向确定第一加速度的加速度方向,例如,当第一加速分量的方向为上时,第一加速度的加速度方向为正向。For example, the acceleration value of the first steering state can be determined according to the specific value of the first acceleration component, and the acceleration direction of the first acceleration can be determined according to the direction of the first acceleration component. For example, when the direction of the first acceleration component is upward, , the acceleration direction of the first acceleration is forward.
通过上述步骤S410~S420,可以获取第一滑动控制操作在竖直方向上的第一加速分量,根据第一加速分量以及第一调整关系确定第一加速度。通过本公开的实施例,可以根据加速分量以及调整关系确定加速度,能够提升对于加速度的控制精度,提升了玩家的操作上限。Through the above-mentioned steps S410 to S420, the first acceleration component in the vertical direction of the first sliding control operation can be obtained, and the first acceleration is determined according to the first acceleration component and the first adjustment relationship. Through the embodiments of the present disclosure, acceleration can be determined based on the acceleration component and the adjustment relationship, which can improve the control accuracy of acceleration and increase the upper limit of the player's operation.
在本公开的一种示例实施例中,可以根据第一滑动控制操作确定第一加速度,获取第一滑动控制操作的滑动起点,根据滑动起点确定操作中轴线,获取第一滑动控制操作在水平方向上的第二转向分量,在第二转向分量超出无响应范围时,根据第二转向分量确定第二转向状态,根据第二转向状态以及第一加速度确定第一移动状态,在第二转向分量未超出无响应范围时,根据第一加速度确定第一移动状态。在第二转向分量未超出无响应范围时,根据第一加速度确定第一移动状态,可以包括以下步骤S510~S550:In an example embodiment of the present disclosure, the first acceleration may be determined according to the first sliding control operation, the sliding starting point of the first sliding control operation may be obtained, the operation central axis may be determined according to the sliding starting point, and the horizontal direction of the first sliding control operation may be obtained. The second steering component on the When exceeding the no-response range, the first movement state is determined based on the first acceleration. When the second steering component does not exceed the no-response range, determining the first movement state based on the first acceleration may include the following steps S510 to S550:
步骤S510,根据第一滑动控制操作确定第一加速度;Step S510, determine the first acceleration according to the first sliding control operation;
在本公开的一种示例实施例中,在通过上述步骤接收到第一滑动控制操作之后,可以根据第一滑动控制操作确定第一加速度。具体的,可以根据第一滑动控制操作以及第一调整关系确定游戏虚拟对象在第一移动状态中的第一加速度。In an example embodiment of the present disclosure, after receiving the first sliding control operation through the above steps, the first acceleration may be determined according to the first sliding control operation. Specifically, the first acceleration of the game virtual object in the first movement state may be determined according to the first sliding control operation and the first adjustment relationship.
需要说明的是,本公开对于根据第一滑动控制操作确定第一加速度的具体方式并不做特殊限定。It should be noted that this disclosure does not specifically limit the specific manner of determining the first acceleration according to the first sliding control operation.
步骤S520,获取第一滑动控制操作的滑动起点,根据滑动起点确定操作中轴线;Step S520, obtain the sliding starting point of the first sliding control operation, and determine the central axis of the operation based on the sliding starting point;
在本公开的一种示例实施例中,在通过上述步骤确定第一加速度之后,可以获取第一滑动控制操作的滑动起点,并根据滑动起点确定操作中轴线。其中,操作中轴线具有一无响应范围。具体的,可以创建一条经过滑动起点的竖线,并将该竖线确定为操作中轴线。In an example embodiment of the present disclosure, after the first acceleration is determined through the above steps, the sliding starting point of the first sliding control operation may be obtained, and the operation central axis may be determined based on the sliding starting point. Wherein, the operation center axis has a non-response range. Specifically, a vertical line passing through the starting point of the sliding can be created, and this vertical line can be determined as the central axis of the operation.
需要说明的是,本公开对于根据滑动起点确定操作中轴线的具体方式并不做特殊限定。It should be noted that this disclosure does not specifically limit the specific manner of determining the central axis of operation based on the sliding starting point.
步骤S530,获取第一滑动控制操作在水平方向上的第二转向分量;Step S530, obtain the second steering component in the horizontal direction of the first sliding control operation;
在本公开的一种示例实施例中,在通过上述步骤得到第一滑动控制操作之后,可以获取第一滑动控制操作在水平方向上的第二转向分量。具体的,可以将第一滑动控制操作映射至水平方向上,得到第一滑动控制操作在水平方向上的第二转向分量。In an example embodiment of the present disclosure, after the first sliding control operation is obtained through the above steps, the second steering component of the first sliding control operation in the horizontal direction may be obtained. Specifically, the first sliding control operation can be mapped to the horizontal direction to obtain the second steering component of the first sliding control operation in the horizontal direction.
需要说明的是,本公开对于获取第一滑动控制操作在水平方向上的第二转向分量的具体方式并不做特殊限定。 It should be noted that this disclosure does not specifically limit the specific manner of obtaining the second steering component in the horizontal direction of the first sliding control operation.
进一步的,可以通过第一滑动控制操作的滑动起点作为坐标原点建立直角坐标系,将第一滑动控制操作映射至水平坐标轴上,得到第一滑动控制操作在水平方向上的第二转向分量。Furthermore, a rectangular coordinate system can be established by using the sliding starting point of the first sliding control operation as the coordinate origin, and mapping the first sliding control operation to the horizontal coordinate axis to obtain the second steering component of the first sliding control operation in the horizontal direction.
需要说明的是,本公开对于获取第一滑动控制操作在水平方向上的第二转向分量的具体方式并不做特殊限定。It should be noted that this disclosure does not specifically limit the specific manner of obtaining the second steering component in the horizontal direction of the first sliding control operation.
步骤S540,在第二转向分量超出无响应范围时,根据第二转向分量确定第二转向状态,根据第二转向状态以及第一加速度确定第一移动状态;Step S540, when the second steering component exceeds the no-response range, determine the second steering state based on the second steering component, and determine the first movement state based on the second steering state and the first acceleration;
步骤S550,在第二转向分量未超出无响应范围时,根据第一加速度确定第一移动状态。Step S550: When the second steering component does not exceed the no-response range, determine the first movement state based on the first acceleration.
在本公开的一种示例实施例中,在通过上述步骤得到第一滑动控制操作的第二转向分量之后,可以判断第二转向分量是否超出了操作中轴线对应的无响应范围,若第二转向分量超出无响应范围,则根据第二转向分量确定第二转向状态,根据第二转向状态以及第一加速度确定第一移动状态,若第二转向分量未超出无响应范围时,根据第一加速度确定第一移动状态。即,在第二转向分量的长度较短(未超出无响应范围)时,可以表示当前第一滑动控制操作仅用于确定第一加速度,并根据第一加速度确定第一移动状态,而在第二转向分量超出无响应范围时,可以表示当前第一滑动控制操作可以用于确定第一加速度,且可以用于确定第二转向状态,并根据第一加速度与第二转向状态确定第一移动状态。In an example embodiment of the present disclosure, after obtaining the second steering component of the first sliding control operation through the above steps, it can be determined whether the second steering component exceeds the non-response range corresponding to the central axis of the operation. If the second steering component If the component exceeds the no-response range, the second steering state is determined based on the second steering component, and the first moving state is determined based on the second steering state and the first acceleration. If the second steering component does not exceed the no-response range, the second steering state is determined based on the first acceleration. First mobile state. That is, when the length of the second steering component is short (not beyond the non-response range), it can mean that the current first sliding control operation is only used to determine the first acceleration and determine the first movement state according to the first acceleration, and in the When the two steering components exceed the no-response range, it can mean that the current first sliding control operation can be used to determine the first acceleration and can be used to determine the second steering state, and the first movement state is determined based on the first acceleration and the second steering state. .
如图9所示,可以获取第一滑动控制操作901的滑动起点902,根据滑动起点确定操作中轴线903,操作中轴线903具有一无响应范围904,在第一滑动控制操作的第二转向分量905超出无响应范围时,根据第二转向分量确定第二转向状态,根据第二转向状态以及第一加速度确定第一移动状态。As shown in Figure 9, the sliding starting point 902 of the first sliding control operation 901 can be obtained, and the operation central axis 903 is determined according to the sliding starting point. The operation central axis 903 has a non-responsive range 904. During the second steering component of the first sliding control operation When 905 exceeds the no-response range, the second steering state is determined based on the second steering component, and the first movement state is determined based on the second steering state and the first acceleration.
通过上述步骤S510~S550,可以根据第一滑动控制操作确定第一加速度,获取第一滑动控制操作的滑动起点,根据滑动起点确定操作中轴线,获取第一滑动控制操作在水平方向上的第二转向分量,在第二转向分量超出无响应范围时,根据第二转向分量确定第二转向状态,根据第二转向状态以及第一加速度确定第一移动状态,在第二转向分量未超出无响应范围时,根据第一加速度确定第一移动状态。通过本公开的实施例,可以为第一滑动控制操作设置游戏死区,即只有在第一滑动控制操作的第二转向分量超出游戏死区时,才会执行相应的动作,可以避免玩家进行游戏误操作,提升游戏操作的准确性,避免因为游戏误操作导致游戏对局处于不利状态。Through the above steps S510 to S550, the first acceleration can be determined according to the first sliding control operation, the sliding starting point of the first sliding control operation can be obtained, the central axis of the operation can be determined according to the sliding starting point, and the second horizontal direction of the first sliding control operation can be obtained. Steering component, when the second steering component exceeds the non-responsive range, the second steering state is determined based on the second steering component, and the first moving state is determined based on the second steering state and the first acceleration. When the second steering component does not exceed the non-responsive range When, the first movement state is determined according to the first acceleration. Through the embodiments of the present disclosure, the game dead zone can be set for the first sliding control operation, that is, only when the second steering component of the first sliding control operation exceeds the game dead zone, the corresponding action will be performed, which can prevent the player from playing the game. Misoperations, improve the accuracy of game operations, and avoid unfavorable conditions in the game due to misoperations.
在本公开的一种示例实施例中,可以获取第一滑动控制操作的滑动起点,并根据滑动起点确定操作中轴线,可以在第二转向分量达到操作中轴线的最大值时,根据第二转向分量的增加移动操作中轴线。具体的,操作中轴线具有一最大转向分量范围,在第二转向分量的最大值达到操作中轴线的最大值时,可以随着第二转向分量的增加移动操作 中轴线,此时,第二转向分量的首端与操作中轴线之间的距离不变,第二转向分量的首端与操作中轴线之间的距离为操作中轴线的最大值。In an example embodiment of the present disclosure, the sliding starting point of the first sliding control operation can be obtained, and the operation central axis can be determined based on the sliding starting point. When the second steering component reaches the maximum value of the operation central axis, the second steering component can be determined according to the second steering component. The increase in weight moves the central axis of operation. Specifically, the central axis of operation has a maximum steering component range. When the maximum value of the second steering component reaches the maximum value of the central axis of operation, the operation can be moved as the second steering component increases. Central axis, at this time, the distance between the first end of the second steering component and the central axis of operation remains unchanged, and the distance between the first end of the second steering component and the central axis of operation is the maximum value of the central axis of operation.
需要说明的是,以下实施例为关于第二调整关系的方案,具体方案以及附图可参照第一调整关系的相关方案。It should be noted that the following embodiments are solutions regarding the second adjustment relationship. For specific solutions and drawings, refer to the relevant solutions for the first adjustment relationship.
在本公开的一种示例实施例中,可以在游戏虚拟对象处于第二移动状态时,接收针对游戏虚拟对象的第三滑动控制操作,根据第三滑动控制操作和第二调整关系确定第二加速度。根据第三滑动控制操作和第二调整关系确定第二加速度,可以包括以下步骤S610~S620:In an example embodiment of the present disclosure, when the game virtual object is in the second moving state, a third sliding control operation for the game virtual object is received, and the second acceleration is determined according to the third sliding control operation and the second adjustment relationship. . Determining the second acceleration according to the third sliding control operation and the second adjustment relationship may include the following steps S610 to S620:
步骤S610,在游戏虚拟对象处于第二移动状态时,接收针对游戏虚拟对象的第三滑动控制操作;Step S610, when the game virtual object is in the second moving state, receive the third sliding control operation for the game virtual object;
步骤S620,根据第三滑动控制操作和第二调整关系确定第二加速度。Step S620: Determine the second acceleration according to the third sliding control operation and the second adjustment relationship.
在本公开的一种示例实施例中,在游戏虚拟对象处于第二移动状态时,接收针对游戏虚拟对象的第三滑动控制操作,并根据第三滑动控制操作和第二调整关系确定第二加速度。即,在游戏虚拟对象处于第二移动状态时,在接收到第三滑动控制操作时,可以仅对第二加速度进行调整,并通过第二加速度控制虚拟对象移动。In an example embodiment of the present disclosure, when the game virtual object is in the second moving state, a third sliding control operation for the game virtual object is received, and the second acceleration is determined according to the third sliding control operation and the second adjustment relationship. . That is, when the game virtual object is in the second moving state, when the third sliding control operation is received, only the second acceleration can be adjusted, and the movement of the virtual object is controlled by the second acceleration.
具体而言,可以通过第三滑动控制操作和第二调整关系确定第二加速度。例如,可以根据第三滑动控制操作确定转向角度,并根据转向角度确定第二加速度的加速度值。Specifically, the second acceleration may be determined through the third sliding control operation and the second adjustment relationship. For example, the steering angle may be determined according to the third sliding control operation, and the acceleration value of the second acceleration may be determined according to the steering angle.
需要说明的是,本公开对于根据第三滑动控制操作和第二调整关系确定第二加速度的具体方式并不做特殊限定。It should be noted that this disclosure does not specifically limit the specific manner of determining the second acceleration according to the third sliding control operation and the second adjustment relationship.
通过上述步骤S610~S620,可以在游戏虚拟对象处于第二移动状态时,接收针对游戏虚拟对象的第三滑动控制操作,根据第三滑动控制操作和第二调整关系确定第二加速度。通过本公开的实施例,可以在游戏虚拟对象处于第二移动状态时,根据第三滑动控制操作确定第二加速度,以便玩家对于游戏虚拟对象的精确控制。Through the above steps S610 to S620, when the game virtual object is in the second moving state, the third sliding control operation for the game virtual object can be received, and the second acceleration can be determined according to the third sliding control operation and the second adjustment relationship. Through embodiments of the present disclosure, when the game virtual object is in the second moving state, the second acceleration can be determined according to the third sliding control operation, so that the player can accurately control the game virtual object.
在本公开的一种示例实施例中,可以根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态,根据游戏虚拟对象在第二移动状态中的第三转向状态和第二调整关系确定第二加速度。根据游戏虚拟对象在第二移动状态中的第三转向状态和第二调整关系确定第二加速度,可以包括以下步骤S710~S720:In an example embodiment of the present disclosure, the third turning state of the game virtual object in the second moving state may be determined according to the third sliding control operation, and according to the third turning state of the game virtual object in the second moving state and The second adjustment relationship determines the second acceleration. Determining the second acceleration according to the third steering state and the second adjustment relationship of the game virtual object in the second movement state may include the following steps S710 to S720:
步骤S710,根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态;Step S710, determine the third turning state of the game virtual object in the second moving state according to the third sliding control operation;
在本公开的一种示例实施例中,在通过上述步骤控制游戏虚拟对象进入第二移动状态之后,可以根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态。In an example embodiment of the present disclosure, after controlling the game virtual object to enter the second movement state through the above steps, the third turning state of the game virtual object in the second movement state may be determined according to the third sliding control operation.
举例而言,游戏虚拟对象在移动状态中的转向状态可以包括转向速度值、转向方向等,可以通过第三滑动控制操作确定转向速度值以及转向方向,例如,可以根据第三滑 动控制操作的滑动速度确定转向速度值,并根据第三滑动控制操作的第三滑动方向确定转向方向。For example, the steering state of the game virtual object in the moving state may include the steering speed value, the steering direction, etc., and the steering speed value and the steering direction may be determined through the third sliding control operation. For example, the steering speed value and the steering direction may be determined according to the third sliding control operation. The sliding speed of the manual control operation determines the steering speed value, and the steering direction is determined according to the third sliding direction of the third sliding control operation.
需要说明的是,本公开对于根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态的具体方式并不做特殊限定。It should be noted that this disclosure does not specifically limit the specific manner of determining the third turning state of the game virtual object in the second moving state according to the third sliding control operation.
步骤S720,根据游戏虚拟对象在第二移动状态中的第三转向状态和第二调整关系确定第二加速度。Step S720, determine the second acceleration according to the third steering state and the second adjustment relationship of the game virtual object in the second moving state.
在本公开的一种示例实施例中,在通过上述步骤确定游戏虚拟对象在第二移动状态中的第三转向状态之后,可以根据游戏虚拟对象在第二移动状态中的第三转向状态和第二调整关系确定第二加速度。具体的,第二调整关系可以用于指示第三转向状态与第二加速度之间的关系,可以根据第三转向状态和第二调整关系确定第二加速度。In an example embodiment of the present disclosure, after determining the third turning state of the game virtual object in the second moving state through the above steps, the third turning state and the third turning state of the game virtual object in the second moving state may be determined. The two adjustment relationships determine the second acceleration. Specifically, the second adjustment relationship may be used to indicate the relationship between the third steering state and the second acceleration, and the second acceleration may be determined based on the third steering state and the second adjustment relationship.
举例而言,随着第三转向状态中的转向速度值的增大,根据第二调整关系可以确定第二加速度的加速度值会逐渐减少,符合线性关系。For example, as the steering speed value in the third steering state increases, it can be determined according to the second adjustment relationship that the acceleration value of the second acceleration will gradually decrease, consistent with a linear relationship.
需要说明的是,本公开对于根据游戏虚拟对象在第二移动状态中的第三转向状态和第二调整关系确定第二加速度的具体方式并不做特殊限定。It should be noted that this disclosure does not specifically limit the specific manner of determining the second acceleration based on the third steering state and the second adjustment relationship of the game virtual object in the second movement state.
通过上述步骤S710~S720,可以根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态,根据游戏虚拟对象在第二移动状态中的第三转向状态和第二调整关系确定第二加速度。通过本公开的实施例,可以根据转向状态确定加速度,能够提升游戏中对于游戏虚拟对象控制的真实性。Through the above steps S710 to S720, the third turning state of the game virtual object in the second moving state can be determined according to the third sliding control operation, and the third turning state of the game virtual object in the second moving state and the second adjustment relationship can be determined Determine the second acceleration. Through the embodiments of the present disclosure, acceleration can be determined according to the steering state, which can improve the authenticity of the control of game virtual objects in the game.
在本公开的一种示例实施例中,可以获取第三滑动控制操作在水平方向上的第三转向分量,根据第三转向分量确定游戏虚拟对象在第二移动状态中的第三转向状态。根据第三转向分量确定游戏虚拟对象在第二移动状态中的第三转向状态,可以包括以下步骤S810~S820:In an example embodiment of the present disclosure, a third steering component of the third sliding control operation in the horizontal direction may be obtained, and the third steering state of the game virtual object in the second movement state may be determined according to the third steering component. Determining the third steering state of the game virtual object in the second movement state according to the third steering component may include the following steps S810 to S820:
步骤S810,获取第三滑动控制操作在水平方向上的第三转向分量;Step S810, obtain the third steering component in the horizontal direction of the third sliding control operation;
在本公开的一种示例实施例中,在通过上述步骤得到第三滑动控制操作之后,可以获取第三滑动控制操作在水平方向上的第三转向分量。具体的,可以将第三滑动控制操作映射至水平方向上,得到第三滑动控制操作在水平方向上的第三转向分量。In an example embodiment of the present disclosure, after the third sliding control operation is obtained through the above steps, the third steering component in the horizontal direction of the third sliding control operation may be obtained. Specifically, the third sliding control operation can be mapped to the horizontal direction to obtain the third steering component of the third sliding control operation in the horizontal direction.
需要说明的是,本公开对于获取第三滑动控制操作在水平方向上的第三转向分量的具体方式并不做特殊限定。It should be noted that the present disclosure does not specifically limit the specific manner of obtaining the third steering component in the horizontal direction of the third sliding control operation.
进一步的,可以通过第三滑动控制操作的滑动起点作为坐标原点建立直角坐标系,将第三滑动控制操作映射至水平坐标轴上,得到第三滑动控制操作在水平方向上的第三转向分量。Further, a rectangular coordinate system can be established by using the sliding starting point of the third sliding control operation as the coordinate origin, and mapping the third sliding control operation to the horizontal coordinate axis to obtain the third steering component of the third sliding control operation in the horizontal direction.
步骤S820,根据第三转向分量确定游戏虚拟对象在第二移动状态中的第三转向状态。Step S820: Determine the third turning state of the game virtual object in the second moving state according to the third turning component.
在本公开的一种示例实施例中,在通过上述步骤确定第二滑动控制操作在水平方向上的第三转向分量之后,可以根据第三转向分量确定游戏虚拟对象在第二移动状态中的 第三转向状态。具体的,可以根据第三转向分量确定第三转向状态中的各转向参数的值。In an example embodiment of the present disclosure, after determining the third steering component of the second sliding control operation in the horizontal direction through the above steps, the position of the game virtual object in the second movement state may be determined according to the third steering component. The third turning state. Specifically, the values of each steering parameter in the third steering state may be determined according to the third steering component.
在本公开的一种示例实施例中,可以根据第三转向分量确定第三转向状态的转向速度值以及第三转向状态的转向方向。其中,转向方向包括第一转向方向与第二转向方向,第一转向方向与第二转向方向不同,游戏虚拟对象在虚拟游戏场景中进行移动的转向方向可以用于指示游戏虚拟对象向哪个方向进行转动。In an example embodiment of the present disclosure, the steering speed value of the third steering state and the steering direction of the third steering state may be determined according to the third steering component. The turning direction includes a first turning direction and a second turning direction. The first turning direction and the second turning direction are different. The turning direction in which the game virtual object moves in the virtual game scene can be used to indicate in which direction the game virtual object moves. Turn.
具体而言,转向速度值是指,游戏虚拟对象在虚拟游戏场景中进行移动时的转向速度值。例如,游戏虚拟对象在虚拟游戏场景中进行移动的转向速度值为Arad/s,则游戏虚拟对象在虚拟游戏场景中进行移动时,以Arad/s进行转向。Specifically, the steering speed value refers to the steering speed value when the game virtual object moves in the virtual game scene. For example, if the turning speed value of a game virtual object moving in a virtual game scene is Arad/s, then when a game virtual object moves in a virtual game scene, the steering speed value is Arad/s.
举例而言,可以根据第三转向分量的具体数值确定第三转向状态的转向速度值,可以根据第三转向分量的方向确定第三转向状态的转向方向,例如,当第三转向分量的方向为左时,第三转向状态的转向方向也为左。For example, the steering speed value of the third steering state can be determined according to the specific value of the third steering component, and the steering direction of the third steering state can be determined according to the direction of the third steering component. For example, when the direction of the third steering component is When it is left, the steering direction of the third steering state is also left.
进一步的,可以根据第三转向分量的具体数值确定游戏虚拟对象在第二移动状态中的第三转向状态。Further, the third turning state of the game virtual object in the second moving state may be determined according to the specific value of the third turning component.
举例而言,当第三转向分量为2cm时,即确定游戏虚拟对象在虚拟游戏场景中进行移动的转向速度值为2Arad/s,当第三转向分量为5cm时,即确定游戏虚拟对象在虚拟游戏场景中进行移动的转向速度值为5Arad/s。For example, when the third steering component is 2cm, it is determined that the steering speed value of the game virtual object moving in the virtual game scene is 2Arad/s. When the third steering component is 5cm, it is determined that the game virtual object is moving in the virtual game scene. The steering speed value for movement in the game scene is 5Arad/s.
具体的,第三转向分量与第二加速度之间的关系的表达式如下,其中,A为第二加速度,d为第三转向分量,x为加速度调整参数:Specifically, the expression of the relationship between the third steering component and the second acceleration is as follows, where A is the second acceleration, d is the third steering component, and x is the acceleration adjustment parameter:
需要说明的是,本公卡对于根据第三转向分量确定游戏虚拟对象在第二移动状态中的第三转向状态的具体方式并不做特殊限定。It should be noted that this public card does not specifically limit the specific method of determining the third turning state of the game virtual object in the second moving state based on the third turning component.
通过上述步骤S810~S820,可以获取第三滑动控制操作在水平方向上的第三转向分量,根据第三转向分量确定游戏虚拟对象在第二移动状态中的第三转向状态,通过本公开的实施例,可以通过转向分量确定转向状态,降低了玩家对于游戏虚拟对象的控制难度。Through the above steps S810 to S820, the third steering component of the third sliding control operation in the horizontal direction can be obtained, and the third steering state of the game virtual object in the second moving state can be determined according to the third steering component. Through the implementation of the present disclosure For example, the steering state can be determined by the steering component, which reduces the difficulty for players to control virtual objects in the game.
在本公开的一种示例实施例中,可以获取第三滑动控制操作在竖直方向上的第二加速分量,根据第二加速分量和第二调整关系确定第二加速度。根据第二加速分量和第二调整关系确定第二加速度,可以包括以下步骤S910~S920:In an example embodiment of the present disclosure, a second acceleration component in the vertical direction of the third sliding control operation may be obtained, and the second acceleration may be determined according to the second acceleration component and the second adjustment relationship. Determining the second acceleration according to the second acceleration component and the second adjustment relationship may include the following steps S910 to S920:
步骤S910,获取第三滑动控制操作在竖直方向上的第二加速分量;Step S910, obtain the second acceleration component in the vertical direction of the third sliding control operation;
在本公开的一种示例实施例中,在通过上述步骤得到第三滑动控制操作之后,可以获取第三滑动控制操作在竖直方向上的第二加速分量。具体的,可以将第三滑动控制操作映射至竖直方向上,得到第三滑动控制操作在竖直方向上的第二加速分量。In an example embodiment of the present disclosure, after the third sliding control operation is obtained through the above steps, the second acceleration component in the vertical direction of the third sliding control operation may be obtained. Specifically, the third sliding control operation can be mapped to the vertical direction to obtain the second acceleration component of the third sliding control operation in the vertical direction.
需要说明的是,本公开对于获取第三滑动控制操作在竖直方向上的第二加速分量的具体方式并不做特殊限定。It should be noted that the present disclosure does not specifically limit the specific manner of obtaining the second acceleration component in the vertical direction of the third sliding control operation.
进一步的,可以通过第三滑动控制操作的滑动起点作为坐标原点建立直角坐标系, 将第三滑动控制操作映射至竖直坐标轴上,得到第三滑动控制操作在竖直方向上的第二加速分量。Further, a rectangular coordinate system can be established by using the sliding starting point of the third sliding control operation as the coordinate origin, The third sliding control operation is mapped onto the vertical coordinate axis to obtain the second acceleration component of the third sliding control operation in the vertical direction.
步骤S920,根据第二加速分量以及第二调整关系确定第二加速度。Step S920: Determine the second acceleration according to the second acceleration component and the second adjustment relationship.
在本公开的一种示例实施例中,在通过上述步骤得到第二加速分量之后,可以根据第二加速分量以及第二调整关系确定第二加速度。具体的,第二加速度可以包括加速度值与加速度方向。第二调整关系可以用于指示转向状态与加速度之间的关系,例如,当转向状态中的转向速度值增大时,加速度中的加速度值减少。因此,可以根据第二加速分量以及第二调整关系确定第二加速度。In an example embodiment of the present disclosure, after obtaining the second acceleration component through the above steps, the second acceleration may be determined according to the second acceleration component and the second adjustment relationship. Specifically, the second acceleration may include an acceleration value and an acceleration direction. The second adjustment relationship may be used to indicate the relationship between the steering state and acceleration, for example, when the steering speed value in the steering state increases, the acceleration value in the acceleration decreases. Therefore, the second acceleration can be determined based on the second acceleration component and the second adjustment relationship.
举例而言,可以根据第二加速分量的具体数值确定第二转向状态的加速度值,可以根据第二加速分量的方向确定第二加速度的加速度方向,例如,当第二加速分量的方向为上时,第二加速度的加速度方向为正向。For example, the acceleration value of the second steering state can be determined according to the specific value of the second acceleration component, and the acceleration direction of the second acceleration can be determined according to the direction of the second acceleration component. For example, when the direction of the second acceleration component is upward, , the acceleration direction of the second acceleration is positive.
通过上述步骤S910~S920,可以获取第三滑动控制操作在竖直方向上的第二加速分量,根据第二加速分量和第二调整关系确定第二加速度。通过本公开的实施例,可以根据加速分量以及调整关系确定加速度,能够提升对于加速度的控制精度,提升了玩家的操作上限。Through the above steps S910 to S920, the second acceleration component in the vertical direction of the third sliding control operation can be obtained, and the second acceleration is determined according to the second acceleration component and the second adjustment relationship. Through the embodiments of the present disclosure, acceleration can be determined based on the acceleration component and the adjustment relationship, which can improve the control accuracy of acceleration and increase the upper limit of the player's operation.
本公开的一种实施例提供的虚拟对象控制方法中,可以接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态,在游戏虚拟对象处于第一移动状态时,接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度,响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定第一加速度,根据第一加速度控制虚拟对象移动,响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态。通过对游戏虚拟对象的加速度以及转向速度值进行控制,可以使得游戏虚拟对象的移动的真实性更强,游戏虚拟对象的移动更加流程,能够使得玩家根据常规认识对游戏内的情况进行处理,避免游戏中的失利,且降低了虚拟游戏对象的控制难度,降低了新手玩家上手游戏的难度,从而降低了玩家的游玩成本,进而避免玩家的流失。In the virtual object control method provided by an embodiment of the present disclosure, the first sliding control operation for the game virtual object can be received, the first sliding direction in response to the first sliding control operation satisfies the first angle range, and the game virtual object is controlled to enter In the first moving state, when the game virtual object is in the first moving state, receive the second sliding control operation for the game virtual object, obtain the second sliding direction and sliding speed of the second sliding control operation, and respond to the second sliding control operation. The second sliding direction satisfies the second angle range, the first acceleration is determined according to the second sliding control operation and the first adjustment relationship, the virtual object is controlled to move according to the first acceleration, and the second sliding direction in response to the second sliding control operation satisfies the third The angle range and the sliding speed meet the speed threshold, and the game virtual object is controlled to switch from the first moving state to the second moving state. By controlling the acceleration and steering speed values of game virtual objects, the movement of game virtual objects can be made more realistic and the movement of game virtual objects more streamlined, allowing players to handle situations in the game based on conventional understanding and avoid Failure in the game also reduces the difficulty of controlling virtual game objects and reduces the difficulty for novice players to get started with the game, thereby reducing the player's cost of playing and thus avoiding the loss of players.
需要注意的是,上述附图仅是根据本公开示例性实施例的方法所包括的处理的示意性说明,而不是限制目的。易于理解,上述附图所示的处理并不表明或限制这些处理的时间顺序。另外,也易于理解,这些处理可以是例如在多个模块中同步或异步执行的。It should be noted that the above-mentioned drawings are only schematic illustrations of processes included in methods according to exemplary embodiments of the present disclosure, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal sequence of these processes. In addition, it is also easy to understand that these processes may be executed synchronously or asynchronously in multiple modules, for example.
此外,在本公开的示例性实施方式中,还提供了一种虚拟对象控制装置。参照图10所示,一种虚拟对象控制装置1000包括:第一操作接收模块1010、第二操作接收单元1020、第一角度范围响应单元1030和第二角度范围响应单元1040。Furthermore, in an exemplary embodiment of the present disclosure, a virtual object control device is also provided. Referring to FIG. 10 , a virtual object control device 1000 includes: a first operation receiving module 1010 , a second operation receiving unit 1020 , a first angle range response unit 1030 and a second angle range response unit 1040 .
其中,第一操作接收模块,设置为接收针对游戏虚拟对象的第一滑动控制操作,响 应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态;其中,第一移动状态为游戏虚拟对象以第一加速度进行移动的状态,第一加速度与滑动控制操作满足第一调整关系;第二操作接收单元,设置为在游戏虚拟对象处于第一移动状态时,接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度;第一角度范围响应单元,设置为响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定第一加速度,根据第一加速度控制虚拟对象移动;第二角度范围响应单元,设置为响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态;其中,第二移动状态为游戏虚拟对象以第二加速度进行移动的状态,第二加速度与滑动控制操作满足第二调整关系,第二调整关系不同于第一调整关系,第三角度范围包含于第二角度范围内。Wherein, the first operation receiving module is configured to receive the first sliding control operation for the game virtual object, and respond to the first sliding control operation. When the first sliding direction of the first sliding control operation satisfies the first angle range, the game virtual object is controlled to enter the first moving state; wherein the first moving state is a state in which the game virtual object moves with a first acceleration, and the first acceleration is equal to The sliding control operation satisfies the first adjustment relationship; the second operation receiving unit is configured to receive the second sliding control operation for the game virtual object when the game virtual object is in the first moving state, and obtain the second sliding control operation of the second sliding control operation. Sliding direction and sliding speed; the first angle range response unit is configured to respond to the second sliding direction of the second sliding control operation to satisfy the second angle range, determine the first acceleration according to the second sliding control operation and the first adjustment relationship, and determine the first acceleration according to the second sliding control operation and the first adjustment relationship. An acceleration controls the movement of the virtual object; the second angle range response unit is configured to respond to the second sliding control operation when the second sliding direction satisfies the third angle range and the sliding speed satisfies the speed threshold, and controls the game virtual object to switch from the first moving state to The second movement state; wherein, the second movement state is a state in which the game virtual object moves with a second acceleration, the second acceleration and the sliding control operation satisfy a second adjustment relationship, the second adjustment relationship is different from the first adjustment relationship, and the third The angle range is included in the second angle range.
在本公开的一种示例性实施例中,基于前述方案,根据第二滑动控制操作和第一调整关系确定第一加速度,装置还包括:第一转向状态确定单元,设置为根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态;第一加速度确定单元,设置为根据游戏虚拟对象在第一移动状态中的第一转向状态和第一调整关系确定第一加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the first acceleration is determined according to the second sliding control operation and the first adjustment relationship, and the device further includes: a first steering state determination unit configured to determine according to the second sliding control operation The operation determines a first turning state of the game virtual object in the first moving state; a first acceleration determining unit is configured to determine the first acceleration according to the first turning state of the game virtual object in the first moving state and the first adjustment relationship.
在本公开的一种示例性实施例中,基于前述方案,根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态,装置还包括:第一转向分量获取单元,设置为获取第二滑动控制操作在水平方向上的第一转向分量;第一转向分量确定单元,设置为根据第一转向分量确定游戏虚拟对象在第一移动状态中的第一转向状态。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the first steering state of the game virtual object in the first movement state is determined according to the second sliding control operation, and the device further includes: a first steering component acquisition unit, configured In order to obtain the first steering component of the second sliding control operation in the horizontal direction; the first steering component determination unit is configured to determine the first steering state of the game virtual object in the first movement state according to the first steering component.
在本公开的一种示例性实施例中,基于前述方案,第一转向状态包括转向速度值以及转向方向,装置还包括:转向参数获取单元,设置为根据第一转向分量确定第一转向状态的转向速度值以及第一转向状态的转向方向。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the first steering state includes a steering speed value and a steering direction, and the device further includes: a steering parameter acquisition unit configured to determine the first steering state according to the first steering component. Steering speed value and steering direction of the first steering state.
在本公开的一种示例性实施例中,基于前述方案,装置还包括:第一加速分量获取单元,设置为获取第一滑动控制操作在竖直方向上的第一加速分量;第一加速分量确定单元,根据第一加速分量以及第一调整关系确定第一加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the device further includes: a first acceleration component acquisition unit configured to acquire the first acceleration component of the first sliding control operation in the vertical direction; the first acceleration component The determining unit determines the first acceleration according to the first acceleration component and the first adjustment relationship.
在本公开的一种示例性实施例中,基于前述方案,装置还包括:第一滑动控制操作确定单元,设置为根据第一滑动控制操作确定第一加速度;操作中轴线确定单元,设置为获取第一滑动控制操作的滑动起点,根据滑动起点确定操作中轴线;其中,操作中轴线具有一无响应范围;第二转向分量获取单元,设置为获取第一滑动控制操作在水平方向上的第二转向分量;转向分量超出单元,设置为在第二转向分量超出无响应范围时,根据第二转向分量确定第二转向状态,根据第二转向状态以及第一加速度确定第一移动状态;转向分量未超出单元,设置为在第二转向分量未超出无响应范围时,根据第一加速度确定第一移动状态。 In an exemplary embodiment of the present disclosure, based on the foregoing solution, the device further includes: a first sliding control operation determining unit configured to determine the first acceleration according to the first sliding control operation; an operation central axis determining unit configured to obtain The sliding starting point of the first sliding control operation determines the central axis of the operation according to the sliding starting point; wherein the central axis of the operation has a no-response range; the second steering component acquisition unit is configured to acquire the second steering component of the first sliding control operation in the horizontal direction. Steering component; the steering component exceeds the unit, which is configured to determine the second steering state based on the second steering component when the second steering component exceeds the no-response range, and determine the first movement state based on the second steering state and the first acceleration; the steering component does not The exceeding unit is configured to determine the first movement state based on the first acceleration when the second steering component does not exceed the non-response range.
在本公开的一种示例性实施例中,基于前述方案,装置还包括:最大值到达单元,设置为在第二转向分量达到操作中轴线的最大值时,根据第二转向分量的增加移动操作中轴线。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the device further includes: a maximum value reaching unit configured to move the operation according to the increase of the second steering component when the second steering component reaches the maximum value of the operation center axis. central axis.
在本公开的一种示例性实施例中,基于前述方案,装置还包括:第三滑动控制操作接收单元,设置为在游戏虚拟对象处于第二移动状态时,接收针对游戏虚拟对象的第三滑动控制操作;第二加速度确定单元,设置为根据第三滑动控制操作和第二调整关系确定第二加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the device further includes: a third sliding control operation receiving unit configured to receive a third sliding action for the game virtual object when the game virtual object is in the second moving state. Control operation; a second acceleration determination unit configured to determine the second acceleration according to the third sliding control operation and the second adjustment relationship.
在本公开的一种示例性实施例中,基于前述方案,根据第三滑动控制操作和第二调整关系确定第一加速度,装置还包括:第三转向状态确定单元,设置为根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态;第二调整关系确定单元,设置为根据游戏虚拟对象在第二移动状态中的第三转向状态和第二调整关系确定第二加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the first acceleration is determined according to the third sliding control operation and the second adjustment relationship, and the device further includes: a third steering state determination unit configured to determine according to the third sliding control operation The operation determines a third steering state of the game virtual object in the second movement state; a second adjustment relationship determination unit configured to determine the second acceleration according to the third steering state of the game virtual object in the second movement state and the second adjustment relationship. .
在本公开的一种示例性实施例中,基于前述方案,根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态,装置还包括:第三转向分量获取单元,设置为获取第三滑动控制操作在水平方向上的第三转向分量;第三转向分量确定单元,设置为根据第三转向分量确定游戏虚拟对象在第二移动状态中的第三转向状态。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the third steering state of the game virtual object in the second movement state is determined according to the third sliding control operation, and the device further includes: a third steering component acquisition unit, configured In order to obtain the third steering component of the third sliding control operation in the horizontal direction; the third steering component determination unit is configured to determine the third steering state of the game virtual object in the second moving state according to the third steering component.
在本公开的一种示例性实施例中,基于前述方案,第三转向状态包括转向速度值以及转向方向,装置还包括:第二转向参数获取单元,设置为根据第三转向分量确定第三转向状态的转向速度值以及第三转向状态的转向方向。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the third steering state includes a steering speed value and a steering direction, and the device further includes: a second steering parameter acquisition unit configured to determine the third steering according to the third steering component. The steering speed value of the state and the steering direction of the third steering state.
在本公开的一种示例性实施例中,基于前述方案,根据第三滑动控制操作和第二调整关系确定第二加速度,装置还包括:第二加速分量获取单元,设置为获取第三滑动控制操作在竖直方向上的第二加速分量;第二加速分量确定单元,设置为根据第二加速分量和第二调整关系确定第二加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the second acceleration is determined according to the third sliding control operation and the second adjustment relationship, and the device further includes: a second acceleration component acquisition unit configured to acquire the third sliding control A second acceleration component operating in the vertical direction; a second acceleration component determination unit configured to determine the second acceleration according to the second acceleration component and the second adjustment relationship.
在本公开的一种示例性实施例中,基于前述方案,第一加速度的初始方向与游戏虚拟对象的速度方向相同,第二加速度的初始方向与游戏虚拟对象的速度方向相反。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the initial direction of the first acceleration is the same as the speed direction of the game virtual object, and the initial direction of the second acceleration is opposite to the speed direction of the game virtual object.
由于本公开的示例实施例的虚拟对象控制装置的各个功能模块与上述虚拟对象控制方法的示例实施例的步骤对应,因此对于本公开装置实施例中未披露的细节,请参照本公开上述的虚拟对象控制方法的实施例。Since each functional module of the virtual object control device according to the exemplary embodiment of the present disclosure corresponds to the steps of the above-mentioned exemplary embodiment of the virtual object control method, for details not disclosed in the embodiments of the present disclosure device, please refer to the above-mentioned virtual object control device of the present disclosure. Embodiments of object control methods.
应当注意,尽管在上文详细描述中提及了用于动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本公开的实施方式,上文描述的两个或更多模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来具体化。It should be noted that although several modules or units of equipment for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to embodiments of the present disclosure, the features and functions of two or more modules or units described above may be embodied in one module or unit. Conversely, the features and functions of one module or unit described above may be further divided into being embodied by multiple modules or units.
此外,在本公开的示例性实施例中,还提供了一种能够实现上述虚拟对象控制方法的电子设备。 Furthermore, in an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above virtual object control method is also provided.
所属技术领域的技术人员能够理解,本公开的各个方面可以实现为系统、方法或程序产品。因此,本公开的各个方面可以具体实现为以下形式,即:完全的硬件实施例、完全的软件实施例(包括固件、微代码等),或硬件和软件方面结合的实施例,这里可以统称为“电路”、“模块”或“系统”。Those skilled in the art will understand that various aspects of the present disclosure may be implemented as systems, methods, or program products. Therefore, various aspects of the present disclosure may be embodied in the following forms, namely: a complete hardware embodiment, a complete software embodiment (including firmware, microcode, etc.), or an embodiment combining hardware and software aspects, which may be collectively referred to herein as "Circuit", "Module" or "System".
下面参照图11来描述根据本公开的这种实施例的电子设备1100。图11显示的电子设备1100仅仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。An electronic device 1100 according to such an embodiment of the present disclosure is described below with reference to FIG. 11 . The electronic device 1100 shown in FIG. 11 is only an example and should not bring any limitations to the functions and scope of use of the embodiments of the present disclosure.
如图11所示,电子设备1100以通用计算设备的形式表现。电子设备1100的组件可以包括但不限于:上述至少一个处理单元1110、上述至少一个存储单元1120、连接不同系统组件(包括存储单元1120和处理单元1110)的总线1130、显示单元1140。As shown in Figure 11, electronic device 1100 is embodied in the form of a general computing device. The components of the electronic device 1100 may include, but are not limited to: the above-mentioned at least one processing unit 1110, the above-mentioned at least one storage unit 1120, a bus 1130 connecting different system components (including the storage unit 1120 and the processing unit 1110), and the display unit 1140.
其中,存储单元存储有程序代码,程序代码可以被处理单元1110执行,使得处理单元1110执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施例的步骤。例如,处理单元1110可以执行如图1中所示的步骤S110,接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态;其中,第一移动状态为游戏虚拟对象以第一加速度进行移动的状态,第一加速度与滑动控制操作满足第一调整关系;步骤S120,在游戏虚拟对象处于第一移动状态时,接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度;步骤S130,响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定第一加速度,根据第一加速度控制虚拟对象移动;步骤S140,响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态;其中,第二移动状态为游戏虚拟对象以第二加速度进行移动的状态,第二加速度与滑动控制操作满足第二调整关系,第二调整关系不同于第一调整关系,第三角度范围包含于第二角度范围内。Wherein, the storage unit stores program code, and the program code can be executed by the processing unit 1110, so that the processing unit 1110 performs the steps according to various exemplary embodiments of the present disclosure described in the above-mentioned "Example Method" section of this specification. For example, the processing unit 1110 may perform step S110 as shown in FIG. 1 , receive a first sliding control operation for the game virtual object, respond to the first sliding direction of the first sliding control operation satisfying the first angle range, and control the game virtual object. Enter the first movement state; wherein, the first movement state is a state in which the game virtual object moves with the first acceleration, and the first acceleration and the sliding control operation satisfy the first adjustment relationship; step S120, when the game virtual object is in the first movement state When, receive the second sliding control operation for the game virtual object, and obtain the second sliding direction and sliding speed of the second sliding control operation; step S130, in response to the second sliding direction of the second sliding control operation satisfying the second angle range, The first acceleration is determined according to the second sliding control operation and the first adjustment relationship, and the virtual object is controlled to move according to the first acceleration; step S140, the second sliding direction in response to the second sliding control operation satisfies the third angle range and the sliding speed satisfies the speed threshold. , controlling the game virtual object to switch from the first movement state to the second movement state; wherein, the second movement state is a state in which the game virtual object moves with the second acceleration, and the second acceleration and the sliding control operation satisfy the second adjustment relationship, and The second adjustment relationship is different from the first adjustment relationship, and the third angle range is included in the second angle range.
在本公开的一种示例性实施例中,基于前述方案,根据第二滑动控制操作和第一调整关系确定第一加速度,包括:根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态;根据游戏虚拟对象在第一移动状态中的第一转向状态和第一调整关系确定第一加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, determining the first acceleration according to the second sliding control operation and the first adjustment relationship includes: determining that the game virtual object is in the first movement state according to the second sliding control operation. the first steering state; determining the first acceleration according to the first steering state and the first adjustment relationship of the game virtual object in the first moving state.
在本公开的一种示例性实施例中,基于前述方案,根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态,包括:获取第二滑动控制操作在水平方向上的第一转向分量;根据第一转向分量确定游戏虚拟对象在第一移动状态中的第一转向状态。In an exemplary embodiment of the present disclosure, based on the foregoing solution, determining the first steering state of the game virtual object in the first movement state according to the second sliding control operation includes: obtaining the horizontal direction of the second sliding control operation. the first turning component; determining the first turning state of the game virtual object in the first moving state according to the first turning component.
在本公开的一种示例性实施例中,基于前述方案,第一转向状态包括转向速度值以及转向方向,方法还包括:根据第一转向分量确定第一转向状态的转向速度值以及第一转向状态的转向方向。 In an exemplary embodiment of the present disclosure, based on the foregoing solution, the first steering state includes a steering speed value and a steering direction, and the method further includes: determining a steering speed value of the first steering state and a first steering direction according to the first steering component. The steering direction of the status.
在本公开的一种示例性实施例中,基于前述方案,获取第一滑动控制操作在竖直方向上的第一加速分量;根据第一加速分量以及第一调整关系确定第一加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the first acceleration component in the vertical direction of the first sliding control operation is obtained; the first acceleration is determined according to the first acceleration component and the first adjustment relationship.
在本公开的一种示例性实施例中,基于前述方案,根据第一滑动控制操作确定第一加速度;获取第一滑动控制操作的滑动起点,根据滑动起点确定操作中轴线;其中,操作中轴线具有一无响应范围;获取第一滑动控制操作在水平方向上的第二转向分量;在第二转向分量超出无响应范围时,根据第二转向分量确定第二转向状态,根据第二转向状态以及第一加速度确定第一移动状态;在第二转向分量未超出无响应范围时,根据第一加速度确定第一移动状态。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the first acceleration is determined according to the first sliding control operation; the sliding starting point of the first sliding control operation is obtained, and the operation central axis is determined according to the sliding starting point; wherein, the operation central axis having a non-responsive range; obtaining the second steering component of the first sliding control operation in the horizontal direction; when the second steering component exceeds the non-responsive range, determining the second steering state according to the second steering component, and according to the second steering state and The first acceleration determines the first movement state; when the second steering component does not exceed the no-response range, the first movement state is determined based on the first acceleration.
在本公开的一种示例性实施例中,基于前述方案,在第二转向分量达到操作中轴线的最大值时,根据第二转向分量的增加移动操作中轴线。In an exemplary embodiment of the present disclosure, based on the foregoing scheme, when the second steering component reaches the maximum value of the operation center axis, the operation center axis is moved according to an increase in the second steering component.
在本公开的一种示例性实施例中,基于前述方案,在游戏虚拟对象处于第二移动状态时,接收针对游戏虚拟对象的第三滑动控制操作;根据第三滑动控制操作和第二调整关系确定第二加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, when the game virtual object is in the second moving state, a third sliding control operation for the game virtual object is received; according to the third sliding control operation and the second adjustment relationship Determine the second acceleration.
在本公开的一种示例性实施例中,基于前述方案,根据第三滑动控制操作和第二调整关系确定第一加速度,包括:根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态;根据游戏虚拟对象在第二移动状态中的第三转向状态和第二调整关系确定第二加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, determining the first acceleration according to the third sliding control operation and the second adjustment relationship includes: determining that the game virtual object is in the second movement state according to the third sliding control operation. the third steering state; determining the second acceleration according to the third steering state and the second adjustment relationship of the game virtual object in the second moving state.
在本公开的一种示例性实施例中,基于前述方案,根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态,包括:获取第三滑动控制操作在水平方向上的第三转向分量;根据第三转向分量确定游戏虚拟对象在第二移动状态中的第三转向状态。In an exemplary embodiment of the present disclosure, based on the foregoing solution, determining the third steering state of the game virtual object in the second movement state according to the third sliding control operation includes: obtaining the horizontal direction of the third sliding control operation. the third turning component; determining the third turning state of the game virtual object in the second moving state according to the third turning component.
在本公开的一种示例性实施例中,基于前述方案,第三转向状态包括转向速度值以及转向方向,方法还包括:根据第三转向分量确定第三转向状态的转向速度值以及第三转向状态的转向方向。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the third steering state includes a steering speed value and a steering direction, and the method further includes: determining a steering speed value of the third steering state and a third steering direction according to the third steering component. The steering direction of the status.
在本公开的一种示例性实施例中,基于前述方案,根据第三滑动控制操作和第二调整关系确定第二加速度,包括:获取第三滑动控制操作在竖直方向上的第二加速分量;根据第二加速分量和第二调整关系确定第二加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, determining the second acceleration according to the third sliding control operation and the second adjustment relationship includes: obtaining the second acceleration component of the third sliding control operation in the vertical direction. ; Determine the second acceleration according to the second acceleration component and the second adjustment relationship.
在本公开的一种示例性实施例中,基于前述方案,第一加速度的初始方向与游戏虚拟对象的速度方向相同,第二加速度的初始方向与游戏虚拟对象的速度方向相反。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the initial direction of the first acceleration is the same as the speed direction of the game virtual object, and the initial direction of the second acceleration is opposite to the speed direction of the game virtual object.
本公开的一种实施例提供的电子设备,可以接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态,在游戏虚拟对象处于第一移动状态时,接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度,响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定 第一加速度,根据第一加速度控制虚拟对象移动,响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态。通过对游戏虚拟对象的加速度以及转向速度值进行控制,可以使得游戏虚拟对象的移动的真实性更强,游戏虚拟对象的移动更加流程,能够使得玩家根据常规认识对游戏内的情况进行处理,避免游戏中的失利,且降低了虚拟游戏对象的控制难度,降低了新手玩家上手游戏的难度,从而降低了玩家的游玩成本,进而避免玩家的流失。An electronic device provided by an embodiment of the present disclosure can receive a first sliding control operation for a game virtual object, respond to a first sliding control operation in which a first sliding direction satisfies a first angle range, and control the game virtual object to enter a first movement. state, when the game virtual object is in the first moving state, receive the second sliding control operation for the game virtual object, obtain the second sliding direction and sliding speed of the second sliding control operation, and respond to the second sliding control operation of the second sliding control operation. The sliding direction satisfies the second angle range and is determined according to the second sliding control operation and the first adjustment relationship. The first acceleration is used to control the movement of the virtual object according to the first acceleration. In response to the second sliding control operation, the second sliding direction satisfies the third angle range and the sliding speed meets the speed threshold, and the game virtual object is controlled to switch from the first movement state to the second movement. state. By controlling the acceleration and steering speed values of game virtual objects, the movement of game virtual objects can be made more realistic and the movement of game virtual objects more streamlined, allowing players to handle situations in the game based on conventional understanding and avoid Failure in the game also reduces the difficulty of controlling virtual game objects and reduces the difficulty for novice players to get started with the game, thereby reducing the player's cost of playing and thus avoiding the loss of players.
存储单元1120可以包括易失性存储单元形式的可读介质,例如随机存取存储单元(RAM)1121和/或高速缓存存储单元1122,还可以进一步包括只读存储单元(ROM)1123。The storage unit 1120 may include a readable medium in the form of a volatile storage unit, such as a random access storage unit (RAM) 1121 and/or a cache storage unit 1122, and may further include a read-only storage unit (ROM) 1123.
存储单元1120还可以包括具有一组(至少一个)程序模块1125的程序/实用工具1124,这样的程序模块1125包括但不限于:操作系统、一个或者多个应用程序、其它程序模块以及程序数据,这些示例中的每一个或某种组合中可能包括网络环境的实现。Storage unit 1120 may also include a program/utility 1124 having a set of (at least one) program modules 1125 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, Each of these examples, or some combination, may include the implementation of a network environment.
总线1130可以为表示几类总线结构中的一种或多种,包括存储单元总线或者存储单元控制器、外围总线、图形加速端口、处理单元或者使用多种总线结构中的任意总线结构的局域总线。Bus 1130 may be a local area representing one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, a graphics acceleration port, a processing unit, or using any of a variety of bus structures. bus.
电子设备1100也可以与一个或多个外部设备1170(例如键盘、指向设备、蓝牙设备等)通信,还可与一个或者多个使得用户能与该电子设备1100交互的设备通信,和/或与使得该电子设备1100能与一个或多个其它计算设备进行通信的任何设备(例如路由器、调制解调器等等)通信。这种通信可以通过输入/输出(I/O)接口1150进行。并且,电子设备1100还可以通过网络适配器1160与一个或者多个网络(例如局域网(LAN),广域网(WAN)和/或公共网络,例如因特网)通信。如图所示,网络适配器1160通过总线1130与电子设备1100的其它模块通信。应当明白,尽管图中未示出,可以结合电子设备1100使用其它硬件和/或软件模块,包括但不限于:微代码、设备驱动器、冗余处理单元、外部磁盘驱动阵列、RAID系统、磁带驱动器以及数据备份存储系统等。Electronic device 1100 may also communicate with one or more external devices 1170 (e.g., keyboard, pointing device, Bluetooth device, etc.), may also communicate with one or more devices that enable a user to interact with electronic device 1100, and/or with Any device (eg, router, modem, etc.) that enables the electronic device 1100 to communicate with one or more other computing devices. This communication may occur through an input/output (I/O) interface 1150. Furthermore, the electronic device 1100 may also communicate with one or more networks (eg, a local area network (LAN), a wide area network (WAN), and/or a public network, such as the Internet) through the network adapter 1160. As shown, network adapter 1160 communicates with other modules of electronic device 1100 via bus 1130 . It should be understood that, although not shown in the figures, other hardware and/or software modules may be used in conjunction with electronic device 1100, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives And data backup storage system, etc.
通过以上的实施例的描述,本领域的技术人员易于理解,这里描述的示例实施例可以通过软件实现,也可以通过软件结合必要的硬件的方式来实现。因此,根据本公开实施例的技术方案可以以软件产品的形式体现出来,该软件产品可以存储在一个非易失性存储介质(可以是CD-ROM,U盘,移动硬盘等)中或网络上,包括若干指令以使得一台计算设备(可以是个人计算机、服务器、终端装置、或者网络设备等)执行根据本公开实施例的方法。Through the description of the above embodiments, those skilled in the art can easily understand that the example embodiments described here can be implemented by software, or can be implemented by software combined with necessary hardware. Therefore, the technical solution according to the embodiment of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, U disk, mobile hard disk, etc.) or on the network , including several instructions to cause a computing device (which may be a personal computer, a server, a terminal device, a network device, etc.) to execute a method according to an embodiment of the present disclosure.
在本公开的示例性实施例中,还提供了一种计算机可读存储介质,其上存储有能够实现本说明书上述方法的程序产品。在一些可能的实施例中,本公开的各个方面还可以实现为一种程序产品的形式,其包括程序代码,当程序产品在终端设备上运行时,程序 代码用于使终端设备执行本说明书上述“示例性方法”部分中描述的根据本公开各种示例性实施例的步骤。In an exemplary embodiment of the present disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the method described above in this specification is stored. In some possible embodiments, various aspects of the present disclosure can also be implemented in the form of a program product, which includes program code. When the program product is run on a terminal device, the program The code is used to cause the terminal device to perform the steps according to various exemplary embodiments of the present disclosure described in the above-mentioned "Example Method" section of this specification.
在本公开的一种示例性实施例中,可以接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态;其中,第一移动状态为游戏虚拟对象以第一加速度进行移动的状态,第一加速度与滑动控制操作满足第一调整关系;在游戏虚拟对象处于第一移动状态时,接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度;响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定第一加速度,根据第一加速度控制虚拟对象移动;响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态;其中,第二移动状态为游戏虚拟对象以第二加速度进行移动的状态,第二加速度与滑动控制操作满足第二调整关系,第二调整关系不同于第一调整关系,第三角度范围包含于第二角度范围内。In an exemplary embodiment of the present disclosure, a first sliding control operation for a game virtual object may be received, and in response to a first sliding direction of the first sliding control operation satisfying a first angle range, the game virtual object may be controlled to enter a first movement. state; wherein, the first moving state is a state in which the game virtual object moves with a first acceleration, and the first acceleration and the sliding control operation satisfy the first adjustment relationship; when the game virtual object is in the first moving state, receiving a response for the game virtual object the second sliding control operation, and obtain the second sliding direction and sliding speed of the second sliding control operation; the second sliding direction in response to the second sliding control operation satisfies the second angle range, according to the second sliding control operation and the first adjustment The relationship determines the first acceleration, and controls the virtual object to move according to the first acceleration; in response to the second sliding control operation, the second sliding direction satisfies the third angle range and the sliding speed meets the speed threshold, and controls the game virtual object to switch from the first moving state to the third Two moving states; wherein, the second moving state is a state in which the game virtual object moves with a second acceleration, the second acceleration and the sliding control operation satisfy a second adjustment relationship, the second adjustment relationship is different from the first adjustment relationship, and the third angle The range is included in the second angle range.
在本公开的一种示例性实施例中,基于前述方案,根据第二滑动控制操作和第一调整关系确定第一加速度,包括:根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态;根据游戏虚拟对象在第一移动状态中的第一转向状态和第一调整关系确定第一加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, determining the first acceleration according to the second sliding control operation and the first adjustment relationship includes: determining that the game virtual object is in the first movement state according to the second sliding control operation. the first steering state; determining the first acceleration according to the first steering state and the first adjustment relationship of the game virtual object in the first moving state.
在本公开的一种示例性实施例中,基于前述方案,根据第二滑动控制操作确定游戏虚拟对象在第一移动状态中的第一转向状态,包括:获取第二滑动控制操作在水平方向上的第一转向分量;根据第一转向分量确定游戏虚拟对象在第一移动状态中的第一转向状态。In an exemplary embodiment of the present disclosure, based on the foregoing solution, determining the first steering state of the game virtual object in the first movement state according to the second sliding control operation includes: obtaining the horizontal direction of the second sliding control operation. the first turning component; determining the first turning state of the game virtual object in the first moving state according to the first turning component.
在本公开的一种示例性实施例中,基于前述方案,第一转向状态包括转向速度值以及转向方向,方法还包括:根据第一转向分量确定第一转向状态的转向速度值以及第一转向状态的转向方向。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the first steering state includes a steering speed value and a steering direction, and the method further includes: determining a steering speed value of the first steering state and a first steering direction according to the first steering component. The steering direction of the status.
在本公开的一种示例性实施例中,基于前述方案,获取第一滑动控制操作在竖直方向上的第一加速分量;根据第一加速分量以及第一调整关系确定第一加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the first acceleration component in the vertical direction of the first sliding control operation is obtained; the first acceleration is determined according to the first acceleration component and the first adjustment relationship.
在本公开的一种示例性实施例中,基于前述方案,根据第一滑动控制操作确定第一加速度;获取第一滑动控制操作的滑动起点,根据滑动起点确定操作中轴线;其中,操作中轴线具有一无响应范围;获取第一滑动控制操作在水平方向上的第二转向分量;在第二转向分量超出无响应范围时,根据第二转向分量确定第二转向状态,根据第二转向状态以及第一加速度确定第一移动状态;在第二转向分量未超出无响应范围时,根据第一加速度确定第一移动状态。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the first acceleration is determined according to the first sliding control operation; the sliding starting point of the first sliding control operation is obtained, and the operation central axis is determined according to the sliding starting point; wherein, the operation central axis having a non-responsive range; obtaining the second steering component of the first sliding control operation in the horizontal direction; when the second steering component exceeds the non-responsive range, determining the second steering state according to the second steering component, and according to the second steering state and The first acceleration determines the first movement state; when the second steering component does not exceed the no-response range, the first movement state is determined based on the first acceleration.
在本公开的一种示例性实施例中,基于前述方案,在第二转向分量达到操作中轴线的最大值时,根据第二转向分量的增加移动操作中轴线。 In an exemplary embodiment of the present disclosure, based on the foregoing scheme, when the second steering component reaches the maximum value of the operation center axis, the operation center axis is moved according to an increase in the second steering component.
在本公开的一种示例性实施例中,基于前述方案,在游戏虚拟对象处于第二移动状态时,接收针对游戏虚拟对象的第三滑动控制操作;根据第三滑动控制操作和第二调整关系确定第二加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, when the game virtual object is in the second moving state, a third sliding control operation for the game virtual object is received; according to the third sliding control operation and the second adjustment relationship Determine the second acceleration.
在本公开的一种示例性实施例中,基于前述方案,根据第三滑动控制操作和第二调整关系确定第一加速度,包括:根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态;根据游戏虚拟对象在第二移动状态中的第三转向状态和第二调整关系确定第二加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, determining the first acceleration according to the third sliding control operation and the second adjustment relationship includes: determining that the game virtual object is in the second movement state according to the third sliding control operation. the third steering state; determining the second acceleration according to the third steering state and the second adjustment relationship of the game virtual object in the second moving state.
在本公开的一种示例性实施例中,基于前述方案,根据第三滑动控制操作确定游戏虚拟对象在第二移动状态中的第三转向状态,包括:获取第三滑动控制操作在水平方向上的第三转向分量;根据第三转向分量确定游戏虚拟对象在第二移动状态中的第三转向状态。In an exemplary embodiment of the present disclosure, based on the foregoing solution, determining the third steering state of the game virtual object in the second movement state according to the third sliding control operation includes: obtaining the horizontal direction of the third sliding control operation. the third turning component; determining the third turning state of the game virtual object in the second moving state according to the third turning component.
在本公开的一种示例性实施例中,基于前述方案,第三转向状态包括转向速度值以及转向方向,方法还包括:根据第三转向分量确定第三转向状态的转向速度值以及第三转向状态的转向方向。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the third steering state includes a steering speed value and a steering direction, and the method further includes: determining a steering speed value of the third steering state and a third steering direction according to the third steering component. The steering direction of the status.
在本公开的一种示例性实施例中,基于前述方案,根据第三滑动控制操作和第二调整关系确定第二加速度,包括:获取第三滑动控制操作在竖直方向上的第二加速分量;根据第二加速分量和第二调整关系确定第二加速度。In an exemplary embodiment of the present disclosure, based on the foregoing solution, determining the second acceleration according to the third sliding control operation and the second adjustment relationship includes: obtaining the second acceleration component of the third sliding control operation in the vertical direction. ; Determine the second acceleration according to the second acceleration component and the second adjustment relationship.
在本公开的一种示例性实施例中,基于前述方案,第一加速度的初始方向与游戏虚拟对象的速度方向相同,第二加速度的初始方向与游戏虚拟对象的速度方向相反。In an exemplary embodiment of the present disclosure, based on the foregoing solution, the initial direction of the first acceleration is the same as the speed direction of the game virtual object, and the initial direction of the second acceleration is opposite to the speed direction of the game virtual object.
本公开的一种实施例提供的计算机可读信号介质,可以接收针对游戏虚拟对象的第一滑动控制操作,响应第一滑动控制操作的第一滑动方向满足第一角度范围,控制游戏虚拟对象进入第一移动状态,在游戏虚拟对象处于第一移动状态时,接收针对游戏虚拟对象的第二滑动控制操作,并获取第二滑动控制操作的第二滑动方向和滑动速度,响应第二滑动控制操作的第二滑动方向满足第二角度范围,根据第二滑动控制操作和第一调整关系确定第一加速度,根据第一加速度控制虚拟对象移动,响应第二滑动控制操作的第二滑动方向满足第三角度范围且滑动速度满足速度阈值,控制游戏虚拟对象从第一移动状态切换为第二移动状态。通过对游戏虚拟对象的加速度以及转向速度值进行控制,可以使得游戏虚拟对象的移动的真实性更强,游戏虚拟对象的移动更加流程,能够使得玩家根据常规认识对游戏内的情况进行处理,避免游戏中的失利,且降低了虚拟游戏对象的控制难度,降低了新手玩家上手游戏的难度,从而降低了玩家的游玩成本,进而避免玩家的流失。An embodiment of the present disclosure provides a computer-readable signal medium that can receive a first sliding control operation for a game virtual object, respond to a first sliding direction of the first sliding control operation that satisfies a first angle range, and control the entry of the game virtual object. In the first moving state, when the game virtual object is in the first moving state, receive the second sliding control operation for the game virtual object, obtain the second sliding direction and sliding speed of the second sliding control operation, and respond to the second sliding control operation. The second sliding direction satisfies the second angle range, the first acceleration is determined according to the second sliding control operation and the first adjustment relationship, the virtual object is controlled to move according to the first acceleration, and the second sliding direction in response to the second sliding control operation satisfies the third The angle range and the sliding speed meet the speed threshold, and the game virtual object is controlled to switch from the first moving state to the second moving state. By controlling the acceleration and steering speed values of game virtual objects, the movement of game virtual objects can be made more realistic and the movement of game virtual objects more streamlined, allowing players to handle situations in the game based on conventional understanding and avoid Failure in the game also reduces the difficulty of controlling virtual game objects and reduces the difficulty for novice players to get started with the game, thereby reducing the player's cost of playing and thus avoiding the loss of players.
计算机可读信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了可读程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。可读信号介质还可以是可读存储介质以外的任何可读 介质,该可读介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave carrying readable program code therein. Such propagated data signals may take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. A readable signal medium may also be any readable signal medium other than a readable storage medium. A readable medium that may send, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于无线、有线、光缆、RF等等,或者上述的任意合适的组合。Program code embodied on a readable medium may be transmitted using any suitable medium, including but not limited to wireless, wireline, optical cable, RF, etc., or any suitable combination of the foregoing.
可以以一种或多种程序设计语言的任意组合来编写用于执行本公开操作的程序代码,程序设计语言包括面向对象的程序设计语言—诸如Java、C++等,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算设备上执行、部分地在用户设备上执行、作为一个独立的软件包执行、部分在用户计算设备上部分在远程计算设备上执行、或者完全在远程计算设备或服务器上执行。在涉及远程计算设备的情形中,远程计算设备可以通过任意种类的网络,包括局域网(LAN)或广域网(WAN),连接到用户计算设备,或者,可以连接到外部计算设备(例如利用因特网服务提供商来通过因特网连接)。Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., as well as conventional procedural programming. Language—such as "C" or a similar programming language. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device, or entirely on the remote computing device or server execute on. In situations involving remote computing devices, the remote computing device may be connected to the user computing device through any kind of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device, such as provided by an Internet service. (business comes via Internet connection).
此外,上述附图仅是根据本公开示例性实施例的方法所包括的处理的示意性说明,而不是限制目的。易于理解,上述附图所示的处理并不表明或限制这些处理的时间顺序。另外,也易于理解,这些处理可以是例如在多个模块中同步或异步执行的。In addition, the above-mentioned drawings are only schematic illustrations of processes included in the methods according to the exemplary embodiments of the present disclosure, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal sequence of these processes. In addition, it is also easy to understand that these processes may be executed synchronously or asynchronously in multiple modules, for example.
本领域技术人员在考虑说明书及实践这里公开的发明后,将容易想到本公开的其他实施例。本公开旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施例仅被视为示例性的,本公开的真正范围和精神由权利要求指出。 Other embodiments of the disclosure will be readily apparent to those skilled in the art from consideration of the specification and practice of the invention disclosed herein. The present disclosure is intended to cover any variations, uses, or adaptations of the disclosure that follow the general principles of the disclosure and include common common sense or customary technical means in the technical field that are not disclosed in the disclosure. . It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.

Claims (16)

  1. 一种虚拟对象控制方法,通过终端设备的图形用户界面显示虚拟游戏场景及其中的游戏虚拟对象,所述方法包括:A virtual object control method that displays virtual game scenes and game virtual objects therein through a graphical user interface of a terminal device. The method includes:
    接收针对游戏虚拟对象的第一滑动控制操作,响应所述第一滑动控制操作的第一滑动方向满足第一角度范围,控制所述游戏虚拟对象进入第一移动状态;其中,所述第一移动状态为所述游戏虚拟对象以第一加速度进行移动的状态,所述第一加速度与滑动控制操作满足第一调整关系;Receive a first sliding control operation for a game virtual object, and in response to a first sliding direction of the first sliding control operation satisfying a first angle range, control the game virtual object to enter a first movement state; wherein, the first movement The state is a state in which the game virtual object moves with a first acceleration, and the first acceleration and the sliding control operation satisfy a first adjustment relationship;
    在所述游戏虚拟对象处于所述第一移动状态时,接收针对所述游戏虚拟对象的第二滑动控制操作,并获取所述第二滑动控制操作的第二滑动方向和滑动速度;When the game virtual object is in the first moving state, receive a second sliding control operation for the game virtual object, and obtain the second sliding direction and sliding speed of the second sliding control operation;
    响应所述第二滑动控制操作的第二滑动方向满足第二角度范围,根据所述第二滑动控制操作和第一调整关系确定所述第一加速度,根据所述第一加速度控制所述虚拟对象移动;In response to the second sliding control operation, the second sliding direction satisfies the second angle range, the first acceleration is determined according to the second sliding control operation and the first adjustment relationship, and the virtual object is controlled according to the first acceleration. move;
    响应所述第二滑动控制操作的第二滑动方向满足第三角度范围且所述滑动速度满足速度阈值,控制所述游戏虚拟对象从所述第一移动状态切换为第二移动状态;其中,所述第二移动状态为所述游戏虚拟对象以第二加速度进行移动的状态,所述第二加速度与滑动控制操作满足第二调整关系,所述第二调整关系不同于所述第一调整关系,所述第三角度范围包含于所述第二角度范围内。In response to the second sliding direction of the second sliding control operation satisfying the third angle range and the sliding speed satisfying the speed threshold, the game virtual object is controlled to switch from the first moving state to the second moving state; wherein, The second moving state is a state in which the game virtual object moves with a second acceleration, the second acceleration and the sliding control operation satisfy a second adjustment relationship, and the second adjustment relationship is different from the first adjustment relationship, The third angle range is included in the second angle range.
  2. 根据权利要求1所述的方法,其中,所述根据所述第二滑动控制操作和第一调整关系确定所述第一加速度,包括:The method of claim 1, wherein determining the first acceleration according to the second sliding control operation and the first adjustment relationship includes:
    根据所述第二滑动控制操作确定所述游戏虚拟对象在所述第一移动状态中的第一转向状态;Determine the first turning state of the game virtual object in the first moving state according to the second sliding control operation;
    根据所述游戏虚拟对象在所述第一移动状态中的第一转向状态和所述第一调整关系确定所述第一加速度。The first acceleration is determined according to a first steering state of the game virtual object in the first movement state and the first adjustment relationship.
  3. 根据权利要求2所述的方法,其中,所述根据所述第二滑动控制操作确定所述游戏虚拟对象在所述第一移动状态中的第一转向状态,包括:The method of claim 2, wherein determining the first turning state of the game virtual object in the first moving state according to the second sliding control operation includes:
    获取所述第二滑动控制操作在水平方向上的第一转向分量;Obtaining the first steering component of the second sliding control operation in the horizontal direction;
    根据所述第一转向分量确定所述游戏虚拟对象在所述第一移动状态中的第一转向状态。A first steering state of the game virtual object in the first movement state is determined based on the first steering component.
  4. 根据权利要求3所述的方法,其中,所述第一转向状态包括转向速度值以及转向方向,所述方法还包括:The method of claim 3, wherein the first steering state includes a steering speed value and a steering direction, the method further comprising:
    根据所述第一转向分量确定所述第一转向状态的转向速度值以及所述第一转向状态的转向方向。A steering speed value of the first steering state and a steering direction of the first steering state are determined based on the first steering component.
  5. 根据权利要求1所述的方法,其中,所述方法还包括: The method of claim 1, further comprising:
    获取所述第一滑动控制操作在竖直方向上的第一加速分量;Obtain the first acceleration component in the vertical direction of the first sliding control operation;
    根据所述第一加速分量以及所述第一调整关系确定所述第一加速度。The first acceleration is determined based on the first acceleration component and the first adjustment relationship.
  6. 根据权利要求1所述的方法,其中,所述方法还包括:The method of claim 1, further comprising:
    根据所述第一滑动控制操作确定第一加速度;determining a first acceleration based on the first slide control operation;
    获取所述第一滑动控制操作的滑动起点,根据所述滑动起点确定操作中轴线;其中,所述操作中轴线具有一无响应范围;Obtain the sliding starting point of the first sliding control operation, and determine the operation central axis according to the sliding starting point; wherein the operation central axis has a no-response range;
    获取所述第一滑动控制操作在水平方向上的第二转向分量;Obtaining the second steering component of the first sliding control operation in the horizontal direction;
    在所述第二转向分量超出所述无响应范围时,根据所述第二转向分量确定第二转向状态,根据所述第二转向状态以及所述第一加速度确定第一移动状态;When the second steering component exceeds the no-response range, determine a second steering state based on the second steering component, and determine a first movement state based on the second steering state and the first acceleration;
    在所述第二转向分量未超出所述无响应范围时,根据所述第一加速度确定第一移动状态。When the second steering component does not exceed the no-response range, a first movement state is determined based on the first acceleration.
  7. 根据权利要求6所述的方法,其中,所述方法还包括:The method of claim 6, further comprising:
    在所述第二转向分量达到所述操作中轴线的最大值时,根据所述第二转向分量的增加移动所述操作中轴线。When the second steering component reaches a maximum value of the operating center axis, the operating center axis is moved according to an increase in the second steering component.
  8. 根据权利要求1所述的方法,其中,所述方法还包括:The method of claim 1, further comprising:
    在所述游戏虚拟对象处于所述第二移动状态时,接收针对所述游戏虚拟对象的第三滑动控制操作;When the game virtual object is in the second movement state, receiving a third sliding control operation for the game virtual object;
    根据所述第三滑动控制操作和第二调整关系确定所述第二加速度。The second acceleration is determined based on the third slide control operation and the second adjustment relationship.
  9. 根据权利要求8所述的方法,其中,所述根据所述第三滑动控制操作和第二调整关系确定所述第一加速度,包括:The method of claim 8, wherein determining the first acceleration according to the third sliding control operation and the second adjustment relationship includes:
    根据所述第三滑动控制操作确定所述游戏虚拟对象在所述第二移动状态中的第三转向状态;Determine a third steering state of the game virtual object in the second movement state according to the third sliding control operation;
    根据所述游戏虚拟对象在所述第二移动状态中的第三转向状态和所述第二调整关系确定所述第二加速度。The second acceleration is determined according to a third steering state of the game virtual object in the second movement state and the second adjustment relationship.
  10. 根据权利要求9所述的方法,其中,所述根据所述第三滑动控制操作确定所述游戏虚拟对象在所述第二移动状态中的第三转向状态,包括:The method of claim 9, wherein determining the third turning state of the game virtual object in the second moving state according to the third sliding control operation includes:
    获取所述第三滑动控制操作在水平方向上的第三转向分量;Obtaining a third steering component in the horizontal direction of the third sliding control operation;
    根据所述第三转向分量确定所述游戏虚拟对象在所述第二移动状态中的第三转向状态。A third steering state of the game virtual object in the second movement state is determined based on the third steering component.
  11. 根据权利要求10所述的方法,其中,所述第三转向状态包括转向速度值以及转向方向,所述方法还包括:The method of claim 10, wherein the third steering state includes a steering speed value and a steering direction, the method further comprising:
    根据所述第三转向分量确定所述第三转向状态的转向速度值以及所述第三转向状态的转向方向。The steering speed value of the third steering state and the steering direction of the third steering state are determined based on the third steering component.
  12. 根据权利要求8所述的方法,其中,所述根据所述第三滑动控制操作和第二调 整关系确定所述第二加速度,包括:The method of claim 8, wherein the step according to the third slide control operation and the second adjustment The integral relationship that determines the second acceleration includes:
    获取所述第三滑动控制操作在竖直方向上的第二加速分量;Obtain the second acceleration component in the vertical direction of the third sliding control operation;
    根据所述第二加速分量和所述第二调整关系确定所述第二加速度。The second acceleration is determined based on the second acceleration component and the second adjustment relationship.
  13. 根据权利要求1所述的方法,其中,所述第一加速度的初始方向与所述游戏虚拟对象的速度方向相同,所述第二加速度的初始方向与所述游戏虚拟对象的速度方向相反。The method of claim 1, wherein the initial direction of the first acceleration is the same as the speed direction of the game virtual object, and the initial direction of the second acceleration is opposite to the speed direction of the game virtual object.
  14. 一种虚拟对象控制装置,通过终端设备的图形用户界面显示虚拟游戏场景及其中的游戏虚拟对象,所述装置包括:A virtual object control device that displays virtual game scenes and game virtual objects therein through a graphical user interface of a terminal device, said device including:
    第一操作接收模块,设置为接收针对游戏虚拟对象的第一滑动控制操作,响应所述第一滑动控制操作的第一滑动方向满足第一角度范围,控制所述游戏虚拟对象进入第一移动状态;其中,所述第一移动状态为所述游戏虚拟对象以第一加速度进行移动的状态,所述第一加速度与滑动控制操作满足第一调整关系;The first operation receiving module is configured to receive the first sliding control operation for the game virtual object, respond to the first sliding direction of the first sliding control operation satisfying the first angle range, and control the game virtual object to enter the first moving state. ; Wherein, the first movement state is a state in which the game virtual object moves with a first acceleration, and the first acceleration and the sliding control operation satisfy a first adjustment relationship;
    第二操作接收单元,设置为在所述游戏虚拟对象处于所述第一移动状态时,接收针对所述游戏虚拟对象的第二滑动控制操作,并获取所述第二滑动控制操作的第二滑动方向和滑动速度;The second operation receiving unit is configured to receive a second sliding control operation for the game virtual object when the game virtual object is in the first moving state, and obtain the second sliding control operation of the second sliding control operation. direction and sliding speed;
    第一角度范围响应单元,设置为响应所述第二滑动控制操作的第二滑动方向满足第二角度范围,根据所述第二滑动控制操作和第一调整关系确定所述第一加速度,根据所述第一加速度控制所述虚拟对象移动;The first angle range response unit is configured to satisfy the second angle range in response to the second sliding direction of the second sliding control operation, determine the first acceleration according to the second sliding control operation and the first adjustment relationship, and determine the first acceleration according to the second sliding control operation and the first adjustment relationship. The first acceleration controls the movement of the virtual object;
    第二角度范围响应单元,设置为响应所述第二滑动控制操作的第二滑动方向满足第三角度范围且所述滑动速度满足速度阈值,控制所述游戏虚拟对象从所述第一移动状态切换为第二移动状态;其中,所述第二移动状态为所述游戏虚拟对象以第二加速度进行移动的状态,第二加速度与滑动控制操作满足第二调整关系,所述第二调整关系不同于所述第一调整关系,所述第三角度范围包含于所述第二角度范围内。The second angle range response unit is configured to control the game virtual object to switch from the first movement state in response to the second sliding direction of the second sliding control operation satisfying the third angle range and the sliding speed satisfying the speed threshold. is a second movement state; wherein, the second movement state is a state in which the game virtual object moves with a second acceleration, the second acceleration and the sliding control operation satisfy a second adjustment relationship, and the second adjustment relationship is different from In the first adjustment relationship, the third angle range is included in the second angle range.
  15. 一种计算机可读存储介质,其上存储有计算机程序,所述程序被处理器执行时实现如权利要求1~13中任一项所述的方法。A computer-readable storage medium on which a computer program is stored. When the program is executed by a processor, the method according to any one of claims 1 to 13 is implemented.
  16. 一种电子设备,包括:An electronic device including:
    一个或多个处理器;以及one or more processors; and
    存储器,设置为存储一个或多个程序,当所述一个或多个程序被所述一个或多个处理器执行时,使得所述一个或多个处理器实现如权利要求1~13中任一项所述的方法。 A memory configured to store one or more programs, which when executed by the one or more processors, causes the one or more processors to implement any one of claims 1 to 13 method described in the item.
PCT/CN2023/075851 2022-08-23 2023-02-14 Virtual object control method, virtual object control apparatus, storage medium, and device WO2024040882A1 (en)

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