WO2024078324A1 - 虚拟对象的控制方法和装置、存储介质及电子设备 - Google Patents

虚拟对象的控制方法和装置、存储介质及电子设备 Download PDF

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Publication number
WO2024078324A1
WO2024078324A1 PCT/CN2023/121483 CN2023121483W WO2024078324A1 WO 2024078324 A1 WO2024078324 A1 WO 2024078324A1 CN 2023121483 W CN2023121483 W CN 2023121483W WO 2024078324 A1 WO2024078324 A1 WO 2024078324A1
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WO
WIPO (PCT)
Prior art keywords
target
virtual
virtual scene
operation prompt
touch
Prior art date
Application number
PCT/CN2023/121483
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English (en)
French (fr)
Inventor
陈印超
张雅
文晗
孙璐雨
李熠琦
王礼进
张惠中
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of WO2024078324A1 publication Critical patent/WO2024078324A1/zh
Priority to US18/751,119 priority Critical patent/US20240342604A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

Definitions

  • the present application relates to the field of computers, and in particular to a method and device for controlling a virtual object, a storage medium, and an electronic device.
  • the existing method cannot take into account both the adjustment of the game field of view and the adjustment of the casting of game skills in the game.
  • the existing control method of virtual objects has the technical problem of low control efficiency.
  • the embodiments of the present application provide a method and device for controlling a virtual object, a storage medium, and an electronic device, so as to at least solve the technical problem of low efficiency of existing methods for controlling virtual objects.
  • a control method for a virtual object comprising: displaying a target control in a display interface displaying a first virtual scene screen, wherein the first virtual scene screen is a screen of a virtual scene observed by the target virtual object at a first viewing angle; in response to a touch operation on the target control, superimposing and displaying an operation prompt layer matching the first viewing angle on the target control, wherein the operation prompt layer is used to prompt a release action range of a target virtual prop that can be used by the target virtual object, and when a touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, displaying release preview information of the target virtual prop matching the first stop position in the first virtual scene screen; when it is determined that the touch point moves to a second stop position outside a first display area where the currently displayed operation prompt layer is located, adjusting the operation prompt layer to a second display area matching the second stop position, and adjusting the first virtual scene screen displayed in the display interface to a second virtual scene screen,
  • a control device for a virtual object comprising: a first The display unit is used to display a target control in a display interface displaying a first virtual scene screen, wherein the first virtual scene screen is a screen of a virtual scene observed by the target virtual object at a first viewing angle; the second display unit is used to, in response to a touch operation on the target control, overlay and display an operation prompt layer matching the first viewing angle on the target control, wherein the operation prompt layer is used to prompt a release action range of a target virtual prop that can be used by the target virtual object, and when the touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, the release preview information of the target virtual prop matching the first stop position is displayed in the first virtual scene screen; the adjustment unit is used to, when it is determined that the touch point moves to a second stop position outside the first display area where the currently displayed operation prompt layer is located, adjust the operation prompt layer to a second display area matching the second stop position, and adjust
  • a computer-readable storage medium in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned virtual object control method when running.
  • a computer program product comprising a computer program/instruction, the computer instruction being stored in a computer-readable storage medium.
  • a processor of a computer device reads the computer program/instruction from the computer-readable storage medium, and the processor executes the computer program/instruction, so that the computer device executes the control method of the virtual object as described above.
  • an electronic device including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the virtual object control method through the computer program.
  • a target control is displayed in a display interface displaying a first virtual scene screen, wherein the first virtual scene screen is a screen of a virtual scene observed by a target virtual object at a first viewing angle; in response to a touch operation on the target control, an operation prompt layer matching the first viewing angle is superimposed and displayed on the target control, the operation prompt layer being used to prompt the target virtual object of a release action range of a target virtual item that can be used; when it is determined that the touch point moves to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the first virtual scene screen displayed in the display interface is adjusted to a second virtual scene screen, thereby displaying a special operation control for controlling the virtual object in the display interface, so that when a touch operation on the target control is detected, the operation prompt layer is displayed, thereby accurately controlling the release action range of the virtual item according to the position of the touch point in the operation prompt layer, and when
  • FIG1 is a schematic diagram of a hardware environment of an optional virtual object control method according to an embodiment of the present application.
  • FIG2 is a flow chart of an optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG3 is a schematic diagram of an optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG4 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG5 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG6 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG7 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG8 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG9 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG10 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG11 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG12 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG13 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG14 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG15 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG16 is a flowchart of another optional method for controlling a virtual object according to an embodiment of the present application.
  • FIG17 is a schematic structural diagram of an optional virtual object control device according to an embodiment of the present application.
  • FIG. 18 is a schematic diagram of the structure of an optional electronic device according to an embodiment of the present application.
  • a method for controlling a virtual object may be, but is not limited to, applied to a control system of a virtual object in a hardware environment as shown in FIG. 1 , wherein the control system of the virtual object may include, but is not limited to, a terminal device. 102, network 104, server 106, database 108 and terminal device 110.
  • the terminal device 102 and the terminal device 110 respectively run a target client (as shown in FIG. 1, taking the target client as a game application client as an example).
  • the terminal device 102 and the terminal device 110 respectively include a human-computer interaction screen, a processor and a memory.
  • the human-computer interaction screen is used to display a virtual game scene (as shown in FIG. 1), and is also used to provide a human-computer interaction interface to receive a human-computer interaction operation for controlling a controlled virtual object in a virtual scene, and the virtual object will complete the game task set in the virtual scene.
  • the processor is used to generate an interaction instruction in response to the above human-computer interaction operation, and send the interaction instruction to the server.
  • the memory is used to store relevant attribute data, such as object attribute information of the controlled virtual object, and attribute information of the virtual props held, etc., where the attribute information may include but is not limited to information for identifying its identity and current location.
  • a client that controls the first virtual object runs in the terminal device 102; optionally, when the second virtual object is a virtual object controlled by the terminal device, a client that controls the second virtual object runs in the terminal device 110.
  • the second virtual object and the first virtual object here can be controlled to perform certain interactive events in the game, such as attack events, defense events, skill casting events, etc.
  • the server 106 includes a processing engine, which is used to perform storage or reading operations on the database 108. Specifically, the processing engine reads the virtual scene information of each virtual object and the operation information performed by each virtual object from the database 108.
  • the specific process of this embodiment is as follows: as in steps S102 to S106, the virtual scene where the first virtual object is located is displayed in the terminal device 102; then the target control is displayed in the display interface displaying the first virtual scene screen, wherein the first virtual scene screen is the screen of the virtual scene observed by the target virtual object under the first perspective; in response to the touch operation on the target control, an operation prompt layer matching the first perspective is superimposed on the target control, wherein the operation prompt layer is used to prompt the target virtual object to use the target virtual props
  • the release action range when the touch point corresponding to the touch operation stops at the first stop position in the operation prompt layer
  • step S108 the terminal device 102 sends the touch operation information to the server 106 via the network 104; then the server 106 executes step S110 to generate a second virtual scene picture according to the touch operation information; then, as in step S112, the server 106 sends the second virtual scene picture to the terminal device 102 via the network 104; finally, the terminal device 102 executes step S116, and when it is determined that the touch point moves to a second parking position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second parking position, and the first virtual scene picture displayed in the display interface is adjusted to the second virtual scene picture, wherein the second virtual scene picture is a picture of the virtual scene observed by the target virtual object from the second perspective.
  • step S110 may also be completed by the terminal device 102 or the terminal device 110.
  • the terminal device may be a terminal device configured with a target client, which may include but is not limited to at least one of the following: a mobile phone (such as an Android phone, an iOS phone, etc.), a laptop, a tablet computer, a PDA, a MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, etc.
  • the target client may be a video client, an instant messaging client, a browser client,
  • the educational client and the like support clients that provide shooting game tasks.
  • the above network may include but is not limited to: a wired network, a wireless network, wherein the wired network includes: a local area network, a metropolitan area network and a wide area network, and the wireless network includes: Bluetooth, WIFI and other networks that implement wireless communication.
  • the above server may be a single server, or a server cluster consisting of multiple servers, or a cloud server. The above is only an example, and no limitation is made to this in this embodiment.
  • the control method of the virtual object can be applied to, but not limited to, a game terminal application (Application, APP for short) that completes a predetermined confrontation game task in a virtual scene, such as a virtual confrontation game application in a multiplayer online tactical competitive game (MOBA) application;
  • the confrontation game task can be, but not limited to, a game task completed by the current player through the control of a virtual object in a virtual scene by a human-computer interaction virtual object and a virtual object controlled by other players through confrontation interaction;
  • the control method of the virtual object can also be applied to a terminal application of a massively multiplayer online role-playing game (MMORPG for short), in which the current player can complete a social game task in the game from the first perspective of a virtual object through role-playing, for example, completing a game task together with other virtual objects.
  • MMORPG massively multiplayer online role-playing game
  • the social game task here can be, but not limited to, running in an application (such as a non-independent game APP) in the form of a plug-in or applet, or running in an application (such as an independent game APP) in a game engine.
  • the types of the above-mentioned game applications may include but are not limited to at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications.
  • 2D two-dimensional
  • 3D three-dimensional
  • VR virtual reality
  • AR augmented reality
  • MR mixed reality
  • the above-mentioned embodiments of the present application can also be applied to, but not limited to, an open world type game.
  • the so-called open world means that the battle scenes in the game are completely free and open, and players can freely move forward and explore in any direction. The distance between the boundaries of various directions is very large.
  • there are simulated objects of various shapes and sizes in the scene which can produce various physical collisions or interactions with players, AI and other entities.
  • players can control virtual objects to complete game tasks through confrontation and interaction.
  • a target control is displayed in a display interface displaying a first virtual scene screen, wherein the first virtual scene screen is a screen of a virtual scene observed by a target virtual object at a first viewing angle; in response to a touch operation on the target control, an operation prompt layer matching the first viewing angle is superimposed and displayed on the target control, and the operation prompt layer is used to prompt the target virtual object of a release action range of a target virtual prop that can be used; when it is determined that the touch point moves to a second parking position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second parking position, and the first virtual scene screen displayed in the display interface is adjusted to the second virtual scene screen, so that a special operation control for controlling the virtual object is displayed in the display interface, so that when a touch operation on the target control is detected, the operation prompt layer is displayed, so that the release action range of the virtual prop is accurately controlled according to the position of the touch point in the operation prompt layer, and
  • control method of the virtual object includes the following steps:
  • the first virtual scene image is an image of the virtual scene from a first perspective of the target virtual object.
  • the operation prompt layer is used to prompt the target virtual object to use the target virtual props casting effect range, and when the touch point corresponding to the touch operation stops at the first stop position in the operation prompt layer, the casting preview information of the target virtual props matching the first stop position is displayed in the first virtual scene screen.
  • the operation prompt layer can be used to prompt the target virtual object to be in the position, and the casting effect range of the target virtual props can be called.
  • the first docking position in the operation prompt layer may be a position in a preset area in the operation prompt layer for docking the touch point.
  • the second virtual scene picture is a picture of the virtual scene observed by the target virtual object from the second perspective. That is, the second virtual scene picture is a picture of the virtual scene from the second perspective of the target virtual object.
  • the second docking position may be a position in a preset area for docking the touch point outside the first display area where the currently displayed operation prompt layer is located.
  • the target virtual object may be a virtual character, virtual image or virtual person controlled by the player in the game. It is understandable that the player can control the target virtual object to perform operations corresponding to the target control through the method in the above steps, and adjust the viewing angle of the target object at the same time to switch different game scene screens.
  • the above target control may be an attack control for triggering an attack operation, or a skill control for triggering a skill operation.
  • the above target control may be an attack tool control corresponding to a virtual attack tool, or the above target control may be a skill control corresponding to a virtual skill.
  • This embodiment does not limit the operation type corresponding to the above target control.
  • the touch operation in the above step S204 may be a long press operation, a single click operation, or a double click operation. This embodiment does not limit the type of the above touch operation.
  • the operation prompt layer matching the first perspective in the above step S204 means that: the operation prompt layer corresponds to the first perspective of the target virtual object, and the area displayed by the operation prompt layer can be used to indicate the virtual scene observed by the target virtual object under the first perspective.
  • the operation prompt layer in the above step S204 can be a display layer superimposed on the target control.
  • the range displayed by the layer is used to indicate the virtual scene under the first perspective of the currently controlled virtual object, and the release preview information of the target virtual prop of the target control is indicated by the elements displayed in the operation prompt layer.
  • the release preview information can be, for example, operation aiming information, operation range information, operation target information, etc.
  • a prompt pattern for indicating the aiming information can be displayed in the operation prompt layer.
  • the aiming information can be indicated according to the direction of the prompt line displayed in the operation prompt layer.
  • the shooting curve information of the shooting prop can be indicated by the curve displayed in the prompt layer.
  • a prompt pattern for indicating the range information of the skill casting can be displayed in the operation prompt layer.
  • the trajectory information of the skill casting can be indicated according to the action curve displayed in the operation prompt layer.
  • the overall range in the virtual scene can be indicated by the operation prompt layer, and the color block displayed in the operation prompt layer can indicate the range of the above-mentioned skill in the virtual scene.
  • the touch point in step S204 is further described below.
  • the above touch point is a display element displayed in the operation prompt layer.
  • it can also be used to indicate the currently received touch operation information.
  • the above touch point can be used to indicate the actual touch area of the current operation object (such as a player) in the display area.
  • the above touch point can also be used to indicate the corresponding operation area of the actual touch area of the current operation object (such as a player) in the display area.
  • the position of the above touch point can be different from the position of the actual touch area of the current operation object in the display area.
  • the preview information of the target virtual prop can be indicated by displaying a prompt element including the above-mentioned touch point in the operation prompt layer, and while displaying the prompt element in the operation prompt layer, the preview information of the target virtual prop that matches the stop position of the touch point is synchronously displayed in the virtual scene.
  • the target virtual prop is a virtual shooting prop
  • the aiming information of the target virtual prop (such as displaying the crosshair mark) is synchronously previewed and displayed in the virtual scene
  • the target virtual prop is a virtual throwing prop
  • the throwing trajectory curve of the target virtual prop is synchronously previewed and displayed in the virtual scene
  • the target virtual prop is a virtual skill prop
  • the skill range of the target virtual prop is synchronously previewed and displayed in the virtual scene.
  • the casting preview information of the target virtual prop matching the first stop position is displayed in the first virtual scene screen. Specifically, the casting preview information of the target virtual prop is displayed at a display position matching the first stop position in the first virtual scene screen.
  • the default display area of the above operation prompt layer can be the above first display area, and corresponds to the first perspective of the current virtual object; when the touch point moves outside the first display area, the second perspective of the virtual object is adjusted according to the stop position of the touch point, and the virtual scene picture under the second perspective is displayed. It can be understood that when the touch point moves within the first display area, the virtual object can be controlled to keep the current game perspective unchanged, that is, keep displaying the picture of the virtual scene observed under the first perspective.
  • the target control 301 shown in FIG. 3 (a) is an optional display style of the target control.
  • a control display pattern as shown in FIG. 3 (b) is displayed, that is, an operation prompt layer 302 is superimposed on the target control 301, and a touch point 303 and an arrow 304 are displayed in the operation prompt layer.
  • the fan-shaped area displayed by the currently displayed operation prompt layer 302 can be used to indicate the virtual game scene under the first perspective observed by the current virtual object, and the area where the current operation prompt layer is located can be the above-mentioned first display area.
  • the touch point 303 displayed in the operation prompt layer 302 can be used to indicate the virtual game scene under the first perspective observed by the current virtual object.
  • the touch range where the currently received touch signal is located is indicated, which can be the actual touch position of the player, and the position information of the touch signal is used to indicate the release range of the target virtual prop corresponding to the target control 301.
  • the target control 301 is a shooting prop control
  • the current aiming direction is indicated as the front by the position of the current touch point 303 in the operation prompt area
  • the target control 301 is a skill prop control
  • the current skill range is indicated by the position of the current touch point 303 in the operation prompt area, which is the mapping area of the display area of the touch point 303 in the operation prompt layer in the virtual game scene.
  • the operation prompt layer 305 located in the second display area is displayed according to the position of the touch point 303, and the second viewing angle can be determined according to the deviation angle between the current touch point 303 and the first display area where the operation prompt layer 302 is located, and the virtual scene screen matching the second viewing angle is displayed.
  • the target control 401 shown in FIG. 4 (a) is another optional display style of the target control.
  • the control display pattern shown in FIG. 4 (b) is then displayed, that is, the target control 401 is switched to be displayed as a touch point 402, and an operation prompt layer 403 in the style of a slider is superimposed thereon.
  • the rectangular range displayed by the currently displayed operation prompt layer 402 can be used to indicate the virtual game scene under the first perspective observed by the current virtual object, and the area where the current operation prompt layer is located can be the above-mentioned first display area.
  • the touch point 402 displayed in the operation prompt layer 403 can be used to indicate the touch range where the currently received touch signal is located, that is, it can be the actual touch position of the player, and at the same time, the position information of the touch signal is used to indicate the release action range of the target virtual prop corresponding to the target control 401.
  • the target control 401 is a shooting prop control
  • the target control 401 is switched to be displayed as a touch point 402, and the operation prompt layer 403 is superimposed thereon.
  • the operation prompt layer 402 can be used to indicate the touch range where the currently received touch signal is located, that is, it can be the actual touch position of the player, and at the same time, the position information of the touch signal is used to indicate the release action range of the target virtual prop corresponding to the target control 401.
  • the target control 401 is a shooting prop control
  • the current touch point 4 02 in the operation prompt area i.e., the center of the slider
  • the current touch point 402 is located in the operation prompt area to indicate the scope of the current skill, which is the mapping area of the display area of the touch point 402 in the operation prompt layer in the virtual game scene, that is, the center of the slider can be used to correspond to the central position of the virtual scene.
  • the second display area can be determined according to the position of the current touch point 402, and the operation prompt layer 404 can be displayed in the second display area.
  • the viewing angle size that needs to be adjusted is determined, thereby determining the second viewing angle, and synchronously displaying the virtual scene screen matching the second viewing angle.
  • the currently displayed game interface includes the scene screen observed by the target virtual character from the first perspective.
  • the operation prompt layer 502 is superimposed on the target control 501, and the touch point 503 and the arrow 504 are displayed in the operation prompt layer.
  • the fan-shaped area displayed by the currently displayed operation prompt layer 502 can be used to indicate the virtual game scene under the first perspective observed by the current virtual object, and the area where the current operation prompt layer is located can be the above-mentioned first display area.
  • the touch point 503 displayed in the operation prompt layer 502 can be used to indicate the touch range where the currently received touch signal is located, that is, it can be the actual touch position of the player, and the position information of the touch signal is used to indicate the release range of the target virtual prop corresponding to the target control 501.
  • the target control 501 is a shooting prop control
  • the current touch point 503 and the arrow 504 are in the operation prompt area. to indicate that the current aiming direction is straight ahead, and at the same time, a trajectory 505 is displayed in the virtual scene to indicate the release preview information of the current shooting prop; then, when the touch point moves outside the first display area, as shown in FIG. 6 , when the second perspective is determined according to the position of the touch point, a virtual scene picture matching the second perspective is displayed, as shown in FIG. 6 , a virtual object 601 that was originally not observable in the first perspective is displayed in the second perspective.
  • the second display area is a display area that matches (corresponds to) the second parking position, and specifically may be a display area within a preset range where the second parking position is located.
  • the second virtual scene image is an image of the virtual scene observed by the target virtual object at the second viewing angle.
  • a target control is displayed in a display interface displaying a first virtual scene screen, wherein the first virtual scene screen is a screen of a virtual scene observed by a target virtual object at a first viewing angle; in response to a touch operation on the target control, an operation prompt layer matching the first viewing angle is superimposed and displayed on the target control, and the operation prompt layer is used to prompt the target virtual object of the release action range of the target virtual prop that can be used; when it is determined that the touch point moves to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the first virtual scene screen displayed in the display interface is adjusted to the second virtual scene screen, so that a special operation control for controlling the virtual object is displayed in the display interface, so that when a touch operation on the target control is detected, the operation prompt layer is displayed, so that the release action range of the virtual prop is accurately controlled according to the position of the touch point in the
  • the above-mentioned superimposing and displaying the operation prompt layer matching the first perspective on the target control it also includes: in response to a first trigger operation on a first reference parking position in the operation prompt layer in the first display area, in the virtual scene presented by the first virtual scene picture, placing the target virtual prop according to the first placement preview information matching the first reference parking position.
  • the target virtual prop according to the first placement preview information matching the first reference parking position it also includes: when it is determined that the first reference parking position is adjusted to the second reference parking position, in response to a second trigger operation on the second reference parking position, in the virtual scene presented by the first virtual scene picture, placing the target virtual prop according to the second placement preview information matching the second reference parking position.
  • an operation prompt layer is superimposed and displayed in the first display area including the target control.
  • the player can continue to slide the touch point in the operation prompt layer to control the release range of the virtual prop corresponding to the target control, and synchronously adjust the release preview information in the virtual scene.
  • a release operation is detected (such as the finger leaving the screen), the prop is released according to the release preview information.
  • the target control is a control for triggering a skill item that can deflect the trajectory.
  • the operation prompt layer is superimposed on the target control, and the casting preview information, namely, track 701, is displayed in the virtual scene.
  • the default position of the touch point is the first position of Figure (a) in Figure 7, that is, it is in the center of the operation prompt layer, and the default preview skill track in the virtual scene is a straight line.
  • the display track 702 is controlled in the virtual scene, that is, the preview track is controlled to be synchronously deflected according to the position of the touch point;
  • the touch point continues to move, that is, as shown in Figure (c) in Figure 7, according to the third position of the touch point, the display track 703 is controlled in the virtual scene, that is, the preview track is controlled to be synchronously deflected according to the position of the touch point.
  • the skill prop can be controlled to cast the skill effect according to track 703.
  • the display of the effective area 802 is controlled in the virtual scene, that is, the preview trajectory is controlled to be synchronously deflected according to the position of the touch point;
  • the touch point continues to move, that is, as shown in Figure 8 (c)
  • the display of the effective area 803 is controlled in the virtual scene, that is, the preview effective area is controlled to move synchronously according to the position of the touch point.
  • the skill props can be controlled to cast skill effects in the effective area 803.
  • the target virtual prop when it is determined that the first reference parking position is adjusted to the second reference parking position, in response to the second trigger operation on the second reference parking position, in the virtual scene presented by the first virtual scene picture, the target virtual prop is placed according to the second placement preview information matching the second reference parking position; when it is determined that the first reference parking position is adjusted to the second reference parking position, in response to the second trigger operation on the second reference parking position, in the virtual scene presented by the first virtual scene picture, the target virtual prop is placed according to the second placement preview information matching the second reference parking position, so that the preview placement area of the virtual prop is adjusted in real time by receiving the position information of the touch point in the operation prompt layer, thereby improving the control efficiency of the virtual prop.
  • the display area where the operation prompt layer displayed in the display interface is located is synchronously adjusted with the touch point.
  • the control operation prompt layer when the touch point is located in the first display area and moves, the preview information of the target virtual prop is displayed according to the position information of the touch point, and the control operation prompt layer remains unchanged; when the touch point moves from the first display area to outside the first display area, the control operation prompt layer is adjusted synchronously with the position of the touch point.
  • FIG9 (a) in response to a long press operation on a target control 901, an operation prompt layer 902 is displayed on the target control 901, and The touch point 903 and the arrow 904 are displayed to indicate the preview track information of the current target virtual prop. Then, in response to the moving operation of the touch point 903, when the touch point 903 moves to the right edge of the operation prompt layer 902, the control pattern shown in Figure 9 (b) is displayed, and the touch point 905 located at the right edge of the first display area and the corresponding arrow 906 are displayed.
  • the touch point 908 located at the second position and the corresponding arrow 909 are displayed, and the synchronously adjusted operation prompt layer 907 is displayed.
  • the operation prompt layer 907 is the layer obtained by rotating the original operation prompt layer 902 according to the touch point 908. It can be understood that the area where the current operation prompt layer 907 is located can be the second display area.
  • the operation prompt layer can be rotated and updated in real time according to the real-time position of the touch point, and the updated operation prompt layer can be displayed in real time. It should be noted that since the operation prompt layer can be used to indicate the current viewing angle of the target virtual object, the game viewing angle of the current target virtual object can be adjusted synchronously with the movement of the touch point.
  • the position of the operation prompt layer can be adjusted synchronously according to the position of the touch point, the relative position of the touch point and the operation prompt layer always remains stable, so that the prop casting preview information indicated by the touch point can be kept fixed while the position of the operation prompt layer is adjusted synchronously according to the position of the touch point.
  • the touch point 905 is located at the edge of the operation prompt layer 902, which can be used to indicate that the preview track of the current target virtual prop is deflected to the right by 60°; and in (c) of FIG9 , the touch point 908 is also located at the edge of the operation prompt layer 907, which can also be used to indicate that the preview track of the current target virtual prop is deflected to the right by 60° relative to the front direction of the current viewing angle.
  • the display area where the operation prompt layer displayed in the display interface is located is synchronously adjusted with the touch point while the touch point moves, so that the operation prompt layer and the game perspective of the target virtual object are synchronously adjusted according to the position of the touch point, thereby realizing the linkage relationship between the operation prompt layer and the touch point, and realizing quick linkage adjustment of the casting preview information of the target virtual props and the game perspective of the target virtual character.
  • the first virtual scene picture displayed in the display interface after the first virtual scene picture displayed in the display interface is adjusted to the second virtual scene picture, it also includes: in response to a third trigger operation on a third reference stop position in the operation prompt layer in the second display area, in the virtual scene presented by the second virtual scene picture, placing the target virtual prop according to the third placement preview information matching the third reference stop position.
  • the touch point can continue to be controlled to move in the operation prompt layer displayed in the second display area, and the release preview information can be synchronously adjusted according to the position of the touch point, and when a trigger operation is detected, the target virtual prop is placed in the second virtual scene according to the latest release preview information.
  • the operation prompt layer 1002 in response to the triggering operation on the target control 1001, the operation prompt layer 1002 is superimposed and displayed on the target control 1001, and at the same time, the default virtual prop preview track is displayed in the first virtual scene screen, that is, the display track 1003. It can be understood that the area where the current operation prompt layer 1002 is located is the above-mentioned first display area. Then, in response to the movement operation of the touch point in the operation prompt layer 1002, the preview track is controlled to deflect synchronously. As shown in FIG10 (b) In the case where the touch point is located at the left edge of the operation prompt layer 1002, the display track 1004 is controlled, that is, the current track offset angle has reached the maximum value.
  • the operation prompt layer is controlled to rotate synchronously according to the position of the touch point, and the game perspective of the target virtual object is synchronously rotated according to the rotation angle of the operation prompt layer, and the virtual game scene under the current game perspective is displayed.
  • the operation prompt layer 1005 matching the current touch point position is controlled to be displayed, and the virtual scene screen corresponding to the operation prompt layer 1005 and the virtual object 1007 appearing in the screen are displayed.
  • the track 1006 maintains the maximum angle of deflection with the game perspective, so that the end point of the casting track of the current virtual prop, that is, the position of the virtual object 1007, can be determined according to the preview track information. Furthermore, under the current viewing angle and preview trajectory, releasing the target control 1001 can control the virtual prop to hit the virtual object 1007 along the trajectory 1006 .
  • the target virtual prop in response to the third trigger operation on the third reference stop position in the operation prompt layer in the second display area, in the virtual scene presented by the second virtual scene screen, the target virtual prop is cast according to the third casting preview information matching the third reference stop position, thereby providing a flexible and efficient control method of the control.
  • the player can long press the skill control to call out the operation prompt layer, and control the skill trajectory and game perspective according to the touch point in the operation prompt layer, thereby avoiding the cumbersome operation brought about by controlling the perspective and the scope of action respectively through two different touch operations, thereby achieving the improvement of the control efficiency of the virtual object and solving the technical problem of the low efficiency of the existing control method of the virtual object.
  • the method further includes: hiding the operation prompt layer.
  • the operation prompt layer can be called out by long pressing the target control, and the operation prompt layer can be hidden when the target control is released, thereby avoiding the operation prompt layer from covering other display elements in the display interface due to long-term display.
  • the operation prompt area is displayed only when the target control is triggered, thereby improving the display efficiency of the operation prompt layer.
  • the following step further includes: when it is determined that the touch point has moved to the target operation position configured for the operation prompt layer, the operation prompt layer is hidden.
  • the touch point after long pressing the target control to call out the operation prompt layer, the touch point can be moved to the target operation position and the operation prompt layer can be hidden to cancel the skill triggering operation.
  • the touch point can be moved to the center point of the skill control, or the touch point can be moved to the operation position in the game operation interface that is at the target distance from the operation prompt layer to complete the skill canceling operation.
  • the operation prompt layer is hidden, thereby providing a cancellation operation after the control is triggered, so as to avoid the erroneous release of skills caused by accidental touch operations, thereby improving the accuracy of virtual prop control.
  • the player When the player releases a skill with a ballistic trajectory, he can selectively release it through the virtual joystick of the skill button. After pressing the finger, move up, down, left, and right without releasing it. At this time, the preset direction of the skill's ballistic trajectory can be controlled. After releasing the finger, the skill can be released. As shown in Figure 10 (a) and Figure 10 (b), the player When pre-releasing the skill (i.e. long pressing the skill control to display the operation prompt layer), the player can slide his finger left or right to choose whether the pre-releasing trajectory of the skill should turn left or right, but the sliding range is limited to the marked virtual joystick fan range. The fan range is about 120 degrees, and the finger can slide freely in this area to control the release trajectory of the skill. At this time, the player's perspective will not be changed by the control of the virtual joystick.
  • the first reaction is to use the skill currently being pre-released to hit the enemy outside the field of vision, so the current field of vision needs to be adjusted.
  • the skill is still in the pre-release stage, the player can continue to control the change of his field of vision by touching and sliding the virtual joystick.
  • Figure 10 (c) rotate the finger to the left in the area where the enemy is located.
  • the touch exceeds the boundary of the fan-shaped area that originally controls the skill trajectory
  • the player's field of vision will be adjusted, and the fan-shaped area will also rotate synchronously. That is, the player's field of vision is adjusted after exceeding the boundary of the skill trajectory.
  • the skill trajectory is a pre-release effect that turns to the left, and the enemy is also in the current field of vision. Because the fan-shaped trajectory adjustment area will continue to rotate with the field of vision, the player can continue to slide right to control the curve of the trajectory without affecting the field of vision adjustment, thereby achieving a precise hit effect.
  • the player can continue to slide the virtual joystick beyond the boundary of the skill trajectory area to adjust the field of view.
  • the enemy has moved to the field of view on the right side.
  • the player needs to turn right quickly. Therefore, the player can continue to control the skill virtual joystick to slide quickly to the right, that is, quickly deflect the skill trajectory to the right, beyond the trajectory control boundary, and then start to turn right until it deflects to the enemy's field of view. Release the finger to release the skill and complete the attack operation.
  • FIG12 (a) in response to a touch operation on a target control, a slider 1202 is displayed to adjust the throwing range of the current throwing item.
  • the default touch point is located in the middle of the slider 1202, and the preview range 1201 in the virtual scene is located at the midpoint of the default trajectory.
  • FIG12 (b) in response to the movement of the touch point in the slider 1204, when the touch point moves to the top of the slider 1204, the preview range of the throwing item in the virtual scene is controlled to be displayed at the top position of the default throwing trajectory, that is, as shown in FIG12 (b), the range 1203 is displayed.
  • the perspective adjustment angle is determined according to the distance difference between the target position and the first display area, and the second game scene is displayed according to the perspective adjustment angle, and at the same time, the trajectory of the throwing prop is controlled to be adjusted synchronously with the perspective adjustment, so that the scope of action 1206 can just fall at the position where the virtual object 1205 is located, thereby achieving a counterattack against the enemy virtual object.
  • the target is displayed in the display interface showing the first virtual scene picture.
  • a control wherein the first virtual scene screen is a screen of a virtual scene observed by a target virtual object under a first viewing angle; in response to a touch operation on a target control, an operation prompt layer matching the first viewing angle is superimposed and displayed on the target control, the operation prompt layer being used to prompt the target virtual object of a release action range of a target virtual item that can be used; when it is determined that the touch point moves to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the first virtual scene screen displayed in the display interface is adjusted to the second virtual scene screen, so that a special operation control for controlling the virtual object is displayed in the display interface, so that when a touch operation on the target control is detected, the operation prompt layer is displayed, so that the release action range of the virtual item is accurately controlled according to the position of the touch point in the operation prompt layer, and when
  • overlaying and displaying an operation prompt layer matching the first perspective on the target control includes:
  • the actual touch position of the received touch operation may be different from the display position of the touch point.
  • the display position of the touch point in the operation prompt layer can be determined according to the offset angle between the actual position of the touch operation and the baseline of the operation prompt layer.
  • the touch point corresponding to the touch operation when displayed in the operation prompt layer according to the first offset angle, it also includes: when the touch point stops at the stop position in the operation prompt layer, the release preview information of the target virtual prop is updated in the first virtual scene screen according to the first offset angle.
  • FIG. 13 (a) when the current touch operation point is located at the location of the operation point 1301, the angle between the line connecting the operation point and the center point of the target control and the regional baseline 1303 is determined to be 0°, and then the touch point 1302 is displayed at the corresponding angle position of the second circle in the operation prompt layer to indicate that the trajectory offset angle of the current target virtual prop is 0°. Then, as shown in FIG. 13 (a), when the current touch operation point is located at the location of the operation point 1301, the angle between the line connecting the operation point and the center point of the target control and the regional baseline 1303 is determined to be 0°, and then the touch point 1302 is displayed at the corresponding angle position of the second circle in the operation prompt layer to indicate that the trajectory offset angle of the current target virtual prop is 0°. Then, as shown in FIG.
  • the angle between the line connecting the operation point and the center point of the target control and the regional baseline is determined to be 30°, and then the touch point 1305 is displayed at the corresponding 30° position of the second circle in the operation prompt layer to indicate that the trajectory offset angle of the current target virtual prop is 30° to the right.
  • the touch range that can actually be controlled and adjusted is expanded to the area outside the prompt area, so that fine angle adjustment can be achieved through large-scale touch operations.
  • the touch screen is plated with electrodes on the four sides to form a low-voltage AC electric field.
  • the finger and the conductor layer are electrically conductive.
  • a coupling capacitor is formed, and the current emitted by the four-sided electrodes flows to the contact point.
  • the inner and outer layers of the touch screen generate signals through the metal oxide in the middle, and the CPU obtains the coordinate point through the received signal. It can be understood that the horizontal coordinate of the mobile phone is the X axis and the vertical coordinate is the Y axis, so that the screen can sense the track and route of the finger sliding.
  • touch position information of the touch operation is obtained; a first offset angle is determined according to the touch position information and the position information of the area baseline of the first display area, wherein the area baseline is the center line of the first display area; a touch point corresponding to the touch operation is displayed in the operation prompt layer according to the first offset angle, and when the actual operation control point is not located in the operation prompt layer, the position of the touch point is displayed at the corresponding position in the operation prompt layer, thereby achieving precise adjustment of the skill offset angle and the game perspective according to the position of the touch point.
  • the method further includes:
  • the method further includes:
  • This embodiment determines the player's behavior by the coordinate angle of the touch movement when processing the lens rotation and skill trajectory selection at the same time.
  • the first display position (X1, Y1) and the current rotation angle of the virtual camera are obtained according to the touch screen.
  • the current rotation angle of the virtual camera is a quaternion, which can be regarded as a four-dimensional vector used to represent the rotation of an object in space, etc. As shown in FIG.
  • the angle ⁇ of the current rotation angle on the horizontal plane is taken as the base, and the left and right rotation boundaries are recorded as 60 degrees each, that is, the rotation range of 120 degrees in the horizontal plane, which is displayed as a plane fan-shaped area displayed by the terminal.
  • the behavior is determined. If the change in the camera angle corresponding to the display position obtained at this time is less than 60 degrees, the corresponding combat module is triggered, that is, the trajectory deflection of the skill pre-release.
  • the skill trajectory deflection within the area is first determined, and then the virtual camera deflection is performed with a value exceeding 60 degrees to the left or right. If it exceeds 60 degrees to the left, the rotation angle after the excess is recorded as the left boundary of the sector, and the right 120-degree area of the new left boundary is used as the skill trajectory deflection area to the right. If the new skill track deflection area exceeds 120 degrees to the right, the lens control deflection is realized.
  • the rotation angle after exceeding is recorded as the new right sector boundary, and the 120-degree area on the left side of the new right sector boundary is the skill track deflection area to the left. If it exceeds the 120-degree boundary on the left side, the lens control deflection is determined. In this way, the camera lens and skill track synchronous control effect at the horizontal angle is realized.
  • step S1602 is executed to display a virtual joystick at the touch position on the touch screen of the user's device; then step S1604 is executed, the user's touch point on the touch screen moves, and the real-time movement coordinates are recorded.
  • step S1604 is executed, the user's touch point on the touch screen moves, and the real-time movement coordinates are recorded.
  • the player clicks and touches a button on the touch screen of the device it is determined to be the first display position of the graphical user interface, which is used as the coordinate origin (X1, Y1), and this position is affected by the skill button hot zone range.
  • step S1606 a corresponding operation is performed according to the movement information of the virtual joystick
  • control of the virtual joystick can distinguish different behavior modules, common ones include motion module, camera module, combat module, etc.
  • the motion module mainly executes step S1608, moves the joystick to record the coordinate point, and controls the movement of the touch point in real time; obtains the real-time control coordinates (Xn, Yn) through the touch movement of the player's finger, calculates the relative direction and distance between (X1, Y1) and (Xn, Yn), and sends a joystick command simulating a game controller to the system to control the multi-faceted movement direction of the character or the trajectory of the skill pre-release;
  • the lens module is mainly used to execute step S1610, obtain the moving coordinate position and then rotate the sudden angle to match the lens movement; when the player touches the game interface, obtain the current rotation angle of the virtual camera to match it with the current coordinate position, and obtain the corresponding rotation angle according to the real-time coordinate position recorded according to the touch movement of the finger, so as to match the lens shaking;
  • the combat module is mainly used to execute step S1612, obtain the rotation angle after the moving coordinate position, and match the trajectory change;
  • step S1614 is mainly executed to judge the touch separation, and the separation position is used as the coordinate settlement; that is, the contact separation of the finger and the game interface is detected, and the separation position is used as the final coordinate settlement of each module behavior, and the player stops moving, turns the camera or releases a skill.
  • steps S1616 to S1620 are mainly executed to stop the movement; stop the lens; and release the skill.
  • the operation of simultaneously controlling the lens and trajectory can be achieved by determining the range of the angle between the horizontal plane or the vertical plane. Moreover, this operation perfectly matches the player's behavioral line.
  • the large-scale virtual joystick displacement is used to control the player's camera angle, while the small-range displacement can control the precise effect of skill release, killing two birds with one stone. It allows players to get more accurate and convenient operating methods in actual combat experience, improves the complexity and richness of skill operations in this type of game, and at the same time, this operation also optimizes the operating experience of releasing this type of skill, better helping players feel the convenient effect of keyboard and mouse operation on mobile terminals.
  • a virtual object control device for implementing the above virtual object control method is also provided. As shown in FIG17 , the device includes:
  • a first display unit 1702 is used to display a target control in a display interface displaying a first virtual scene picture, wherein the first virtual scene picture is a picture of a virtual scene observed by a target virtual object from a first perspective;
  • the second display unit 1704 is used to respond to the touch operation on the target control, and to display an operation prompt layer matching the first perspective on the target control, wherein the operation prompt layer is used to prompt the release action range of the target virtual prop that can be used by the target virtual object, and when the touch point corresponding to the touch operation stops at the first stop position in the operation prompt layer, the release preview information of the target virtual prop matching the first stop position is displayed in the first virtual scene screen;
  • Adjustment unit 1706 is used to adjust the operation prompt layer to a second display area matching the second stop position when it is determined that the touch point has moved to a second stop position outside the first display area where the currently displayed operation prompt layer is located, and adjust the first virtual scene picture displayed in the display interface to a second virtual scene picture, wherein the second virtual scene picture is a picture of the virtual scene observed by the target virtual object from a second perspective.
  • the embodiments to be implemented by the above-mentioned various unit modules can refer to the above-mentioned various method embodiments, which will not be repeated here.
  • an electronic device for implementing the control method of the virtual object is also provided, and the electronic device may be a terminal device or a server as shown in FIG18.
  • the electronic device may be a terminal device or a server as shown in FIG18.
  • This embodiment is illustrated by taking the electronic device as a terminal device as an example.
  • the electronic device includes a memory 1802 and a processor 1804, and a computer program is stored in the memory 1802, and the processor 1804 is configured to execute the steps in any of the above method embodiments through the computer program.
  • the electronic device may be located in at least one network device among a plurality of network devices of a computer network.
  • the processor may be configured to perform the following steps through a computer program:
  • an operation prompt layer matching the first perspective is superimposed and displayed on the target control, wherein the operation prompt layer is used to prompt a release action range of a target virtual prop that can be used by the target virtual object, and when a touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, a release preview information of the target virtual prop matching the first stop position is displayed in the first virtual scene screen;
  • the operation prompt layer is adjusted to a second display area matching the second stop position, and the first virtual scene picture displayed in the display interface is adjusted to a second virtual scene picture, wherein the second virtual scene picture is a picture of the virtual scene observed by the target virtual object from the second perspective.
  • the structure shown in FIG18 is for illustration only, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID), a PAD, and other terminal devices.
  • FIG18 does not refer to The electronic device and the electronic equipment described above are limited by their structure.
  • the electronic device and the electronic equipment may also include more or fewer components (such as a network interface, etc.) than those shown in FIG. 18 , or may have a configuration different from that shown in FIG. 18 .
  • the memory 1802 can be used to store software programs and modules, such as program instructions/modules corresponding to the control method and device of the virtual object in the embodiment of the present application.
  • the processor 1804 executes various functional applications and data processing by running the software programs and modules stored in the memory 1802, that is, realizing the control method of the virtual object mentioned above.
  • the memory 1802 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the memory 1802 may further include a memory remotely arranged relative to the processor 1804, and these remote memories may be connected to the terminal via a network.
  • the above-mentioned network examples include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and a combination thereof.
  • the memory 1802 may be specifically used, but not limited to, for storing information such as various elements in the scene screen, control information of the virtual object, etc.
  • the above-mentioned memory 1802 may include, but is not limited to, the first display unit 1702, the second display unit 1704, and the adjustment unit 1706 in the control device of the above-mentioned virtual object.
  • other module units in the control device of the virtual object may also be included but not limited to the above, which will not be described in detail in this example.
  • the transmission device 1806 is used to receive or send data via a network.
  • the above-mentioned network may include a wired network and a wireless network.
  • the transmission device 1806 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network.
  • the transmission device 1806 is a radio frequency (Radio Frequency, RF) module, which is used to communicate with the Internet wirelessly.
  • RF Radio Frequency
  • the electronic device mentioned above further includes: a display 1808 for displaying a virtual scene in an interface; and a connection bus 1810 for connecting various module components in the electronic device mentioned above.
  • the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes through network communication.
  • the nodes may form a peer-to-peer (P2P) network, and any form of computing device, such as a server, terminal or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.
  • P2P peer-to-peer
  • a computer program product comprising a computer program/instruction, the computer program/instruction comprising a program code for executing the method shown in the flow chart.
  • the computer program can be downloaded and installed from a network through a communication part, and/or installed from a removable medium.
  • various functions provided by the embodiments of the present application are executed.
  • a computer-readable storage medium is provided, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above-mentioned virtual object control method.
  • the computer-readable storage medium may be configured to store a computer program for performing the following steps:
  • an operation prompt layer matching the first perspective is superimposed and displayed on the target control, wherein the operation prompt layer is used to prompt a release action range of a target virtual item that can be used by the target virtual object, and when a touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, a release preview information of the target virtual item matching the first stop position is displayed in the first virtual scene screen;
  • the operation prompt layer is adjusted to a second display area matching the second stop position, and the first virtual scene picture displayed in the display interface is adjusted to a second virtual scene picture, wherein the second virtual scene picture is a picture of the virtual scene observed by the target virtual object from the second perspective.
  • a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
  • ROM read-only memory
  • RAM random access memory
  • magnetic disk or an optical disk etc.
  • the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium.
  • the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers or network devices, etc.) to execute all or part of the steps of the above methods in each embodiment of the present application.
  • the disclosed client can be implemented in other ways.
  • the device embodiments described above are only schematic.
  • the division of the above units is only a logical function division.
  • multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed.
  • Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.
  • the units described above as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

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Abstract

本申请公开了一种虚拟对象的控制方法和装置、存储介质及电子设备。其中,该方法包括:在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;响应于对目标控件的触控操作,在目标控件上叠加显示与第一视角相匹配的操作提示图层;在确定触控点移动到当前显示的操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将操作提示图层调整至与所述第二停驻位置相匹配的第二显示区域,并将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面。本申请解决了现有虚拟对象的控制方法的效率较低的技术问题。

Description

虚拟对象的控制方法和装置、存储介质及电子设备
优先权信息
本申请要求于2022年10月14日提交中国专利局、申请号为202211261278.5、申请名称为“虚拟对象的控制方法和装置、存储介质及电子设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及计算机领域,具体而言,涉及一种虚拟对象的控制方法和装置、存储介质及电子设备。
背景技术
随着移动设备性能的一代代升级,角色扮演类3D实景游戏越来越普遍。以前的端游主机类型的各种游戏玩法都移植到手机中,因此各种特殊的操作都需要在手机中实现。例如,在端游中可以通过键盘和鼠标分别控制虚拟角色的视野以及技能施放操作,但是在手游中,由于通常只能通过触控的形式进行虚拟角色的控制,因此对于虚拟角色的视野调整以及技能施放的调整这两种操作,只能通过先后两次不同的触控操作进行实现。例如,在控制固定游戏视野的情况下,通过触控操作调整技能施放的轨迹,或者,在固定技能轨迹的情况下,通过触控操作调整游戏视角。
现有的方式无法兼顾游戏中的游戏视野的调整以及游戏技能的施放调整,也就是说,现有的虚拟对象的控制方法存在控制效率较低的技术问题。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本申请实施例提供了一种虚拟对象的控制方法和装置、存储介质及电子设备,以至少解决现有虚拟对象的控制方法的效率较低的技术问题。
根据本申请实施例的一个方面,提供了一种虚拟对象的控制方法,包括:在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,上述第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;响应于对上述目标控件的触控操作,在上述目标控件上叠加显示与上述第一视角相匹配的操作提示图层,其中,上述操作提示图层用于提示上述目标虚拟对象可使用的目标虚拟道具的施放作用区间,上述触控操作对应的触控点停驻在上述操作提示图层中的第一停驻位置时,在上述第一虚拟场景画面中显示与上述第一停驻位置相匹配的上述目标虚拟道具的施放预览信息;在确定上述触控点移动到当前显示的上述操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将上述操作提示图层调整至与上述第二停驻位置相匹配的第二显示区域,并将上述显示界面中显示的上述第一虚拟场景画面调整为第二虚拟场景画面,其中,上述第二虚拟场景画面为上述目标虚拟对象在第二视角下观察到的虚拟场景的画面。
根据本申请实施例的另一方面,还提供了一种虚拟对象的控制装置,包括:第一 显示单元,用于在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,上述第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;第二显示单元,用于响应于对上述目标控件的触控操作,在上述目标控件上叠加显示与上述第一视角相匹配的操作提示图层,其中,上述操作提示图层用于提示上述目标虚拟对象可使用的目标虚拟道具的施放作用区间,上述触控操作对应的触控点停驻在上述操作提示图层中的第一停驻位置时,在上述第一虚拟场景画面中显示与上述第一停驻位置相匹配的上述目标虚拟道具的施放预览信息;调整单元,用于在确定上述触控点移动到当前显示的上述操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将上述操作提示图层调整至与上述第二停驻位置相匹配的第二显示区域,并将上述显示界面中显示的上述第一虚拟场景画面调整为第二虚拟场景画面,其中,上述第二虚拟场景画面为上述目标虚拟对象在第二视角下观察到的虚拟场景的画面。
根据本申请实施例的又一方面,还提供了一种计算机可读的存储介质,该计算机可读的存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述虚拟对象的控制方法。
根据本申请实施例的又一个方面,提供一种计算机程序产品,该计算机程序产品包括计算机程序/指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机程序/指令,处理器执行该计算机程序/指令,使得该计算机设备执行如以上虚拟对象的控制方法。
根据本申请实施例的又一方面,还提供了一种电子设备,包括存储器和处理器,上述存储器中存储有计算机程序,上述处理器被设置为通过上述计算机程序执行上述的虚拟对象的控制方法。
在本申请实施例中,在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;响应于对目标控件的触控操作,在目标控件上叠加显示与第一视角相匹配的操作提示图层,操作提示图层用于提示目标虚拟对象可使用的目标虚拟道具的施放作用区间;在确定触控点移动到当前显示的操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将操作提示图层调整至与第二停驻位置相匹配的第二显示区域,并将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面,从而在显示界面中显示用于控制虚拟对象的特殊操作控件,使得在检测到对目标控件的触控操作的情况下,显示操作提示图层,从而根据操作提示图层中的触控点的位置精确控制虚拟道具的施放作用区间,并在触控点处于特殊位置的情况下,提供快速调整游戏视角的功能,即提供同一操作可以同时控制虚拟对象施放道具以及调整虚拟对象的视角,从而提供丰富的控制效果,提升虚拟对象的控制效率,进而解决了现有的虚拟对象的控制方法的效率较低的技术问题。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申 请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的一种可选的虚拟对象的控制方法的硬件环境的示意图;
图2是根据本申请实施例的一种可选的虚拟对象的控制方法的流程图;
图3是根据本申请实施例的一种可选的虚拟对象的控制方法的示意图;
图4是根据本申请实施例的另一种可选的虚拟对象的控制方法的示意图;
图5是根据本申请实施例的又一种可选的虚拟对象的控制方法的示意图;
图6是根据本申请实施例的又一种可选的虚拟对象的控制方法的示意图;
图7是根据本申请实施例的又一种可选的虚拟对象的控制方法的示意图;
图8是根据本申请实施例的又一种可选的虚拟对象的控制方法的示意图;
图9是根据本申请实施例的又一种可选的虚拟对象的控制方法的示意图;
图10是根据本申请实施例的又一种可选的虚拟对象的控制方法的示意图;
图11是根据本申请实施例的又一种可选的虚拟对象的控制方法的示意图;
图12是根据本申请实施例的又一种可选的虚拟对象的控制方法的示意图;
图13是根据本申请实施例的又一种可选的虚拟对象的控制方法的示意图;
图14是根据本申请实施例的又一种可选的虚拟对象的控制方法的示意图;
图15是根据本申请实施例的又一种可选的虚拟对象的控制方法的示意图;
图16是根据本申请实施例的另一种可选的虚拟对象的控制方法的流程图;
图17是根据本申请实施例的一种可选的虚拟对象的控制装置的结构示意图;
图18是根据本申请实施例的一种可选的电子设备的结构示意图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
根据本申请实施例的一个方面,提供了一种虚拟对象的控制方法,作为一种可选的实施方式,上述虚拟对象的控制方法可以但不限于应用于如图1所示的硬件环境中的虚拟对象的控制系统,其中,该虚拟对象的控制系统可以包括但不限于终端设备 102、网络104、服务器106、数据库108及终端设备110。终端设备102和终端设备110中分别运行有目标客户端(如图1所示,以该目标客户端为一种游戏应用客户端为例)。上述终端设备102和终端设备110中分别包括人机交互屏幕,处理器及存储器。人机交互屏幕用于显示虚拟游戏场景(如图1所示的虚拟游戏场景),还用于提供人机交互接口以接收用于控制虚拟场景中受控的虚拟对象的人机交互操作,该虚拟对象将完成虚拟场景中设置的游戏任务。处理器用于响应上述人机交互操作生成交互指令,并将该交互指令发送给服务器。存储器用于存储相关属性数据,如所控制的虚拟对象的对象属性信息,及所持有的虚拟道具属性信息等,这里的属性信息可以包括但不限于用于识别其身份及当前所在位置等信息。其中,终端设备102中运行有控制第一虚拟对象的客户端;可选地,在第二虚拟对象为由终端设备控制的虚拟对象的情况下,终端设备110中运行有控制第二虚拟对象的客户端。这里的第二虚拟对象与第一虚拟对象可以在游戏中被控制进行一定的互动事件,例如攻击事件、防御事件、技能施放事件等。
此外,服务器106中包括处理引擎,处理引擎用于对数据库108执行存储或读取操作。具体地,处理引擎从数据库108中读取各个虚拟对象各自的虚拟场景信息及其执行的操作信息。假设图1中的终端设备102用于控制第一虚拟对象,终端设备104用于控制同一游戏任务中的第二虚拟对象,本实施例的具体过程如以下步骤:如步骤S102至S106,在终端设备102中显示第一虚拟对象所在的虚拟场景;接着在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;响应于对目标控件的触控操作,在目标控件上叠加显示与第一视角相匹配的操作提示图层,其中,操作提示图层用于提示目标虚拟对象可使用的目标虚拟道具的施放作用区间,触控操作对应的触控点停驻在操作提示图层中的第一停驻位置时,在第一虚拟场景画面中显示与第一停驻位置相匹配的目标虚拟道具的施放预览信息;接着,如步骤S108,终端设备102通过网络104向服务器106发送触控操作信息;然后服务器106执行步骤S110,根据触控操作信息生成第二虚拟场景画面;接着如步骤S112,服务器106通过网络104向终端设备102发送第二虚拟场景画面;最后在终端设备102执行步骤S116,在确定触控点移动到当前显示的操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将操作提示图层调整至与第二停驻位置相匹配的第二显示区域,并将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面,其中,第二虚拟场景画面为目标虚拟对象在第二视角下观察到的虚拟场景的画面。
作为另一种可选的实施方式,在终端设备102或终端设备110具备较强大的计算处理能力时,上述步骤S110也可以由终端设备102或终端设备110来完成。这里为示例,本实施例中对此不作任何限定。
可选地,在本实施例中,上述终端设备可以是配置有目标客户端的终端设备,可以包括但不限于以下至少之一:手机(如Android手机、iOS手机等)、笔记本电脑、平板电脑、掌上电脑、MID(Mobile Internet Devices,移动互联网设备)、PAD、台式电脑、智能电视等。目标客户端可以是视频客户端、即时通信客户端、浏览器客户端、 教育客户端等支持提供射击游戏任务的客户端。上述网络可以包括但不限于:有线网络,无线网络,其中,该有线网络包括:局域网、城域网和广域网,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络。上述服务器可以是单一服务器,也可以是由多个服务器组成的服务器集群,或者是云服务器。上述仅是一种示例,本实施例中对此不作任何限定。
可选地,在本实施例中,上述虚拟对象的控制方法可以但不限于应用于在虚拟场景中完成既定对抗游戏任务的游戏类终端应用(Application,简称APP)中,如多人在线战术竞技游戏(Multiplayer Online Battle Arena简称为MOBA)应用中虚拟对抗游戏应用;上述对抗游戏任务可以但不限于是当前玩家通过人机交互虚拟对象的控制虚拟场景中的虚拟对象与其他玩家控制的虚拟对象通过对抗互动完成的游戏任务;上述虚拟对象的控制方法还可以应用于大型多人在线角色扮演游戏(Multiplayer Online Role-Playing Game,简称MMORPG)类终端应用中,在该类游戏中,当前玩家可以通过角色扮演的方式,以虚拟对象的第一视角完成游戏中的社交游戏任务,例如,联同其他虚拟对象一同完成游戏任务等。这里的社交游戏任务可以但不限于以插件、小程序形式运行在应用(如非独立运行的游戏APP)中,或在游戏引擎中运行在应用(如独立运行的游戏APP)中。上述游戏应用的类型可以包括但不限于以下至少之一:二维(Two Dimension,简称2D)游戏应用、三维(Three Dimension,简称3D)游戏应用、虚拟现实(Virtual Reality,简称VR)游戏应用、增强现实(Augmented Reality,简称AR)游戏应用、混合现实(Mixed Reality,简称MR)游戏应用。以上只是一种示例,本实施例对此不作任何限定。
本申请的上述实施方式还可以但不限于应用于一种开放世界类型的游戏中,所谓开放世界指游戏中的战斗场景完全自由开放的,玩家可以朝任何方向自由前进探索,各个方位的边界之间距离非常大,同时场景中也有各种形状尺寸的仿真物件,能够与玩家、AI等实体产生各种物理碰撞或交互。在开放世界游戏中,玩家可以控制虚拟对象通过对抗互动完成的游戏任务。
在本申请实施例中,在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;响应于对目标控件的触控操作,在目标控件上叠加显示与第一视角相匹配的操作提示图层,操作提示图层用于提示目标虚拟对象可使用的目标虚拟道具的施放作用区间;在确定触控点移动到当前显示的操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将操作提示图层调整至与第二停驻位置相匹配的第二显示区域,并将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面,从而在显示界面中显示用于控制虚拟对象的特殊操作控件,使得在检测到对目标控件的触控操作的情况下,显示操作提示图层,从而根据操作提示图层中的触控点的位置精确控制虚拟道具的施放作用区间,并在触控点处于特殊位置的情况下,将操作提示图层调整至与第二停驻位置相匹配的第二显示区域,并将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面,其中,第二虚拟场景画面为目标虚拟对象在第二视角下观察到的虚拟场景的画面。
作为一种可选的实施方式,如图2所示,上述虚拟对象的控制方法包括以下步骤:
S202,在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;
具体地,本实施例中,第一虚拟场景画面为在目标虚拟对象的第一视角下的虚拟场景的画面。
S204,响应于对目标控件的触控操作,在目标控件上叠加显示与第一视角相匹配的操作提示图层;
其中,操作提示图层用于提示目标虚拟对象可使用的目标虚拟道具的施放作用区间,触控操作对应的触控点停驻在操作提示图层中的第一停驻位置时,在第一虚拟场景画面中显示与第一停驻位置相匹配的目标虚拟道具的施放预览信息。其中,操作提示图层可以用于提示目标虚拟对象处于所处位置时,可调用的目标虚拟道具的施放作用区间。
其中,上述操作提示图层中的第一停驻位置可以为操作提示图层中的一个用于停驻触控点的预设区域中的一个位置。
S206,在确定触控点移动到当前显示的操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将操作提示图层调整至与第二停驻位置相匹配的第二显示区域,并将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面;
其中,第二虚拟场景画面为目标虚拟对象在第二视角下观察到的虚拟场景的画面。即就是,第二虚拟场景画面为在目标虚拟对象的第二视角下的虚拟场景的画面。上述第二停驻位置可以为当前显示的操作提示图层所在的第一显示区域之外的一个用于停驻触控点的预设区域中的一个位置。
需要说明的是,在本实施方式中,上述目标虚拟对象可以为游戏中被玩家控制的虚拟角色、虚拟形象或是虚拟人物。可以理解的是,玩家可以通过上述步骤中方法控制目标虚拟对象执行与目标控件对应的操作,并同时调整目标对象的视角,以切换不同的游戏场景画面。
在上述步骤S202中,上述目标控件可以是一种用于触发攻击操作的攻击控件,也可以是用于触发技能操作的技能控件。例如,上述目标控件可以为虚拟攻击用具对应的攻击用具控件,上述目标控件也可以为虚拟技能对应的技能控件。本实施方式不对上述目标控件对应的操作类型进行限制。
可选地,上述步骤S204中的触控操作可以为一种长按操作,也可以是一种单次点击操作,还可以是一种双击操作,本实施方式不对上述触控操作的类型进行限制。
需要进一步说明的是,上述步骤S204中的与第一视角相匹配的操作提示图层是指:操作提示图层与目标虚拟对象的第一视角相对应,操作提示图层所显示的区域可以用于指示目标虚拟对象所观察到的第一视角下的虚拟场景。上述步骤S204中的操作提示图层可以是一种叠加显示于目标控件之上的显示图层,图层显示的范围用于指示当前控制的虚拟对象的第一视角下的虚拟场景,并通过显示于操作提示图层中的元素指示目标控件的目标虚拟道具的施放预览信息,施放预览信息例如可以为操作瞄准信息、操作作用范围信息、操作目标信息等。例如,在目标控件对应的控制操作为射击 操作的情况下,可以在操作提示图层中显示用于指示瞄准信息的提示图样,作为一种可选的方式,可以根据操作提示图层中显示的提示线的方向指示瞄准信息,在另一种方式中,可以通过在提示图层中显示的曲线以指示射击道具的射击曲线信息;又例如,在目标控件对应的控制操作为特殊道具的技能施放操作的情况下,可以在操作提示图层中显示用于指示技能施放的作用范围信息的提示图样,在一种可选的方式中,可以根据操作提示图层中显示的作用曲线以指示技能施放的轨迹信息,在另一种可选的方式中,可以通过操作提示图层指示虚拟场景中整体范围,以显示于操作提示图层中的色块指示上述技能在虚拟场景中的作用范围。
以下对步骤S204中的触控点进行进一步说明。上述触控点是一种显示于操作提示图层中的显示元素,除了可以用于指示目标虚拟道具的施放信息,还可以用于指示当前接收的触控操作信息。例如,上述触控点可以用于指示当前操作对象(如玩家)在显示区域中的实际触控区域,上述触控点还可以用于指示当前操作对象(如玩家)在显示区域中的实际触控区域的对应的操作区域,换句话说,上述触控点的位置可以与当前操作对象在显示区域中的实际触控区域所在的位置不同。
在本实施方式中,可以通过显示于操作提示图层中包括上述触控点在内的提示元素指示目标虚拟道具的施放预览信息,并在操作提示图层中显示提示元素的同时,在虚拟场景中同步显示与触控点停驻位置相匹配的目标虚拟道具的施放预览信息。如,在目标虚拟道具为一种虚拟射击道具的情况下,虚拟场景中同步预览显示目标虚拟道具的瞄准信息(如显示准星标识);在目标虚拟道具为一种虚拟投掷道具的情况下,虚拟场景中同步预览显示目标虚拟道具的投掷轨迹曲线;在目标虚拟道具为一种虚拟技能道具的情况下,虚拟场景中同步预览显示目标虚拟道具的技能作用范围。
在本实施方式中,步骤S204中触控操作的触控点停驻在操作提示图层中的第一停驻位置时,在第一虚拟场景画面中显示与第一停驻位置相匹配的目标虚拟道具的施放预览信息,具体可以是在第一虚拟场景画面中与第一停驻位置相匹配的显示位置显示目标虚拟道具的施放预览信息。
以下对上述步骤S206中的第一显示区域进行说明。需要说明的是,响应于对目标控件的触控操作,上述操作提示图层默认显示的区域可以为上述第一显示区域,且与当前虚拟对象的第一视角相对应;在触控点移动至第一显示区域之外的情况下,即根据触控点的停驻位置对应调整虚拟对象的第二视角,并显示第二视角下的虚拟场景画面。可以理解的是,在触控点在第一显示区域内移动的情况下,可以控制虚拟对象保持当前游戏视角不发生改变,即保持显示第一视角下观察到的虚拟场景的画面。
以下结合图3、图4对上述操作提示图层的两种可选的显示方式进行说明。
如图3中的(a)图所示的目标控件301,为一种可选的目标控件的显示样式,响应于对目标控件301的长按操作,接着显示如图3中的(b)图中所示的控件显示图样,即在目标控件301上叠加显示操作提示图层302,并在操作提示图层中显示触控点303以及箭头304。可以理解的是,当前显示的操作提示图层302所显示的扇形区域可以用于指示当前虚拟对象所观察到的第一视角下的虚拟游戏场景,且当前操作提示图层所在的区域可以为上述第一显示区域。在操作提示图层302中显示的触控点303可用 于指示当前接收到的触控信号所在的触控范围,即可以为玩家实际触控的位置,同时通过该触控信号所在的位置信息用于指示目标控件301所对应的目标虚拟道具的施放作用区间。例如,在目标控件301为一种射击道具控件的情况下,通过当前触控点303在操作提示区域中的位置以指示当前瞄准方向为正前方;在目标控件301为一种技能道具控件的情况下,通过当前触控点303在操作提示区域中的位置以指示当前技能的作用范围,为触控点303的显示区域在操作提示图层中的区域在虚拟游戏场景中的映射区域。接着,在触控点移动至第一显示区域之外的情况下,如图3中的(c)图所示,根据触控点303的位置显示位于第二显示区域的操作提示图层305,并可以根据当前触控点303与操作提示图层302所在的第一显示区域的偏差角度以确定出第二视角,并显示与第二视角匹配的虚拟场景画面。
如图4中的(a)图所示的目标控件401,为另一种可选的目标控件的显示样式,响应于对目标控件401的长按操作,接着显示如图4中的(b图中所示的控件显示图样,即将目标控件401切换显示为触控点402,并上叠加显示滑杆样式的操作提示图层403,当前显示的操作提示图层402所显示的矩形范围可以用于指示当前虚拟对象所观察到的第一视角下的虚拟游戏场景,且当前操作提示图层所在的区域可以为上述第一显示区域。在操作提示图层403中显示的触控点402可用于指示当前接收到的触控信号所在的触控范围,即可以为玩家实际触控的位置,同时通过该触控信号所在的位置信息用于指示目标控件401所对应的目标虚拟道具的施放作用区间。例如,在目标控件401为一种射击道具控件的情况下,通过当前触控点402在操作提示区域中的位置(即滑杆的正中央)以指示当前瞄准方向为正前方;在目标控件401为一种技能道具控件的情况下,通过当前触控点402在操作提示区域中的位置以指示当前技能的作用范围,为触控点402的显示区域在操作提示图层中的区域在虚拟游戏场景中的映射区域,即滑杆中央可以用于对应于虚拟场景的中央位置。接着,在触控点移动至第一显示区域之外的情况下,如图4中的(c)图所示,即可以根据当前触控点402的位置确定出第二显示区域,并在第二显示区域中显示操作提示图层404,同时根据触控点402与调整前的操作提示图层所在的第一显示区域405的偏差距离,结合偏差距离与视角调整的映射关系,以确定出需要调整的视角大小,从而确定出第二视角,并同步显示与第二视角匹配的虚拟场景画面。
以下结合图5,图6对本申请上述方法在一个具体的游戏场景的实施方式进行说明。如图5所示,当前显示的游戏界面中即包括了目标虚拟角色在第一视角下观察到的场景画面。响应于对目标控件501的长按操作,在目标控件501上叠加显示操作提示图层502,并在操作提示图层中显示触控点503以及箭头504。可以理解的是,当前显示的操作提示图层502所显示的扇形区域可以用于指示当前虚拟对象所观察到的第一视角下的虚拟游戏场景,且当前操作提示图层所在的区域可以为上述第一显示区域。在操作提示图层502中显示的触控点503可用于指示当前接收到的触控信号所在的触控范围,即可以为玩家实际触控的位置,同时通过该触控信号所在的位置信息用于指示目标控件501所对应的目标虚拟道具的施放作用区间。如图5中,在目标控件501为一种射击道具控件的情况下,通过当前触控点503以及箭头504在操作提示区域中 的位置以指示当前瞄准方向为正前方,同时在虚拟场景中显示轨迹505,以指示当前射击道具的施放预览信息;接着,在触控点移动至第一显示区域之外的情况下,如图6中所示,在根据触控点的位置确定出第二视角的情况下,显示与第二视角匹配的虚拟场景画面,如图6中,在第二视角中显示了在第一视角中原本观察不到的虚拟对象601。
本实施例中,第二显示区域是与第二停驻位置相匹配(相对应)的显示区域,具体可以是第二停驻位置所在的预设范围的显示区域。
本实施例中,第二虚拟场景画面为所述目标虚拟对象在第二视角下观察到的虚拟场景的画面,
通过本申请的上述实施方式,在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;响应于对目标控件的触控操作,在目标控件上叠加显示与第一视角相匹配的操作提示图层,操作提示图层用于提示目标虚拟对象可使用的目标虚拟道具的施放作用区间;在确定触控点移动到当前显示的操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将操作提示图层调整至与第二停驻位置相匹配的第二显示区域,并将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面,从而在显示界面中显示用于控制虚拟对象的特殊操作控件,使得在检测到对目标控件的触控操作的情况下,显示操作提示图层,从而根据操作提示图层中的触控点的位置精确控制虚拟道具的施放作用区间,并在触控点处于特殊位置的情况下,提供快速调整游戏视角的功能,从而提供在同一操作可以同时控制虚拟对象施放道具以及调整虚拟对象的视角,从而提供丰富的控制效果,提升虚拟对象的控制效率,进而解决了现有的虚拟对象的控制方法的效率较低的技术问题。
作为一种可选的实施方式,上述在目标控件上叠加显示与第一视角相匹配的操作提示图层之后,还包括:响应于对第一显示区域内的操作提示图层中的第一参考停驻位置上的第一触发操作,在第一虚拟场景画面所呈现的虚拟场景中,按照与第一参考停驻位置相匹配的第一施放预览信息施放目标虚拟道具。
作为一种可选的实施方式,在按照与第一参考停驻位置相匹配的第一施放预览信息施放目标虚拟道具之前,还包括:在确定第一参考停驻位置被调整为第二参考停驻位置的情况下,响应于对第二参考停驻位置上的第二触发操作,在第一虚拟场景画面所呈现的虚拟场景中,按照与第二参考停驻位置相匹配的第二施放预览信息施放目标虚拟道具。
可以理解的是,在本实施方式中,响应于对目标控件的长按操作,在包括了目标控件的第一显示区域中叠加显示操作提示图层,玩家可以继续在操作提示图层中滑动触控点以控制目标控件对应的虚拟道具的施放作用区间,并在虚拟场景中同步调整施放预览信息,并在检测到释放操作的情况下(如手指离开屏幕),即按照施放预览信息进行道具施放。
以下结合图7和图8,对上述方法的实施方式进行进一步说明。
如图7中的(a)图所示,目标控件为一种用于触发可偏转轨迹的技能道具的控件 的情况下,响应于对目标控件的长按操作,即在目标控件上叠加显示操作提示图层,同时在虚拟场景中显示施放预览信息即轨迹701,可以理解的是,在刚触发目标控件的情况下,默认触控点的位置为图7中的(a)图的第一位置,即处于操作提示图层的中央,同时在虚拟场景中默认预览技能轨迹为直线。接着,响应于显示操作提示图层中的触控点移动至第二位置,即显示如图7中的(b)图,根据触控点的第二位置,在虚拟场景中控制显示轨迹702,即控制预览轨迹根据触控点的位置进行同步偏转;在触控点继续移动的情况下,即显示如图7中的(c)图,根据触控点的第三位置,在虚拟场景中控制显示轨迹703,即控制预览轨迹根据触控点的位置进行同步偏转,最终,响应于上述第三位置的触摸摸释放操作,即可控制技能道具按照轨迹703施放技能效果。
如图8中的(a)图所示,目标控件为一种用于触发区域作用效果的技能道具的控件的情况下,响应于对目标控件的长按操作,即在目标控件上叠加显示操作提示图层,同时在虚拟场景中显示施放预览信息即作用区域801,可以理解的是,在刚触发目标控件的情况下,默认触控点的位置为图8中的(a)图的第一位置,即处于操作提示图层的中央,同时在虚拟场景中默认预览技能作用区域为当前视野的中央的特定区域。接着,响应于显示操作提示图层中的触控点移动至第二位置,即显示如图8中的(b)图,根据触控点的第二位置,在虚拟场景中控制显示作用区域802,即控制预览轨迹根据触控点的位置进行同步偏转;在触控点继续移动的情况下,即显示如图8中的(c)图,根据触控点的第三位置,在虚拟场景中控制显示作用区域803,即控制预览作用区域根据触控点的位置进行同步移动,最终,响应于上述第三位置的触摸释放操作,即可控制技能道具在作用区域803中施放技能效果。
通过本申请的上述实施方式,以在确定第一参考停驻位置被调整为第二参考停驻位置的情况下,响应于对第二参考停驻位置上的第二触发操作,在第一虚拟场景画面所呈现的虚拟场景中,按照与第二参考停驻位置相匹配的第二施放预览信息施放目标虚拟道具,在确定第一参考停驻位置被调整为第二参考停驻位置的情况下,响应于对第二参考停驻位置上的第二触发操作,在第一虚拟场景画面所呈现的虚拟场景中,按照与第二参考停驻位置相匹配的第二施放预览信息施放目标虚拟道具,从而通过接收操作提示图层中的触控点的位置信息,以对虚拟道具的预览施放区域进行实时调整,从而提升了对虚拟道具的控制效率。
作为一种可选的实施方式,在目标控件上叠加显示与第一视角相匹配的操作提示图层之后,还包括:在触控点移动的同时,将显示界面中显示的操作提示图层所在的显示区域与触控点进行同步调整。
可以理解的是,在本实施方式中,在触控点位于第一显示区域内移动的情况下,根据触控点的位置信息显示目标虚拟道具的预览信息,同时控制操作提示图层保持不变;在触控点从第一显示区域内移动至第一显示区域外的情况下,控制操作提示图层跟随触控点的位置同步调整。
以下结合图9对上述操作提示图层的调整方式进行说明。如图9中的(a)图所示,响应于对目标控件901的长按操作,在目标控件901上显示操作提示图层902,并显 示触控点903以及箭头904,以指示当前目标虚拟道具的预览轨迹信息。接着响应于触控点903的移动操作,在触控点903移动至操作提示图层902的右侧边缘的情况下,显示如图9中的(b)图所示的控件图样,显示位于第一显示区域右侧边缘的触控点905,以及对应的箭头906。接着,响应于触控点905继续移动至第一显示区域外的第二位置,即显示如图9中的(c)图所示,显示位于第二位置的触控点908,以及对应的箭头909,同时显示同步调整后的操作提示图层907。如图9中的(c)图所示,操作提示图层907为原操作提示图层902根据触控点908旋转得到图层。可以理解的是,当前操作提示图层907所在的区域即可为第二显示区域。进一步地,触控点905移动至触控点908所在的位置的过程中,操作提示图层即可根据触控点的实时位置进行实时旋转更新,并实时显示更新后的操作提示图层。需要说明的是,由于操作提示图层可以用于指示目标虚拟对象的当前视角,进而可以通过触控点的移动同步调整当前目标虚拟对象的游戏视角。
进一步地,因为操作提示图层的位置可以根据触控点的位置同步调整,因此触控点与操作提示图层的相对位置始终保持稳定的状态,从而可以在操作提示图层的位置根据触控点的位置同步调整的同时,保持触控点所指示的道具施放预览信息固定不变。例如,图9中的(b)图中,触控点905位于操作提示图层902的边缘位置,可以用于指示当前目标虚拟道具的预览轨迹向右偏转了60°;而在图9中的(c)图中,触控点908同样位于操作提示图层907的边缘位置,同样可以用于指示当前目标虚拟道具的预览轨迹相对于当前视角的正前方向右偏转了60°。
通过本申请的上述实施方式,以在触控点移动的同时,将显示界面中显示的操作提示图层所在的显示区域与触控点进行同步调整的方式,控制操作提示图层以及目标虚拟对象的游戏视角根据触控点的位置同步调整,从而实现通过操作提示图层和触控点之间的联动关系,实现对目标虚拟道具的施放预览信息和目标虚拟角色的游戏视角的快捷联动调整。
作为一种可选的实施方式,在将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面之后,还包括:响应于对第二显示区域内的操作提示图层中的第三参考停驻位置上的第三触发操作,在第二虚拟场景画面所呈现的虚拟场景中,按照与第三参考停驻位置相匹配的第三施放预览信息施放目标虚拟道具。
需要说明的是,在本实施方式中,在根据触控点与第一显示区域的相对位置关系将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面之后,可以继续控制触控点在显示于第二显示区域中的操作提示图层中移动,并根据触控点的位置同步调整施放预览信息,并在检测到触发操作的情况下,在第二虚拟场景中按照最新的施放预览信息施放目标虚拟道具。
以下结合图10对上述方法进行进一步说明。如图10中的(a)图所示,响应于对目标控件1001的触发操作,在目标控件1001上叠加显示操作提示图层1002,同时,在第一虚拟场景画面中显示默认的虚拟道具预览轨迹,即显示轨迹1003。可以理解的是,当前操作提示图层1002所在的区域即为上述第一显示区域。接着,响应于触控点在操作提示图层1002内的移动操作,控制预览轨迹同步偏转。如图10中的(b)图所 示在触控点位于操作提示图层1002的左侧边缘的情况下,控制显示轨迹1004,即当前轨迹偏移角度已达到最大值。接着,继续响应于触控点的移动,在触控点移出操作提示图层1002所在的第一显示区域的情况下,控制操作提示图层根据触控点的位置同步旋转,同时根据操作提示图层的旋转角度同步旋转目标虚拟对象的游戏视角,并显示当前游戏视角下的虚拟游戏场景。如图10中的(c)图所示,在操作提示图层中显示的触控点移动至图10中的(c)图所示的位置的情况下,控制显示与当前触控点位置匹配的操作提示图层1005,并显示与操作提示图层1005对应的虚拟场景画面,以及画面中出现的虚拟对象1007。可以理解的是,在视角调整的过程中,轨迹1006保持最大的便宜角度跟随游戏视角同步偏转,从而可以根据预览轨迹信息确定当前虚拟道具的施放轨迹的终点,即虚拟对象1007所在的位置。进而,在当前视角以及预览轨迹下,释放目标控件1001,即可控制虚拟道具按照轨迹1006命中虚拟对象1007。
通过本申请的上述实施方式,以响应于对第二显示区域内的操作提示图层中的第三参考停驻位置上的第三触发操作,在第二虚拟场景画面所呈现的虚拟场景中,按照与第三参考停驻位置相匹配的第三施放预览信息施放目标虚拟道具,从而提供一种灵活且高效的控件控制方式,玩家可以通过长按技能控件以呼出操作提示图层,并根据操作提示图层中的触控点控制技能轨迹和游戏视角,从而避免了通过两种不同的触控操作分别控制视角和作用范围所带来的繁琐操作,进而实现了提升虚拟对象的控制效率,解决了现有的虚拟对象的控制方法的效率较低的技术问题。
作为一种可选的方式,在目标虚拟道具被施放之后,还包括:对操作提示图层进行隐藏。
可以理解的是,在本实施方式中,可以通过长按目标控件呼出操作提示图层,并在释放目标控件的情况下,对操作提示图层进行隐藏,避免了因为操作提示图层长时间显示而遮盖了显示界面中的其他显示元素,控制在目标控件被触发的情况下,再显示操作提示区域,从而提升了操作提示图层显示效率。
作为一种可选的实施方式,上述在目标控件上叠加显示与第一视角相匹配的操作提示图层之后,包括:在确定触控点移动到为操作提示图层配置的目标操作位置的情况下,对操作提示图层进行隐藏。
需要说明的是,在本实施方式中,在长按目标控件以呼出操作提示图层后,可以将触控点移动至目标操作位置,并隐藏操作提示图层,从而取消此次技能触发操作。例如,可以将触控点移动至技能控件的中心点,或者将触控点移动至游戏操作界面中距离操作提示图层目标距离的操作位置,从而完成技能取消操作。
通过本申请的上述实施方式,以在确定触控点移动到为操作提示图层配置的目标操作位置的情况下,对操作提示图层进行隐藏,从而提供控件触发后的取消操作,以避免误触操作所带来的技能错误释放,提高了虚拟道具控制的准确性。
以下结合图10,图11对本申请的一个完整实施方式进行说明。
在游戏的玩家释放有弹道轨迹的技能时,可以通过该技能按键的虚拟摇杆进行选择性释放。在手指按下后,上下左右移动并且不松开,此时可以控制该技能的弹道轨迹预设方向,松手后可释放技能。如图10中的(a)图和图10中的(b)图所示,玩 家可以在预释放该技能时(即长按技能控件,显示操作提示图层时),通过手指滑动左右方向,来选择技能的预释放轨迹是向左转弯还是向右转弯,但此时滑动范围仅限于标记的虚拟摇杆扇形范围。该扇形范围约120度,手指在该区域内可以自由滑动来控制该技能的释放轨迹,此时玩家的视角不会受虚拟摇杆的控制而发生变化。
而当玩家此时遭遇到非视野内敌人的攻击时,第一反应是将当前预释放的该技能命中此非视野区敌人,因此需要调整当前的视野。而技能还在预释放阶段,此时玩家可以继续通过触摸滑动虚拟摇杆来控制自身的视野变化。如图10中的(c)图所示,将手指向敌人所在的区域向左旋转,当触控超出了原控制技能轨迹的扇形的区域边界时,玩家的视野就会发生调整,此时扇形区域也同步发生旋转变化,即此时玩家视野在超出技能轨迹边界后实现了调整,技能轨迹为向左转向的预释放效果,而敌人也在当前视野内。因为扇形轨迹调整区域会保持跟随视野旋转,所以此时玩家可以继续右滑来控制轨迹的曲线而并不会影响视野调整,从而实现精准的命中效果。
例如图11中的(a)图所示,此时敌人在该视野区域内的偏右侧,此时的技能轨迹并不能完全命中敌方,因此玩家需要向右移动虚拟摇杆,此时技能轨迹也向右转向,而视野不会变化。直到如图11中的(b)图所示,技能轨迹与敌方重叠,若此时松开虚拟摇杆,可直接释放技能,从而命中敌人,完成攻击操作。
若敌方玩家仍然在调整自己位置,超出了玩家调整好的视野范围时,玩家仍可以继续滑动虚拟摇杆,超出技能轨迹区的边界调整视野。如图11中的(c)图,此时敌人又移动到了右侧的视野区域,此时玩家需要迅速向右转向,因此玩家可以继续控制技能虚拟摇杆向右快速滑动,即快速将技能轨迹向右偏转后,超出轨迹控制边界,此时开始向右转向,直到偏转到存在敌方的视野区域,松开手指释放技能,完成攻击操作。
以下结合图12对另一个完整的实施方式进行说明。如图12图中的(a)图所示,响应于对目标控件的触控操作,显示滑杆1202,用以调整当前投掷道具的投掷作用范围。响应于对目标控件的触控操作,默认触控点位于滑杆1202的中部,且虚拟场景中的预览作用范围1201位于默认轨迹上的中点所在的位置。接着如图12图中的(b)图,响应于滑杆1204中的触控点的移动,在触控点移动至滑杆1204的顶部的情况下,控制虚拟场景中对投掷道具的预览作用范围显示在默认投掷轨迹的顶端位置,即如图12中的(b)图所示,显示作用范围1203。假设此时目标虚拟对象收到虚拟对象1205的攻击,需要进一步调整作用范围以对虚拟对象1205实现反击,但由于当前投掷类道具仅支持在默认轨迹轨迹上调整作用范围的远近,因此,需要对目标虚拟对象的游戏视角进行调整,以使得对作用范围内虚拟对象进行反击。进而进一步响应于滑杆上的触控点的向上移动,如图12中的(c)图所示,在触控点移动至滑杆1204所在的第一显示区域1207之外的目标位置的情况下,根据目标位置与第一显示区域的距离差异确定出视角调整角度,并根据视角调整角度显示第二游戏场景,同时控制投掷道具的轨迹随视角调整同步调整,从而使得作用范围1206可以刚好落在虚拟对象1205所在的位置,从而实现对敌方虚拟对象的反击。
通过本申请的上述实施方式,在显示有第一虚拟场景画面的显示界面中显示目标 控件,其中,第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;响应于对目标控件的触控操作,在目标控件上叠加显示与第一视角相匹配的操作提示图层,操作提示图层用于提示目标虚拟对象可使用的目标虚拟道具的施放作用区间;在确定触控点移动到当前显示的操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将操作提示图层调整至与第二停驻位置相匹配的第二显示区域,并将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面,从而在显示界面中显示用于控制虚拟对象的特殊操作控件,使得在检测到对目标控件的触控操作的情况下,显示操作提示图层,从而根据操作提示图层中的触控点的位置精确控制虚拟道具的施放作用区间,并在触控点处于特殊位置的情况下,提供快速调整游戏视角的功能,从而提供在同一操作可以同时控制虚拟对象施放道具以及调整虚拟对象的视角,从而提供丰富的控制效果,提升虚拟对象的控制效率,进而解决了现有的虚拟对象的控制方法的效率较低的技术问题。
作为一种可选的实施方式,上述响应于对目标控件的触控操作,在目标控件上叠加显示与第一视角相匹配的操作提示图层包括:
S1,获取触控操作的触控位置信息;
S2,根据触控位置信息与第一显示区域的区域基准线的位置信息确定出第一偏移角度,其中,区域基准线为第一显示区域的中线;
S3,根据第一偏移角度在操作提示图层中显示与触控操作对应的触控点。
需要说明的是,在本实施方式中,接收到的触控操作的实际触控位置可以与触控点的显示位置不同。具体而言,可以根据触控操作的实际位置与操作提示图层的基准线的偏移角度,以确定出在操作提示图层的中的触控点的显示位置。
作为一种可选的实施方式,上述根据第一偏移角度在操作提示图层中显示与触控操作对应的触控点时,还包括:在触控点停驻在操作提示图层中的停驻位置时,在第一虚拟场景画面中根据第一偏移角度更新目标虚拟道具的施放预览信息。
以下结合图13上述显示触控点的方式进行说明。如图13中的(a)图所示,在当前触控操作点的位置在操作点1301所在的位置的情况下,确定出操作点与目标控件的中心点的连线与区域基准线1303之间的夹角为0°,进而在操作提示图层中的第二个圆圈的对应角度位置显示触控点1302,以指示当前目标虚拟道具的轨迹偏移角度为0°。接着如图13中的(b)图所示,在当前触控操作点的位置在操作点1304所在的位置的情况下,确定出操作点与目标控件的中心点的连线与区域基准线之间的夹角为30°,进而在操作提示图层中的第二个圆圈的对应30°的位置显示触控点1305,以指示当前目标虚拟道具的轨迹偏移角度为向右偏移30°。
可以理解的是,在手机游戏中,由于显示区域有限,如果仅提供在操作提示区域中的移动控制操作,则很可能由于控制区域较小而出现调整的误差。在本实施方式中,将实际可控制调整的触控范围扩大至作提示区域外的区域,从而可以通过大幅度的触控操作实现精细的角度调整。
以下结合图14对屏幕感应手指移动轨迹的原理进行说明。如图14所示,触摸屏四边镀有电极,形成一个低压交流电场。接触屏幕时,由于人体导电,手指与导体层 形成一个藕合电容,四边电极发出的电流流向触点,触摸屏内层和外层经过中间的金属氧化物之间产生信号,CPU通过接收到的信号得到坐标点。可以理解为手机横坐标是X轴,纵坐标是Y轴,这样屏幕就可以感应手指滑动的轨迹、路线。
通过本申请的上述实施方式,以获取触控操作的触控位置信息;根据触控位置信息与第一显示区域的区域基准线的位置信息确定出第一偏移角度,其中,区域基准线为第一显示区域的中线;根据第一偏移角度在操作提示图层中显示与触控操作对应的触控点的方式,在实际的操作控制点并不位于操作提示图层内的情况下,在操作提示图层中的对应位置显示触控点的位置,从而实现根据触控点的位置对技能偏移角度和游戏视角进行精准调整。
作为一种可选的实施方式,上述在根据触控位置信息与第一显示区域的区域基准线的位置信息确定出第一偏移角度之后,还包括:
S1,在第一偏移角度大于目标角度阈值的情况下,确定触控点移动到第一显示区域之外的停驻位置;
S2,将第一偏移角度与目标角度阈值的差值作为视角调整参数;
S3,根据视角调整参数确定出第二视角,并显示目标虚拟对象在第二视角下观察到的第二虚拟场景画面。
作为一种可选的实施方式,上述将第一偏移角度与目标角度阈值的差值作为视角调整参数之后,还包括:
S1,将与第一视角相匹配的操作提示图层按照视角调整参数进行旋转,确定与停驻位置相匹配的第二显示区域;
S2,在第二显示区域显示操作提示图层;
S3,根据触控位置信息与第二显示区域的区域基准线的位置信息确定出第二偏移角度;
S4,根据第二偏移角度在操作提示图层中显示与触控操作对应的触控点;
S5,在触控点停驻在操作提示图层中的停驻位置时,在第二虚拟场景画面中根据第二偏移角度更新目标虚拟道具的施放预览信息。
以下结合图15对摇杆区域判定调整轨迹或视角的原理进行进一步说明。本实施方式在同时处理镜头旋转和技能轨迹选择时,通过触摸移动的坐标夹角判定玩家行为。根据触摸屏幕获取第一显示位置(X1,Y1)以及当前的虚拟摄像机的旋转角度,该虚拟摄像机当前的旋转角度是一个四元数,四元数可以看作是一个四维向量,用来表示物体在空间中的旋转等。如图15中的(a)图所示,此时,以当前旋转角度在水平面上的角度α为基数,记录左右的旋转边界各60度,即水平面内120度的旋转范围,表现为终端显示的平面扇形区域。如图15中的(b)图所示,当检测到终端的触摸移动时,进行行为判定,若此时获取的显示位置对应摄像机夹角的变化小于60度,则对应触发战斗模块,即技能预释放的轨迹偏转。如图15中的(c)图所示,若此时获取的显示位置对应摄像机夹角超过60度,则先判定区域范围内的技能轨迹偏转,而后以超出左右60度的值进行虚拟摄像机偏转。若向左超出60度,则记录超出后的旋转角为扇形左侧边界,并以新的左侧侧边界的右侧120度区域为向右的技能轨迹偏转区域, 若在新的技能轨迹偏转区域中,超出右侧120度则控制实现镜头控制偏转。同理,若向右超出60度,则记录超出后的旋转角为新的扇形右侧边界,以新的扇形右侧边界的左侧120度区域为向左的技能轨迹偏转区域,超出左侧120度边界则判定镜头控制偏转。以此循环,实现水平角度上的摄像机镜头和技能轨迹同步控制效果。
以下结合图16对本实施方式的对轨迹和视角的整体调整方式进行说明。
如图16所示,首先,在检测到对目标控件的长按操作的情况下,执行步骤S1602,在用户设备的触频屏上的触摸位置显示虚拟摇杆;接着执行步骤S1604,用户在触摸屏上的触点发生移动,记录实时的移动坐标。当玩家在设备的触摸屏上的按键点击触摸时,判定获取为图形用户界面的第一显示位置,以其为坐标原点(X1,Y1),该位置受技能按键热区范围影响。
接着如步骤,S1606,根据所述虚拟摇杆的移动信息执行对应操作;
需要说明的是,虚拟摇杆的控制可区分不同的行为模块,常见的包括运动模块、镜头模块、战斗模块等。
运动模块主要执行步骤S1608,移动摇杆记录坐标点,实时控制触控点移动;通过玩家手指的触摸移动,获取实时的控制坐标(Xn,Yn),计算(X1,Y1)与(Xn,Yn)相对方向与距离,对系统发出模拟游戏手柄的摇杆指令,以控制角色多面性运动方向或技能预释放的轨迹;
镜头模块主要用于执行步骤S1610,获取移动坐标位置后旋转突角,匹配镜头移动;通过玩家接触游戏界面时,获取虚拟摄像机当前的旋转角度使其与当前坐标位置匹配,根据手指的触摸移动记录实时的坐标位置获取对应的旋转夹角,从而匹配镜头晃动;
战斗模块主要用于执行步骤S1612,获取移动坐标位置后的旋转夹角,匹配轨迹变化;
在判断步骤中,主要执行步骤S1614,判断触摸分离,分离位置作为坐标结算;即检测手指与游戏界面的接触分离,分离位置作为最终的坐标结算各模块行为,玩家停止运动、转镜头或释放技能。
判断步骤结束后主要执行步骤S1616至S1620,执行移动停止;执行镜头停止;执行技能释放。
通过本申请的上述实施例,当玩家的操作技能存在镜头控制需求和预选的轨迹控制需求时,可以通过对水平面或垂直面夹角的范围判定来实现同时控制镜头和轨迹的操作。并且,该操作完美契合玩家的行为动线,大幅度的虚拟摇杆位移来控制玩家摄像机角度,而小范围的位移可以控制技能释放的精准效果,一举两得。让玩家在实际的战斗体验上得到更多精准且方便的操作方式,提高了该类型游戏的技能操作复杂度和丰富性,同时该操作也优化了该类型技能释放的操作体验,更好地帮助玩家在移动终端上感受键鼠操作的便捷效果。
要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员 也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
根据本申请实施例的另一个方面,还提供了一种用于实施上述虚拟对象的控制方法的虚拟对象的控制装置。如图17所示,该装置包括:
第一显示单元1702,用于在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;
第二显示单元1704,用于响应于对目标控件的触控操作,在目标控件上叠加显示与第一视角相匹配的操作提示图层,其中,操作提示图层用于提示目标虚拟对象可使用的目标虚拟道具的施放作用区间,触控操作对应的触控点停驻在操作提示图层中的第一停驻位置时,在第一虚拟场景画面中显示与第一停驻位置相匹配的目标虚拟道具的施放预览信息;
调整单元1706,用于在确定触控点移动到当前显示的操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将操作提示图层调整至与第二停驻位置相匹配的第二显示区域,并将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面,其中,第二虚拟场景画面为目标虚拟对象在第二视角下观察到的虚拟场景的画面。
可选地,在本实施例中,上述各个单元模块所要实现的实施例,可以参考上述各个方法实施例,这里不再赘述。
根据本申请实施例的又一个方面,还提供了一种用于实施上述虚拟对象的控制方法的电子设备,该电子设备可以是图18所示的终端设备或服务器。本实施例以该电子设备为终端设备为例来说明。如图18所示,该电子设备包括存储器1802和处理器1804,该存储器1802中存储有计算机程序,该处理器1804被设置为通过计算机程序执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述电子设备可以位于计算机网络的多个网络设备中的至少一个网络设备。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;
S2,响应于对目标控件的触控操作,在目标控件上叠加显示与第一视角相匹配的操作提示图层,其中,操作提示图层用于提示目标虚拟对象可使用的目标虚拟道具的施放作用区间,触控操作对应的触控点停驻在操作提示图层中的第一停驻位置时,在第一虚拟场景画面中显示与第一停驻位置相匹配的目标虚拟道具的施放预览信息;
S3,在确定触控点移动到当前显示的操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将操作提示图层调整至与第二停驻位置相匹配的第二显示区域,并将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面,其中,第二虚拟场景画面为目标虚拟对象在第二视角下观察到的虚拟场景的画面。
可选地,本领域普通技术人员可以理解,图18所示的结构仅为示意,电子装置电子设备也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图18其并不对 上述电子装置电子设备的结构造成限定。例如,电子装置电子设备还可包括比图18中所示更多或者更少的组件(如网络接口等),或者具有与图18所示不同的配置。
其中,存储器1802可用于存储软件程序以及模块,如本申请实施例中的虚拟对象的控制方法和装置对应的程序指令/模块,处理器1804通过运行存储在存储器1802内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的虚拟对象的控制方法。存储器1802可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1802可进一步包括相对于处理器1804远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。其中,存储器1802具体可以但不限于用于存储场景画面中的各个元素、虚拟对象的控制信息等信息。作为一种示例,如图18所示,上述存储器1802中可以但不限于包括上述虚拟对象的控制装置中的第一显示单元1702、第二显示单元1704以及调整单元1706。此外,还可以包括但不限于上述虚拟对象的控制装置中的其他模块单元,本示例中不再赘述。
可选地,上述的传输装置1806用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置1806包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置1806为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
此外,上述电子设备还包括:显示器1808,用于显示界面中的虚拟场景;和连接总线1810,用于连接上述电子设备中的各个模块部件。
在其他实施例中,上述终端设备或者服务器可以是一个分布式系统中的一个节点,其中,该分布式系统可以为区块链系统,该区块链系统可以是由该多个节点通过网络通信的形式连接形成的分布式系统。其中,节点之间可以组成点对点(P2P,Peer To Peer)网络,任意形式的计算设备,例如服务器、终端等电子设备都可以通过加入该点对点网络而成为该区块链系统中的一个节点。
根据本申请的一个方面,提供了一种计算机程序产品,该计算机程序产品包括计算机程序/指令,该计算机程序/指令包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分从网络上被下载和安装,和/或从可拆卸介质被安装。在该计算机程序被中央处理器执行时,执行本申请实施例提供的各种功能。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
根据本申请的一个方面,提供了一种计算机可读存储介质,计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述虚拟对象的控制方方法。
可选地,在本实施例中,上述计算机可读存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,第一虚拟场 景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;
S2,响应于对目标控件的触控操作,在目标控件上叠加显示与第一视角相匹配的操作提示图层,其中,操作提示图层用于提示目标虚拟对象可使用的目标虚拟道具的施放作用区间,触控操作对应的触控点停驻在操作提示图层中的第一停驻位置时,在第一虚拟场景画面中显示与第一停驻位置相匹配的目标虚拟道具的施放预览信息;
S3,在确定触控点移动到当前显示的操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将操作提示图层调整至与第二停驻位置相匹配的第二显示区域,并将显示界面中显示的第一虚拟场景画面调整为第二虚拟场景画面,其中,第二虚拟场景画面为目标虚拟对象在第二视角下观察到的虚拟场景的画面。
可选地,在本实施例中,本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例上述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如上述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
上述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上上述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (15)

  1. 一种虚拟对象的控制方法,其特征在于,包括:
    在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,所述第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;
    响应于对所述目标控件的触控操作,在所述目标控件上叠加显示与所述第一视角相匹配的操作提示图层,其中,所述操作提示图层用于提示所述目标虚拟对象可使用的目标虚拟道具的施放作用区间,所述触控操作的触控点停驻在所述操作提示图层中的第一停驻位置时,在所述第一虚拟场景画面中显示与所述第一停驻位置相匹配的所述目标虚拟道具的施放预览信息;
    在确定所述触控点移动到当前显示的所述操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将所述操作提示图层调整至与所述第二停驻位置相匹配的第二显示区域,并将所述显示界面中显示的所述第一虚拟场景画面调整为第二虚拟场景画面,其中,所述第二虚拟场景画面为所述目标虚拟对象在第二视角下观察到的虚拟场景的画面。
  2. 根据权利要求1所述的方法,其特征在于,在所述目标控件上叠加显示与所述第一视角相匹配的操作提示图层之后,还包括:
    在所述触控点移动的同时,将所述显示界面中显示的所述操作提示图层所在的显示区域与所述触控点进行同步调整。
  3. 根据权利要求1所述的方法,其特征在于,在所述目标控件上叠加显示与所述第一视角相匹配的操作提示图层之后,还包括:
    响应于对所述第一显示区域内的所述操作提示图层中的第一参考停驻位置上的第一触发操作,在所述第一虚拟场景画面所呈现的虚拟场景中,按照与所述第一参考停驻位置相匹配的第一施放预览信息施放所述目标虚拟道具。
  4. 根据权利要求3所述的方法,其特征在于,在所述按照与所述第一参考停驻位置相匹配的第一施放预览信息施放所述目标虚拟道具之前,还包括:
    在确定所述第一参考停驻位置被调整为第二参考停驻位置的情况下,响应于对所述第二参考停驻位置上的第二触发操作,在所述第一虚拟场景画面所呈现的虚拟场景中,按照与所述第二参考停驻位置相匹配的第二施放预览信息施放所述目标虚拟道具。
  5. 根据权利要求1-4任一项所述的方法,其特征在于,在所述将所述显示界面中显示的所述第一虚拟场景画面调整为第二虚拟场景画面之后,还包括:
    响应于对所述第二显示区域内的所述操作提示图层中的第三参考停驻位置上的第三触发操作,在所述第二虚拟场景画面所呈现的虚拟场景中,按照与所述第三参考停驻位置相匹配的第三施放预览信息施放所述目标虚拟道具。
  6. 根据权利要求3至5中任一项所述的方法,其特征在于,在所述目标虚拟道具被施放之后,还包括:
    对所述操作提示图层进行隐藏。
  7. 根据权利要求1至6中任一项所述的方法,其特征在于,在所述目标控件上叠加显示与所述第一视角相匹配的操作提示图层之后,还包括:
    在确定所述触控点移动到为所述操作提示图层配置的目标操作位置的情况下,对所述操作提示图层进行隐藏。
  8. 根据权利要求1至7中任一项所述的方法,其特征在于,所述响应于对所述目标控件的触控操作,在所述目标控件上叠加显示与所述第一视角相匹配的操作提示图层,包括:
    获取所述触控操作的触控位置信息;
    根据所述触控位置信息与所述第一显示区域的区域基准线的位置信息确定出第一偏移角度,其中,所述区域基准线为所述第一显示区域的中线;
    根据所述第一偏移角度在所述操作提示图层中显示与所述触控操作对应的所述触控点。
  9. 根据权利要求8所述的方法,其特征在于,根据所述第一偏移角度在所述操作提示图层中显示与所述触控操作对应的所述触控点时,还包括:
    在所述触控点停驻在所述操作提示图层中的停驻位置时,在所述第一虚拟场景画面中根据所述第一偏移角度更新所述目标虚拟道具的施放预览信息。
  10. 根据权利要求8所述的方法,其特征在于,在根据所述触控位置信息与所述第一显示区域的区域基准线的位置信息确定出第一偏移角度之后,还包括:
    在所述第一偏移角度大于目标角度阈值的情况下,确定所述触控点移动到所述第一显示区域之外的停驻位置;
    将所述第一偏移角度与所述目标角度阈值的差值作为视角调整参数;
    根据所述视角调整参数确定出所述第二视角,并显示所述目标虚拟对象在所述第二视角下观察到的所述第二虚拟场景画面。
  11. 根据权利要求10所述的方法,其特征在于,所述将所述第一偏移角度与所述目标角度阈值的差值作为视角调整参数之后,还包括:
    将与所述第一视角相匹配的操作提示图层按照所述视角调整参数进行旋转,确定与所述停驻位置相匹配的第二显示区域;
    在所述第二显示区域显示所述操作提示图层;
    根据所述触控位置信息与所述第二显示区域的区域基准线的位置信息,确定出第二偏移角度;
    根据所述第二偏移角度,在所述操作提示图层中显示与所述触控操作对应的所述触控点;
    在所述触控点停驻在所述操作提示图层中的停驻位置时,在所述第二虚拟场景画面中根据所述第二偏移角度更新所述目标虚拟道具的施放预览信息。
  12. 一种虚拟对象的控制装置,其特征在于,包括:
    第一显示单元,用于在显示有第一虚拟场景画面的显示界面中显示目标控件,其中,所述第一虚拟场景画面为目标虚拟对象在第一视角下观察到的虚拟场景的画面;
    第二显示单元,用于响应于对所述目标控件的触控操作,在所述目标控件上叠加 显示与所述第一视角相匹配的操作提示图层,其中,所述操作提示图层用于提示所述目标虚拟对象可使用的目标虚拟道具的施放作用区间,所述触控操作对应的触控点停驻在所述操作提示图层中的第一停驻位置时,在所述第一虚拟场景画面中显示与所述第一停驻位置相匹配的所述目标虚拟道具的施放预览信息;
    调整单元,用于在确定所述触控点移动到当前显示的所述操作提示图层所在的第一显示区域之外的第二停驻位置的情况下,将所述操作提示图层调整至与所述第二停驻位置相匹配的第二显示区域,并将所述显示界面中显示的所述第一虚拟场景画面调整为第二虚拟场景画面,其中,所述第二虚拟场景画面为所述目标虚拟对象在第二视角下观察到的虚拟场景的画面。
  13. 一种计算机可读的存储介质,其特征在于,所述计算机可读的存储介质包括存储的程序,其中,所述程序运行时执行所述权利要求1至11任一项中所述的方法。
  14. 一种计算机程序产品,包括计算机程序/指令,其特征在于,该计算机程序/指令被处理器执行时实现权利要求1至11任一项所述方法的步骤。
  15. 一种电子设备,包括存储器和处理器,其特征在于,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至11任一项中所述的方法。
PCT/CN2023/121483 2022-10-14 2023-09-26 虚拟对象的控制方法和装置、存储介质及电子设备 WO2024078324A1 (zh)

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