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CN119034198A - Virtual object control method, device, equipment, storage medium and program product - Google Patents

Virtual object control method, device, equipment, storage medium and program product Download PDF

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Publication number
CN119034198A
CN119034198A CN202310619739.XA CN202310619739A CN119034198A CN 119034198 A CN119034198 A CN 119034198A CN 202310619739 A CN202310619739 A CN 202310619739A CN 119034198 A CN119034198 A CN 119034198A
Authority
CN
China
Prior art keywords
virtual
prop
virtual object
influence area
response
Prior art date
Legal status (The legal status 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 status listed.)
Pending
Application number
CN202310619739.XA
Other languages
Chinese (zh)
Inventor
黄晓权
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tencent Technology Shenzhen Co Ltd
Original Assignee
Tencent Technology Shenzhen Co Ltd
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 Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Priority to CN202310619739.XA priority Critical patent/CN119034198A/en
Publication of CN119034198A publication Critical patent/CN119034198A/en
Pending legal-status Critical Current

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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
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses a control method, a device, equipment, a storage medium and a program product of a virtual object, and belongs to the technical field of virtual worlds. The method comprises the steps of responding to the fact that a first virtual object is provided with a first skill and releases a first virtual prop in a virtual scene, setting a prop influence area at the drop point position of the first virtual prop, responding to a second virtual object entering the prop influence area, controlling the second virtual object to slide in the prop influence area, responding to the fact that the second virtual object releases the second virtual prop, and controlling the movement track of the second virtual prop to deviate from the release direction of the second virtual prop.

Description

Virtual object control method, device, equipment, storage medium and program product
Technical Field
The present application relates to the field of virtual world technologies, and in particular, to a method, an apparatus, a device, a storage medium, and a program product for controlling a virtual object.
Background
In applications that include virtual scenes, destructive virtual props are typically provided with which enemies can be controlled through extensive injury to kill them.
In the related art, in the case of a virtual prop in which a virtual object has a destructive nature, a player may control the virtual object to use the virtual prop, causing some attribute reduction to an enemy, such as a life value or a physical force value, and the like.
However, in the process of using the destructive virtual prop, injuries are directly caused, and the virtual prop has a single influence mode on the virtual object, so that the interaction effect between the user and the virtual scene is influenced.
Disclosure of Invention
The application provides a control method, a device, equipment, a storage medium and a program product of a virtual object, wherein the technical scheme is as follows:
according to an aspect of the present application, there is provided a control method of a virtual object, the method including:
Displaying the first virtual object and at least one second virtual object in the virtual scene interface;
Responding to a first virtual object to release a first virtual prop in a virtual scene, and setting a prop influence area at a drop point position of the first virtual prop;
controlling the second virtual object to slide in the prop influence area in response to the second virtual object entering the prop influence area;
And in the process that the second virtual object slides in the prop influence area, responding to the second virtual object to release the second virtual prop, and controlling the movement track of the second virtual prop to deviate from the release direction of the second virtual prop.
According to another aspect of the present application, there is provided a control method of a virtual object, the method including:
displaying a scene picture of a virtual scene, wherein the scene picture comprises a first virtual object;
Controlling the first virtual object to release the first virtual prop in response to the first virtual object being equipped with the first virtual prop and receiving prop release operation;
Setting a prop influence area at the drop point position of the first virtual prop;
the prop influence area is used for triggering the second virtual object to slide, and the prop influence area is also used for triggering the movement track of the second virtual prop to deviate from the release direction of the second virtual prop in response to the second virtual object releasing the second virtual prop in the process of sliding the second virtual object.
According to another aspect of the present application, there is provided a control apparatus of a virtual object, the apparatus including:
The region setting module is used for responding to the first virtual object to release the first virtual prop in the virtual scene, and setting a prop influence region at the drop point position of the first virtual prop;
The sliding control module is used for responding to the second virtual object entering the prop influence area and controlling the second virtual object to slide in the prop influence area;
and the deviation control module is used for responding to the second virtual object to release the second virtual prop in the process that the second virtual object slides in the prop influence area, and controlling the movement track of the second virtual prop to deviate from the release direction of the second virtual prop.
In one possible implementation, the deviation control module includes:
A first speed applying sub-module, configured to respond to the second virtual object to release a second virtual object in a process that the second virtual object slides in the object influence area, where a release direction of the second virtual object is not parallel to a sliding direction of the second virtual object, and apply an inertial speed to the second virtual object, where a direction of the inertial speed is the same as the sliding direction of the second virtual object;
and the second speed applying submodule is used for responding to the second virtual object to release the second virtual object in the process that the second virtual object slides in the object influence area, the release direction of the second virtual object is parallel to the sliding direction of the second virtual object, an inertial speed is applied to the second virtual object, and the direction of the inertial speed is perpendicular to the sliding direction of the second virtual object.
In one possible implementation, in response to the second virtual prop being a virtual projectile, the inertial velocity is of a first velocity, the first velocity being positively correlated with a taxi rate of the second virtual object;
Responding to the second virtual prop as a virtual throwing object, wherein the magnitude of the inertia speed is a second speed, and the second speed is in positive correlation with the sliding speed of the second virtual object;
Wherein the first rate is greater than the second rate.
In one possible implementation, the coasting control module is configured to, in a case where the second virtual object is a virtual character, control the second virtual object to coast at a reduced speed within the prop influence area in response to an initial speed of the second virtual object entering the prop influence area being less than a speed threshold.
In one possible implementation, the apparatus further includes:
And the falling control module is used for controlling the second virtual object to fall in response to the initial speed of the second virtual object entering the prop influence area not being smaller than the speed threshold value.
In one possible implementation, the coasting control module is further configured to, in response to receiving a movement control operation for the second virtual object, control the second virtual object to coast at a first speed in a case where the second virtual object is decelerated to a stop within the prop influence area, and to decelerate the second virtual object within the prop influence area;
Wherein the rate of the first speed is less than the rate threshold.
In one possible implementation, the apparatus further includes:
And the steering prohibition module is used for prohibiting the second virtual object from steering under the condition that the second virtual object is in the prop influence area.
In one possible implementation, the coasting control module is further configured to,
When the second virtual object is a virtual carrier, responding to the second virtual object entering the prop influence area, and controlling the second virtual object to slide in a decelerating way in the prop influence area;
And prohibiting the second virtual object from restarting to move in the prop influence area under the condition that the second virtual object is decelerated to stop in the prop influence area.
In one possible implementation, the apparatus further includes:
The steering control module is used for responding to the fact that the second virtual object is in a sliding state in the prop influence area and receiving steering operation of the second virtual object under the condition that the second virtual object is a virtual carrier, and controlling the second virtual object to steer at a first steering rate;
The first steering rate is larger than the second steering rate, and the second steering rate is the steering rate when the second virtual object receives the steering operation in the prop influence area.
In one possible implementation, the magnitude of the first steering rate is positively correlated with the operating speed of the steering operation, the apparatus further comprising:
and the rollover control module is used for controlling the rollover of the second virtual object in response to the fact that the first steering rate is larger than a steering rate threshold.
In one possible implementation, the apparatus further includes:
and the decal setting module is used for setting the decal made of the liquid material in the prop influence area.
In one possible implementation, the apparatus further includes:
And the region canceling module is used for canceling the prop influence region in response to the fact that the time length after the first virtual object releases the first virtual prop reaches the effective time length of the first virtual prop.
In one possible implementation, the first virtual prop is a virtual prop in the form of a virtual container.
According to another aspect of the present application, there is provided a control apparatus of a virtual object, the apparatus including:
The display module is used for displaying a scene picture of the virtual scene, wherein the scene picture comprises a first virtual object;
The prop release module is used for responding to the first virtual object to be provided with a first virtual prop and receiving prop release operation to control the first virtual object to release the first virtual prop;
the area setting module is used for setting a prop influence area at the drop point position of the first virtual prop;
the prop influence area is used for triggering the second virtual object to slide, and the prop influence area is also used for triggering the movement track of the second virtual prop to deviate from the release direction of the second virtual prop in response to the second virtual object releasing the second virtual prop in the process of sliding the second virtual object.
According to another aspect of the present application, there is provided a computer apparatus comprising a processor and a memory having stored therein at least one instruction, at least one program, a set of codes or a set of instructions, the at least one instruction, the at least one program, the set of codes or the set of instructions being loaded and executed by the processor to implement the method of controlling a virtual object as described in the above aspect.
According to another aspect of the present application, there is provided a computer readable storage medium having stored therein at least one instruction, at least one program, a set of codes or a set of instructions, the at least one instruction, the at least one program, the set of codes or the set of instructions being loaded and executed by a processor to implement the method of controlling a virtual object as described in the above aspect.
According to another aspect of the present application, there is provided a computer program product comprising computer instructions stored in a computer readable storage medium, from which a processor reads and executes the computer instructions to implement the method of controlling a virtual object as described in the above aspect.
The technical scheme provided by the application has the beneficial effects that at least:
When the second virtual object enters the prop influence area, the second virtual object can be controlled to slide, and meanwhile, the track of the second virtual prop released by the second virtual object can be offset, so that the influence mode of the virtual prop on the virtual object is expanded, the mode that a user controls the virtual object to interact with the virtual scene by using the virtual prop is further expanded, and the interaction effect between the user and the virtual scene is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for the description of the embodiments will be briefly described below, and it is apparent that the drawings in the following description are only some embodiments of the present application, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a block diagram of a computer system provided in accordance with an exemplary embodiment of the present application;
FIG. 2 is an interface diagram of a virtual scene provided by an exemplary embodiment of the present application;
FIG. 3 is a flow chart of a method of controlling a virtual object provided by an exemplary embodiment of the present application;
FIG. 4 is a flow chart of a method of controlling a virtual object provided by an exemplary embodiment of the present application;
FIG. 5 is a flow chart of a method of controlling a virtual object provided by an exemplary embodiment of the present application;
FIG. 6 is a flow chart of a method of controlling a virtual object provided by an exemplary embodiment of the present application;
FIG. 7 is a flowchart of a method of controlling a virtual object provided by an exemplary embodiment of the present application;
FIG. 8 is a flow chart of a method of controlling a virtual object provided by an exemplary embodiment of the present application;
FIG. 9 is an active skills flow chart in accordance with an embodiment of the present application;
FIG. 10 is a schematic diagram of a large-sign energy full according to an exemplary embodiment of the present application;
FIG. 11 is a cut-out large poster diagram according to an exemplary embodiment of the present application;
FIG. 12 is a schematic view of a glass ball throwing away according to an exemplary embodiment of the present application;
FIG. 13 is a schematic illustration of a glass ball breaking up against the ground in accordance with an exemplary embodiment of the present application;
FIG. 14 is a schematic illustration of a step-on-liquid slip condition in accordance with an exemplary embodiment of the present application;
FIG. 15 is a schematic view of a vehicle within a liquid range according to an exemplary embodiment of the present application;
FIG. 16 is a schematic view of a thrown glass ball according to an exemplary embodiment of the present application;
FIG. 17 is an active skills flow chart in accordance with an embodiment of the present application;
FIG. 18 is a block diagram of a control device for virtual objects according to an exemplary embodiment of the present application;
fig. 19 is a block diagram of a control apparatus for a virtual object according to an exemplary embodiment of the present application;
FIG. 20 is a block diagram of a control device for virtual objects according to an exemplary embodiment of the present application;
Fig. 21 is a block diagram of a computer device according to an exemplary embodiment of the present application.
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the application and together with the description, serve to explain the principles of the application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail with reference to the accompanying drawings.
Reference will now be made in detail to exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, the same numbers in different drawings refer to the same or similar elements, unless otherwise indicated. The implementations described in the following exemplary examples do not represent all implementations consistent with the application. Rather, they are merely examples of apparatus and methods consistent with aspects of the application as detailed in the accompanying claims.
The terminology used in the present disclosure is for the purpose of describing particular embodiments only and is not intended to be limiting of the disclosure. As used in this disclosure and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and/or" as used herein refers to and encompasses any or all possible combinations of one or more of the associated listed items.
It should be noted that, the user information (including but not limited to user equipment information, user personal information, etc.) and the data (including but not limited to data for analysis, stored data, presented data, etc.) related to the present application are information and data authorized by the user or sufficiently authorized by each party, and the collection, use and processing of the related data need to comply with the related laws and regulations and standards of the related country and region. For example, the object behaviors such as attack operations and the like related to the application are all acquired under the condition of full authorization.
It should be understood that, although the terms first, second, etc. may be used in this disclosure to describe various information, these information should not be limited by these terms. These terms are only used to distinguish one type of information from another. For example, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter, without departing from the scope of the present disclosure. The term "if" as used herein may be interpreted as "at..once" or "when..once" or "in response to a determination", depending on the context.
In order to facilitate understanding, several terms related to the present application are explained below.
1) Virtual scene
A virtual scene is a virtual scene that an application program displays (or provides) while running on a terminal. The virtual scene can be a simulation environment scene of a real world, a half-simulation half-fictional three-dimensional environment scene, or a pure fictional three-dimensional environment scene. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene, and the following embodiments are exemplified by the virtual scene being a three-dimensional virtual scene, but are not limited thereto. Optionally, the virtual scene may also be used for virtual scene fight between at least two virtual characters. Optionally, the virtual scene may also be used to fight between at least two virtual characters using a virtual firearm. Optionally, the virtual scene may be further operable to use the virtual firearm to fight between at least two virtual characters within a target area range that is continuously smaller over time in the virtual scene.
Virtual scenes are typically presented by application generation in a computer device such as a terminal based on hardware (such as a screen) in the terminal. The terminal can be a mobile terminal such as a smart phone, a tablet computer or an electronic book reader, or can be a personal computer device such as a notebook computer or a fixed computer.
2) Virtual object
Virtual objects refer to movable objects in a virtual scene. The movable object may be at least one of a virtual character, a virtual animal, a virtual vehicle. Alternatively, when the virtual scene is a three-dimensional virtual scene, the virtual object is a three-dimensional stereoscopic model created based on an animated skeleton technique. Each virtual object has its own shape, volume, and orientation in the three-dimensional virtual scene and occupies a portion of the space in the three-dimensional virtual scene.
3) Virtual prop
The virtual props refer to props which can be used by virtual objects in a virtual environment, and comprise virtual weapons such as handguns, rifles, sniper guns, mines, daggers, knives, swords, axes and the like which can initiate injuries to other virtual objects, props such as flash bullets, smoke bullets and the like which can influence other virtual objects, supply props such as bullets and the like, quick clips, sighting telescope, silencers and the like which are arranged on appointed virtual weapons, virtual pendants which can provide partial attribute addition for the virtual weapons, and defending props such as shields, armor, armored vehicles and the like.
4) First person shooting game
The first-person shooting game is a shooting game in which a user can play at a first-person viewing angle, and a screen of a virtual environment in the game is a screen in which the virtual environment is observed at a viewing angle of a first virtual object. In a game, at least two virtual objects perform a single-play mode in a virtual environment, for example, the virtual objects achieve the purpose of survival in the virtual environment by avoiding injuries initiated by other virtual objects and dangers (such as a poison balloon, a swamp, and the like) existing in the virtual environment, when the life value of the virtual objects in the virtual environment is zero, the life of the virtual objects in the virtual environment is ended, and finally the virtual objects surviving in the virtual environment are winners. Optionally, the fight may take a time when the first client joins the fight as a start time and a time when the last client exits the fight as an end time, and each client may control one or more virtual objects in the virtual environment. Alternatively, the competitive mode of the fight may include a single fight mode, a two-person team fight mode, or a multi-person team fight mode, which is not limited by the embodiment of the present application.
FIG. 1 illustrates a block diagram of a computer system provided in accordance with an exemplary embodiment of the present application. The computer system 100 includes a first terminal 110, a server 120, and a second terminal 130.
The first terminal 110 is installed and operated with a client 111 supporting a virtual scene, and the client 111 may be a multi-person online fight program. When the first terminal runs the client 111, a user interface of the client 111 is displayed on a screen of the first terminal 110. The client 111 may be any one of a Simulation program, a large fleeing Game, a Virtual Reality (VR) application program, an augmented Reality (Augmented Reality, AR) program, a three-dimensional map program, a Virtual Reality Game, an augmented Reality Game, a First-person shooter Game (FPS), a Third-person shooter Game (Third-Personal Shooting Game, TPS), a multiplayer online tactical Game (Multiplayer Online Battle ARENA GAMES, MOBA), a strategy Game (SLG). In the present embodiment, the client 111 is exemplified as an FPS game. The first terminal 110 is a terminal used by the first user 112, and the first user 112 uses the first terminal 110 to control a first virtual object located in a virtual scene to perform an activity, where the first virtual object may be referred to as a virtual object of the first user 112. The activities of the first virtual object include, but are not limited to, at least one of moving, jumping, transmitting, releasing skills, using props, adjusting body gestures, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the first virtual object is a first virtual object, such as an emulated persona or cartoon persona.
The second terminal 130 is installed and operated with a client 131 supporting a virtual scene, and the client 131 may be a multi-person online fight program. When the second terminal 130 runs the client 131, a user interface of the client 131 is displayed on a screen of the second terminal 130. The client may be any of a simulation program, a fleeing game, a VR application, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, FPS, TPS, MOBA, SLG, which in this embodiment is illustrated as a MOBA game. The second terminal 130 is a terminal used by the second user 132, and the second user 132 uses the second terminal 130 to control a second virtual object located in the virtual scene to perform an activity, and the second virtual object may be referred to as a virtual object of the second user 132. Illustratively, the second virtual object is a second virtual object, such as an emulated persona or cartoon persona.
Optionally, the first virtual object and the second virtual object are in the same virtual scene. Optionally, the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication rights. Alternatively, the first virtual object and the second virtual object may belong to different camps, different teams, different organizations, or have hostile relationships.
Alternatively, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (android or IOS). The first terminal 110 may refer broadly to one of the plurality of terminals and the second terminal 130 may refer broadly to another of the plurality of terminals, the present embodiment being illustrated with only the first terminal 110 and the second terminal 130. The device types of the first terminal 110 and the second terminal 130 are the same or different, and include at least one of a smart phone, a tablet computer, an electronic book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
Only two terminals are shown in fig. 1, but in different embodiments there are a plurality of other terminals 140 that can access the server 120. Optionally, there are one or more terminals 140 corresponding to the developer, a development and editing platform for supporting the client of the virtual scene is installed on the terminal 140, the developer can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network, and the first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to implement the update of the client.
The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server 120 through a wireless network or a wired network.
Server 120 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is configured to provide a background service for clients supporting a three-dimensional virtual scene. Optionally, the server 120 performs primary computing, the terminal performs secondary computing, or the server 120 performs secondary computing, the terminal performs primary computing, or a distributed computing architecture is used between the server 120 and the terminal for collaborative computing.
In one illustrative example, server 120 includes a processor 122, a user account database 123, an engagement service module 124, and a user-oriented Input/Output Interface (I/O Interface) 125. The processor 122 is configured to load instructions stored in the server 120, process data in the user account database 123 and the combat service module 124, the user account database 123 is configured to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as an avatar of the user account, a nickname of the user account, a combat index of the user account, a service area where the user account is located, the combat service module 124 is configured to provide a plurality of combat rooms for users to combat, such as 1V1 combat, 3V3 combat, 5V5 combat, and the like, and the user-oriented I/O interface 125 is configured to establish communication exchange data with the first terminal 110 and/or the second terminal 130 through a wireless network or a wired network.
The method provided in the present application may be applied, but is not limited to, to at least one of a virtual reality application, a three-dimensional map program, a simulation program, a First-person shooter game (FPS), a Third-person shooter game (Third-Person Shooting Game, TPS), a multiplayer online tactical competition game (Multiplayer Online Battle ARENA GAMES, MOBA), a multiplayer gunclass survival game, etc., the following embodiments being exemplified by the application in games.
FIG. 2 provides an interface diagram of a virtual scene provided by an exemplary embodiment of the present application;
Illustratively, in the first interface 210, a first virtual object 212 and a second virtual object 214 are displayed, where the second virtual object 214 may be in a hostile relationship, a teammate relationship, or a neutral relationship with the first virtual object 212.
Illustratively, in the first interface 210, the first virtual object 212 may virtually attack the second virtual object 214 using held virtual shooting props. Accordingly, the second virtual object 214 may also attack the first virtual object 212.
Fig. 3 is a flowchart illustrating a method for controlling a virtual object according to an exemplary embodiment of the present application. The method may be performed by a computer device. The computer device may be the first terminal 110 and the second terminal 130 in the system shown in fig. 1, or the computer device may also be the server 120 in the system shown in fig. 1, or the computer device may also include the first terminal 110, the server 120, and the second terminal 130 in the system shown in fig. 1, where the method includes:
Step 310, setting a prop influence area at a drop point position of the first virtual prop in response to the first virtual object releasing the first virtual prop in the virtual scene.
In some embodiments, the computer device may display the first virtual object and the at least one other virtual object in the virtual scene interface.
The first virtual object is a virtual object controlled by a user account logged in by the terminal, and the virtual scene is used for providing virtual tactical competition between different virtual objects.
The computer device may display a view angle picture of the first virtual object or any one of the other virtual objects when the first virtual object and at least one of the other virtual objects are displayed in the virtual scene interface, where the view angle picture of the virtual object may be a scene picture obtained by observing a virtual scene with a view angle of the virtual object, or the view angle picture of the virtual object may be a scene picture obtained by shooting the virtual scene with a camera model corresponding to/matching the view angle of the virtual object.
The virtual campaigns to which the other virtual objects belong and the virtual campaigns to which the first virtual objects belong can be hostile relationships or mutual neutral relationships, and the application is not limited. In one implementation, the two camps are hostile, and other virtual objects may actively perform virtual attacks on the first virtual object. In another implementation, the two camps are in a neutral relationship, and the other virtual objects do not actively perform virtual attack on the first virtual object, and in the case of the attack of the first virtual object, the other virtual objects perform virtual attack on the first virtual object.
The user corresponding to the first virtual object may control the first virtual object to initiate a virtual attack on other virtual objects.
Exemplary implementations of attack operations on other virtual objects include, but are not limited to, at least one of clicking, sliding, rotating, such as clicking a touch screen or key, sliding a touch screen or handle, rotating a terminal or handle.
Exemplary ways in which the first virtual object may conduct a virtual attack include, but are not limited to, at least one of firing a virtual shooting prop, throwing a virtual throwing prop, waving a virtual instrument, releasing a virtual skill. The present embodiment does not make any limiting provisions for the specific implementation of the virtual attack by the first virtual object on other virtual objects.
Correspondingly, the user corresponding to the other virtual object can also control the other virtual object to initiate virtual attack on the first virtual object.
In the embodiment of the application, the first virtual object can launch virtual attack and release the first virtual prop, and the effect of the first virtual prop is to trigger and set the prop influence area in the virtual scene. That is, when the first virtual object releases the first virtual prop in the virtual scene, the drop point position of the first virtual prop will be set to a prop influence area.
The prop influence area may be an area with a specified shape centered on the drop point position of the first virtual prop, for example, the prop influence area may be a circular area, an elliptical area, or a rectangular area.
The position of the drop point of the first virtual prop may be a position where the first virtual prop collides with the ground or an obstacle after being released.
Or the position of the drop point of the first virtual prop may be a position where the first virtual prop is in a stationary state after being released and at least once collided with the ground or an obstacle.
In some embodiments, the first virtual prop is a virtual prop triggered to be released by a skill or a designated equipment, for example, in response to the first virtual object being equipped with the first skill, the first virtual object has the ability to release the first virtual prop in the virtual scene, at which time, after the first virtual object releases the first virtual prop in the virtual scene, the computer device may set a prop influence area at a drop point location of the first virtual prop.
The first skill may be a skill of the first virtual object.
Or the first skill may be a skill that the first virtual object is unlocked after achieving a certain unlocking condition when acting in the virtual scene, for example, the unlocking condition may include at least one of adding a skill point to the first skill, equipping the first skill with a virtual prop that unlocks the first skill, completing a specified task, and the like. The present embodiment does not provide any limiting provision for the specific manner of acquisition of the first skill.
Alternatively, the first virtual prop may be a virtual prop that the first virtual object picks up or carries in the virtual scene, for example, the first virtual prop may be a virtual prop that limits movement of the virtual object (for example, may be referred to as a lubricating fluid, a lubricant, or the like).
In one possible implementation, the first virtual prop is a virtual prop in a virtual container form.
For example, the first virtual prop may be a barrel-shaped, circular or oval virtual container, so that materials with lubrication effects such as lubricating liquid or lubricant can be simulated, and the simulation effect of the virtual prop is improved.
Step 320, controlling the second virtual object to slide within the prop influence area in response to the second virtual object entering the prop influence area.
The second virtual object may be one or more other virtual objects other than the first virtual object, or the second virtual object may also be the first virtual object.
For example, when the second virtual object enters the prop influence area, the second virtual object may be in a sliding state in the prop influence area under the control of the computer device, for example, the second virtual object may have a certain moving speed when entering the prop influence area, and starts to slide based on the moving speed.
Step 330, responding to the second virtual object to release the second virtual prop in the process that the second virtual object slides in the prop influence area, and controlling the movement track of the second virtual prop to deviate from the release direction of the second virtual prop.
The second virtual prop may be a virtual projectile or a virtual throwing object.
In some embodiments, the virtual projectile may refer to a virtual ammunition, such as a virtual bullet, a virtual shell, a virtual arrow, or the like, that is launched by a virtual weapon, such as a virtual firearm, in a virtual scene by the second virtual object.
In some embodiments, the virtual throwing object may be a virtual prop that the second virtual object throws directly to a distance in the virtual scene, such as a virtual grenade, a virtual flash, a virtual smoke bomb, a virtual fly knife, etc., or the virtual throwing object may also be a virtual object that the second virtual object releases through a skill in the virtual scene, such as a virtual light, a virtual bubble, a virtual call, etc.
In the embodiment of the application, the prop influence area can not only enable the second virtual object entering the prop influence area to slide, but also influence the release effect of the second virtual object on the virtual prop in the sliding process, specifically, when the second virtual object releases the second virtual prop in a certain direction, if the second virtual object is currently sliding in the prop influence area, the computer equipment can control the second virtual prop to deviate from the release direction.
That is, the second virtual object may perform firing, throwing a mine, releasing a large poster, etc., during the taxiing state, but is not well controlled, and the shot or thrown object may have an inertial offset velocity.
In the embodiment of the present application, the above-mentioned effects caused by using the first virtual prop may include other effects, such as, limitation of the steering speed and the attack speed of the second virtual object, such as, reducing the steering speed of the second virtual object, reducing the attack speed of the second virtual object, and so on, besides controlling the sliding of the second virtual object and making the virtual prop released by the second virtual object deviate.
In some embodiments, the computer device may also provide a decal of liquid material in the prop impact area.
In the embodiment of the application, the computer equipment can set the applique of the liquid material in the prop influence area, wherein the liquid material can remind a user that the prop influence area has a lubrication effect, and the applique can remind the user of the specific position of the prop influence area, so that the set prop influence area is sufficiently reminded, and the user can observe the area range corresponding to the prop influence area and the prop influence effect in real time.
In one possible implementation, the prop impact region is cancelled in response to a time period after the first virtual object releases the first virtual prop reaching an effective time period of the first virtual prop.
In some embodiments, the first virtual prop may have its own effective duration, when the first virtual object releases the first virtual prop, the computer device may start a timer, and when the timing duration of the timer reaches the effective duration, the computer device may cancel the prop influence area, thereby avoiding the prop influence area from continuously affecting, avoiding unnecessary interference caused by the prop influence area on the operation of the user to control the virtual object, and ensuring interaction efficiency between the user and the virtual scene.
Optionally, the computer device may cancel the decal of the liquid material at the same time when canceling the prop influence area.
For example, after the first virtual prop explodes at the landing point, a circle centered on the explosion and having R (configuration) as a radius is formed on the ground as a prop influence area, and a liquid decal is provided in the prop influence area. And in response to the time length after the first virtual object releases the first virtual prop reaching the effective time length of the first virtual prop, canceling the prop influence area.
In one possible implementation, the computer device may cancel the movement restriction of the second virtual object within a preset range around the second virtual object in response to the taxi cancel condition being satisfied.
In one possible implementation, the above-described coasting cancellation condition includes at least one of the following conditions:
the second virtual object slides out of the prop influence area;
and, the prop influence area disappears.
Wherein the computer device may cancel the taxi control of the second virtual object when the second virtual object slides out of the roadway impact region.
Or when the second virtual object does not slide out of the prop influence area, but the prop influence area is cancelled (for example, the effective duration is elapsed), the computer device may cancel the sliding control of the second virtual object.
The computer device performing the steps 310 to 330 may be a terminal device corresponding to the second virtual object, or a computer device performing the steps 310 to 330 may be a server, or a computer device performing the steps 310 to 330 may be a terminal device corresponding to the second virtual object.
In summary, according to the scheme provided by the embodiment of the application, the prop influence area is set under the condition that the first virtual object releases the first virtual prop in the virtual scene, when the second virtual object enters the prop influence area, the second virtual object can be controlled to slide, and meanwhile, the track of the second virtual prop released by the second virtual object can be offset, so that the influence mode of the virtual prop on the virtual object is expanded, the mode that a user controls the virtual object to interact with the virtual scene by using the virtual prop is further expanded, and the interaction effect between the user and the virtual scene is improved.
Fig. 4 is a flowchart illustrating a method for controlling a virtual object according to an exemplary embodiment of the present application. The method may be performed by a computer device. That is, in the embodiment shown in fig. 3, step 330 may be implemented as steps 330a and 330b:
step 330a, in the process that the second virtual object slides in the prop influence area, responding to the second virtual object to release the second virtual prop, wherein the release direction of the second virtual prop is not parallel to the sliding direction of the second virtual object, an inertial speed is applied to the second virtual object, and the direction of the inertial speed is the same as the sliding direction of the second virtual object.
In the embodiment of the application, if the second virtual object is in a sliding state in the prop influence area and releases the second virtual prop in other directions than the sliding direction, the computer equipment can additionally apply an inertial speed to the second virtual prop, namely, the second virtual prop is additionally moved in the sliding direction of the second virtual object while being moved along the releasing direction, so that the moving track of the second virtual prop deviates from the releasing direction of the second virtual prop, thereby realizing the influence on the moving track of the virtual prop in the sliding state, ensuring the authenticity of the release simulation of the virtual prop, and further improving the authenticity of the virtual scene.
Step 330b, responding to the second virtual object to release the second virtual object in the process of sliding the second virtual object in the object influence area, wherein the release direction of the second virtual object is parallel to the sliding direction of the second virtual object, an inertial speed is applied to the second virtual object, and the direction of the inertial speed is perpendicular to the sliding direction of the second virtual object.
In the embodiment of the application, the second virtual object is in a state of sliding in the prop influence area, if the second virtual prop is released in the sliding direction or in the opposite direction to the sliding direction, if the computer device applies the inertial velocity to the second virtual prop according to the sliding direction at this time, the movement track of the second virtual prop (such as the distance of the second virtual prop release distance is influenced) is influenced, but the release direction of the second virtual prop is not influenced, and at this time, the influence of the sliding state in the prop influence area on the release direction of the second virtual object when the virtual prop is released cannot be simulated.
In this regard, through step 330b, when the second virtual object is in the state of sliding in the prop influence area, if the second virtual prop is released in the sliding direction or in the opposite direction to the sliding direction, the computer device may apply an additional inertial velocity to the second virtual prop in the direction perpendicular to the releasing direction, so that the second virtual prop deviates from the releasing direction, thereby being capable of simulating the influence of the sliding state in the prop influence area on the releasing direction of the second virtual object when the second virtual object releases the virtual prop, and ensuring the authenticity of the release simulation of the virtual prop, thereby improving the authenticity of the virtual scene.
In the embodiment of the application, in the process that the second virtual object slides in the prop influence area, the second virtual object is responded to release the second virtual prop, the release direction of the second virtual prop is parallel to the sliding direction of the second virtual object, and the computer equipment can randomly select one vertical direction from the two vertical directions of the release direction as the direction of the inertial speed, so that uncontrollability of the influence of the sliding state in the prop influence area on the release direction when the second virtual object releases the virtual prop is simulated, and the reality of the release simulation of the virtual prop is further ensured, thereby improving the reality of the virtual scene.
In one possible implementation, in response to the second virtual prop being a virtual projectile, the magnitude of the inertial velocity is a first velocity;
Responding to the second virtual prop as a virtual throwing object, wherein the magnitude of the inertial speed is a second speed, and the second speed is positively correlated with the sliding speed of the second virtual object;
wherein the first rate is greater than the second rate.
In the embodiment of the application, the magnitude of the inertial speed can be hooked with the sliding speed of the second virtual object, that is, the larger the sliding speed of the second virtual object is, the larger the magnitude of the inertial speed applied to the second virtual prop is, so that the influence of the sliding state in the prop influence area on the releasing direction of the second virtual object when the second virtual object releases the virtual prop is controlled according to the sliding speed of the second virtual object, and the reality of virtual scene simulation is improved. Meanwhile, for the two virtual props of the virtual emission and the virtual throwing object, the additional applied inertia speed on the virtual emission is set to be larger, so that the additional applied inertia speed is processed differently according to the types of the virtual props (the virtual emission and the virtual throwing object), and the authenticity of the virtual scene is further improved.
Fig. 5 is a flowchart illustrating a method for controlling a virtual object according to an exemplary embodiment of the present application. The method may be performed by a computer device. Step 320 may be implemented as steps 320a and 320b:
step 320a, controlling the second virtual object to coast in the prop influence area in a decelerating manner in response to the initial rate of entry of the second virtual object into the prop influence area being less than the rate threshold value in the case where the second virtual object is a virtual character.
In the embodiment of the application, in order to ensure the authenticity of the sliding control, when the second virtual object is in the virtual role, and the second virtual object enters the prop influence area, the computer equipment can judge whether the initial rate of the second virtual object entering the prop influence area is smaller than a certain threshold value, if so, the second virtual object can be judged to be in a sliding state, and at the moment, the second virtual object can be controlled to slide at a reduced speed.
In one possible implementation, in a case where the second virtual object decelerates to a stop in the prop influence area, in response to receiving a movement control operation for the second virtual object, the second virtual object is controlled to start at a first speed, and coast at a speed in the prop influence area, wherein a speed of the first speed is less than the speed threshold.
In the embodiment of the present application, after the second virtual object decelerates to 0 in the prop influence area, the user of the second virtual object operates the direction key to control the movement of the second virtual object, so that the computer device may control the second virtual object to continue to start decelerating and sliding at a smaller movement speed until stopping at the point or sliding out of the prop influence area. When the second virtual object continues to start the speed-reducing sliding at a smaller moving speed, the computer equipment can control the sliding direction to be the direction operated by the user, namely, the direction corresponding to the control operation executed by the user on the direction key, so that the starting state of the human body on the lubricated ground is simulated, and the simulation effect of the virtual scene is improved.
Optionally, during the process that the second virtual object slides in the prop influence area in a decelerating manner, the computer device does not respond to the moving operation executed by the user corresponding to the second virtual object.
Step 320b, in the case that the second virtual object is a virtual character, controlling the second virtual object to fall down in response to the initial rate of entry of the second virtual object into the prop influence area being not less than the rate threshold.
The falling state may be a falling state, and the second virtual object cannot perform a sliding and firing operation.
In the embodiment of the application, when the second virtual object is in the virtual role, if the computer equipment judges whether the initial rate of the second virtual object entering the prop influence area is not less than a certain threshold value, the computer equipment can determine that the second virtual object cannot keep a sliding state, and at the moment, the second virtual object can be controlled to fall down, so that the state that a human body easily slides down when moving on a lubricated ground rapidly can be accurately simulated, and the simulation effect of a virtual scene is improved.
In one possible implementation, the second virtual object is prohibited from turning if the second virtual object is a virtual character and the second virtual object is within the prop influence area.
In the embodiment of the application, after the second virtual object enters the prop influence area, the computer equipment can discard the operation information corresponding to the steering operation after receiving the steering operation executed by the user corresponding to the second virtual object, or does not process the operation information corresponding to the steering operation, thereby simulating the state that a human body cannot steer on the lubricated ground and improving the simulation effect of the virtual scene.
In the embodiment of the application, the effect of building and moving the barrier for the enemy character is achieved by the fact that the length of the rise time after the fall is longer than the rise time under the condition that the normal ground falls.
Fig. 6 is a flowchart illustrating a method for controlling a virtual object according to an exemplary embodiment of the present application. The method may be performed by a computer device. Step 320 may be implemented as step 320c and step 320d:
and 320c, controlling the second virtual object to slide in the prop influence area in a decelerating way in response to the second virtual object entering the prop influence area under the condition that the second virtual object is a virtual carrier.
Because the carrier is different from a human body, when the carrier slides on the lubricated ground, if the direction is not changed, the situation similar to the falling of the human body such as rollover is not easy to occur, and therefore, in the embodiment of the application, when the second virtual object enters the prop influence area under the condition that the second virtual object is the virtual carrier, the computer equipment can directly control the second virtual prop to slide in the prop influence area in a decelerating way, so that the state of the carrier when sliding on the lubricated ground can be accurately simulated, and the simulation effect of the virtual scene is improved.
Step 320d, prohibiting the second virtual object from restarting to move in the prop influence area if the second virtual object decelerates to a stop in the prop influence area.
In the event that the second virtual object decelerates to a stop within the prop impact region, the second virtual object cannot begin to move again.
Similarly, because the carrier is different from a human body and cannot start on a lubricated or muddy ground, in the embodiment of the application, when the second virtual object is a virtual carrier, the second virtual object enters a prop influence area and decelerates to a stop, if an operation corresponding to the second virtual object is received and executed by a user corresponding to the second virtual object to control the movement of the second virtual object, operation information corresponding to the operation can be discarded, or the operation information corresponding to the operation is not processed, so that the state that the carrier cannot move again on the lubricated ground is simulated, and the simulation effect of a virtual scene is improved.
The virtual vehicle is, but is not limited to, a virtual car, a virtual motorcycle, a virtual bus, and the like.
Fig. 7 is a flowchart illustrating a method for controlling a virtual object according to an exemplary embodiment of the present application. The method may be performed by a computer device. Step 320 may be implemented as step 320e:
step 320e, in the case that the second virtual object is a virtual vehicle, responding to the second virtual object being in a sliding state in the prop influence area, and receiving a steering operation on the second virtual object, controlling the second virtual object to steer at the first steering rate.
The first steering rate is greater than the second steering rate, and the second steering rate is the steering rate when the second virtual object receives steering operation in the prop influence area.
Because the carrier can rotate out of control rapidly due to the ground lubrication effect when the carrier turns on the lubricated or muddy ground, in the embodiment of the application, in the case that the second virtual object is a virtual carrier, the second virtual object enters the prop influence area, and the second virtual object is received to be executed by a user corresponding to the second virtual object, and the computer equipment can control the second virtual object to turn rapidly when the operation of turning the second virtual object is controlled, so that the situation that the carrier is difficult to perform accurate turning control on the lubricated ground is simulated, and the simulation effect of the virtual scene is improved.
In one possible implementation, the magnitude of the first turning rate is positively correlated with the operating speed of the turning operation, and the second virtual object is controlled to turn on its side in response to the first turning rate being greater than the turning rate threshold.
When the vehicle turns on the lubricated or muddy ground, due to the ground lubrication effect, when the vehicle turns too fast, the vehicle can be turned on one's side, for this purpose, in the embodiment of the application, under the condition that the second virtual object is a virtual vehicle, the second virtual object enters the prop influence area, and the user corresponding to the second virtual object is received, when the operation of the second virtual object turning is controlled, if the user operation speed is too fast, the turning of the second virtual object is too fast, the computer equipment can simulate the turning of the vehicle caused by the fast turning of the vehicle on the lubricated ground, and the simulation effect of the virtual scene is improved.
Referring to fig. 8 in combination with any one of the embodiments shown in fig. 3 to 7, a flowchart of a method for controlling a virtual object according to an exemplary embodiment of the present application is shown. The method may be performed by a computer device. The computer device may be the first terminal 110 and the second terminal 130 in the system shown in fig. 1, or the computer device may also be the server 120 in the system shown in fig. 1, or the computer device may also include the first terminal 110, the server 120, and the second terminal 130 in the system shown in fig. 1, where the method includes:
Step 810, displaying a scene picture of the virtual scene, wherein the scene picture contains a first virtual object.
Step 820, controlling the first virtual object to release the first virtual prop in response to the first virtual object being equipped with the first virtual prop and receiving a prop release operation.
Alternatively, the first virtual object may be equipped with the first virtual prop in response to the first virtual object having the first skill, or the first skill of the first virtual object processing a cooling state, or the first virtual object releasing the first skill.
Alternatively, the first skill may have a cooling time, and when the first skill is in a state of being cooled, the first skill is in an unreleasable state, or the first virtual prop is in an unreleasable state.
By way of the above-described way in which the cooling time triggers the first skill to be available, it may be avoided that the game experience of the player is affected by frequent slowing down or sizing of the surrounding second virtual object by using the first virtual prop.
And 830, setting a prop influence area at the drop point of the first virtual prop, wherein the prop influence area is used for triggering the second virtual object to slide, and the prop influence area is also used for triggering the movement track of the second virtual prop to deviate from the release direction of the second virtual prop in response to the second virtual object releasing the second virtual prop in the sliding process of the second virtual object.
For example, the solution that the enemy slides out of control through the lubricating liquid in the shooting game can be realized by the scheme shown in the embodiment of the application, for example, a glass ball (virtual container) filled with the liquid is thrown after the character releases skills, the glass ball bursts when the character bounces to the ground, the liquid covers the ground, the enemy player can slide out of control after stepping on the range covered by the liquid until the liquid coverage is reached, and the liquid on the ground can exist for a period of time.
For example, the above skills may be activated by a certain prop (e.g. may be referred to as a lubrication chip), after the user-controlled virtual object is equipped with the prop, the following active skills may be obtained:
the lubricating fluid container (namely the first virtual prop) is characterized in that a glass ball filled with liquid is thrown out after the lubricating fluid container is released, the glass ball bursts when the glass ball bounces to the ground, the liquid covers the ground, an opponent player can slide out of control until the glass ball falls out of the range after stepping on the range, and the ground liquid exists for a period of time.
The release process of the lubricating fluid container is as follows:
1) Large energy bar is full;
2) The player action is in a normal releasable amplifying state (climbing, wing loading, falling, unreleasable on a carrier and the like);
3) Clicking to release, and cutting out a lubricating liquid container as a weapon;
The following effects can be achieved after successful release:
1) Throwing out the lubricating liquid container by the client role;
2) Covering a layer of applique with liquid material on the ground after explosion;
3) The big poster button is in a countdown state;
4) Ending the countdown and enabling the liquid applique to disappear;
The end condition of the skill release may be as follows:
1) When the big sign button is pressed, the cancel button can be clicked to cancel, and the lubricant container is cancelled to be released;
2) The big poster countdown is over, at which time the floor liquid and decal disappear.
The user may perform an exception handling when releasing the skill/prop of the lubrication fluid container, that is, the lubrication fluid container cannot be released when the user-controlled character is in at least one of the following states:
the character is in a knockdown state, if the character is on a vehicle, if the character is in a swimming state, the character is in a reload, the character is in a wing-mounted state, and the like.
The performance of the enemy character stepping into the liquid area may include at least one of:
1) When entering the range, the character is in a sliding state, the character has a moving speed, and slides and decelerates according to the speed, if the speed is high, the character has a falling state, the control direction key is invalid at the stage, if the speed is 0, the control direction key can instantly slide and decelerate by pressing a speed, and the process is repeated until the character slides out of the range;
2) During the taxiing state, the grenade can be fired, thrown, the big poster released, but the control is not good, and the shot bullet or the thrown object has inertia offset speed;
3) A falling state or a falling state, and the like, can not slide or fire;
4) The vehicle has a speed in the liquid range and will slide at this speed, giving the vehicle a great turning speed if turned, and may turn over, and cannot start/re-slide if the vehicle is in the range at a speed of 0.
The computer device performing the steps 810 to 830 may be a terminal device corresponding to the first virtual object, or a computer device performing the steps 810 to 830 may be a server, or a computer device performing the steps 810 to 830 may be a terminal device corresponding to the second virtual object.
In summary, according to the scheme provided by the embodiment of the application, the prop influence area is set under the condition that the first virtual object releases the first virtual prop in the virtual scene, when the second virtual object enters the prop influence area, the second virtual object can be controlled to slide, and meanwhile, the track of the second virtual prop released by the second virtual object can be offset, so that the influence mode of the virtual prop on the virtual object is expanded, the mode that a user controls the virtual object to interact with the virtual scene by using the virtual prop is further expanded, and the interaction effect between the user and the virtual scene is improved.
Taking a game scenario as an example, the specific logic related to the above embodiment of the present application may include designing a skill (corresponding to the first skill), where after the virtual object controlled by the player equips the skill, in a process of using the throwing virtual prop (i.e., the first virtual prop, such as a lubricating fluid), an enemy (i.e., the second virtual object) in a certain surrounding range may slide out of control in the prop range until the range is reached. Through the design mode, the player is more flexible to use, the operability is stronger, and the playability is higher.
Please refer to fig. 9, which illustrates an active skill flow chart according to an embodiment of the present application as follows:
step 901, waiting for the big poster button energy to be full.
Referring to fig. 10, a schematic diagram of a large-volume energy monitor according to an exemplary embodiment of the present application is shown. As shown in fig. 10, the big invitation icon 1001 is in a full energy state, and this process can be performed by planning how much time is allocated to be full (i.e. there is a charging time), and the server updates the value and issues it to the client, which is represented by the big invitation button energy bar becoming full slowly.
Step 902, pressing the big sign button releases the lubrication chip.
The release can be clicked when the large-volume button is full.
Step 903, cutting out the weapon filled with the lubricating liquid on the character hand.
Referring to fig. 11, a schematic diagram of a cut-out large sign according to an exemplary embodiment of the present application is shown. As shown in fig. 11, the weapon is cut out, and weapon 1101 is loaded out and then hung on the hand of the character, and the character release action is played.
Step 904, throwing out the aiming target.
Step 905. Cover a decal with a liquid material over the floor.
Fig. 12 and 13 show schematic diagrams of throwing out a glass ball according to an embodiment of the present application, wherein the glass ball 1201 flies to a landing position after being thrown, and fig. 13 shows schematic diagrams of the glass ball according to an exemplary embodiment of the present application hitting the ground after being exploded, and the glass ball explodes at the landing position 1301 to generate a skidding liquid, as shown in fig. 13. At this point, a liquid decal is generated on the ground waiting for an enemy player to enter this area.
Step 906, the enemy slips in the liquid range and runs away.
Referring to fig. 14 and 15, fig. 14 shows a schematic view of an exemplary embodiment of the present application when a opponent steps to a liquid slip state, as shown in fig. 14, an opponent character 1401 falls down when moving rapidly within a liquid range, and fig. 15 shows a schematic view of a vehicle according to an exemplary embodiment of the present application within a liquid range, as shown in fig. 14, in which a steering speed of a vehicle 1501 is accelerated within a liquid range.
That is, the enemy enters the slide state and the slip state.
Further, when an enemy character is in the liquid range, difficulty in operations such as shooting or throwing increases. For example, please refer to fig. 16, which illustrates a schematic diagram of a throwing grenade in accordance with an exemplary embodiment of the present application. While the enemy character may be aimed at an enemy or vehicle throwing a mine when in the liquid range as shown in fig. 16, the mine 1601 is thrown away from the original aiming direction.
FIG. 17 shows an interaction diagram according to an embodiment of the present application, including the following steps:
The method comprises the steps that S1, when a lubrication chip is released, a client sends a network request packet containing player information, role information, big invitation information and the like to a server when the client receives an event that a player presses the big invitation button;
s2, the server sends the request packet to the client, after the server receives the request packet, the server checks the request packet through range judgment, player information and the like, and after the request packet is legal, the server issues a network packet which releases big success;
S3, the server sends the network packet to the client after successful release, wherein the network packet contains player information, role information, weapon information and the like, so that the client cuts out the weapon filled with the lubricating liquid;
s4, the client sends the information to the client, after the client receives the package, the client loads a weapon model and loads an action file according to the weapon id, and then cuts out the weapon model;
S5, the client sends the information to the server, wherein the player aims at an enemy or a carrier or releases a throwing button at a place, and a network packet is sent to the server to indicate that the information is released;
S6, the server sends the network packet to the client, and creates a throwing object to fly out according to the uploaded network packet;
s7, the client sends the lubricating liquid glass ball throwing objects to the client;
and S8, the server sends the lubrication liquid glass ball to the client, and the lubrication liquid glass ball explodes after the lubrication liquid glass ball collides with an enemy person or a carrier or the ground.
The collision is calculated by the glass ball box and the local character box.
S9, the client sends the result to the client, namely, the effect of explosion of the glass ball thrower of the lubricating liquid is made;
And S10, the server sends the network packet to the client, wherein the network packet comprises release information, liquid decal information and the like to the client, and the client creates a layer of decal with liquid materials at the corresponding position on the ground.
S11, the server sends the liquid applique to the server for countdown;
And S12, the server sends the instruction to the client, and the countdown ending applique disappears.
Fig. 18 is a block diagram illustrating a control apparatus for a virtual object according to an exemplary embodiment of the present application.
The device comprises:
The area setting module 1801 is configured to set a prop influence area at a drop point position of a first virtual prop in response to the first virtual object releasing the first virtual prop in the virtual scene;
a taxi control module 1802 configured to control a second virtual object to taxi within the prop impact area in response to the second virtual object entering the prop impact area;
and the deviation control module 1803 is configured to control, in response to the second virtual object releasing the second virtual prop, a movement track of the second virtual prop to deviate from a release direction of the second virtual prop during the second virtual object slides in the prop influence area.
Referring to fig. 19, fig. 18 is a block diagram illustrating a virtual object control apparatus according to another exemplary embodiment of the present application.
In one possible implementation, the deviation control module 1803 includes:
A first speed applying submodule 1803a, configured to, in a process that the second virtual object slides in the prop influence area, respond to the second virtual object to release a second virtual prop, where a release direction of the second virtual prop is not parallel to a sliding direction of the second virtual object, apply an inertial speed to the second virtual object, and a direction of the inertial speed is the same as the sliding direction of the second virtual object;
And a second speed applying submodule 1803b, configured to respond to the second virtual object to release the second virtual object during the sliding of the second virtual object in the object influencing area, where the release direction of the second virtual object is parallel to the sliding direction of the second virtual object, apply an inertial speed to the second virtual object, and the direction of the inertial speed is perpendicular to the sliding direction of the second virtual object.
In one possible implementation, in response to the second virtual prop being a virtual projectile, the inertial velocity is of a first velocity, the first velocity being positively correlated with a taxi rate of the second virtual object;
Responding to the second virtual prop as a virtual throwing object, wherein the magnitude of the inertia speed is a second speed, and the second speed is in positive correlation with the sliding speed of the second virtual object;
Wherein the first rate is greater than the second rate.
In one possible implementation, the taxiing control module 1802 is configured to, in a case where the second virtual object is a virtual character, control the second virtual object to coast at a reduced speed within the prop influence area in response to an initial speed of the second virtual object entering the prop influence area being less than a speed threshold.
In one possible implementation, the apparatus further includes:
A fall control module 1804 is configured to control the second virtual object to fall in response to an initial rate of entry of the second virtual object into the prop impact area being not less than the rate threshold.
In one possible implementation, the taxi control module 1802 is further configured to, in response to receiving a movement control operation for the second virtual object, control the second virtual object to start at a first speed and to decelerate to a stop within the prop influence area, where the second virtual object decelerates to a stop within the prop influence area;
Wherein the rate of the first speed is less than the rate threshold.
In one possible implementation, the apparatus further includes:
And a steering prohibition module 1805, configured to prohibit the second virtual object from steering if the second virtual object is in the prop influence area.
In one possible implementation, the coasting control module 1802 is also configured to,
When the second virtual object is a virtual carrier, responding to the second virtual object entering the prop influence area, and controlling the second virtual object to slide in a decelerating way in the prop influence area;
And prohibiting the second virtual object from restarting to move in the prop influence area under the condition that the second virtual object is decelerated to stop in the prop influence area.
In one possible implementation, the apparatus further includes:
The steering control module 1806 is configured to, when the second virtual object is a virtual vehicle, control the second virtual object to steer at a first steering rate in response to the second virtual object being in a sliding state in the prop influence area and receiving a steering operation for the second virtual object;
The first steering rate is larger than the second steering rate, and the second steering rate is the steering rate when the second virtual object receives the steering operation in the prop influence area.
In one possible implementation, the magnitude of the first steering rate is positively correlated with the operating speed of the steering operation, the apparatus further comprising:
The rollover control module 1807 is configured to control rollover of the second virtual object in response to the first steering rate being greater than a steering rate threshold.
In one possible implementation, the apparatus further includes:
A decal setting module 1808 is configured to set a decal of a liquid material in the prop impact area.
In one possible implementation, the apparatus further includes:
and the area cancellation module 1809 is configured to cancel the prop influence area in response to the time period after the first virtual object releases the first virtual prop reaching the effective time period of the first virtual prop.
In one possible implementation, the first virtual prop is a virtual prop in the form of a virtual container.
In summary, according to the scheme provided by the embodiment of the application, the prop influence area is set under the condition that the first virtual object releases the first virtual prop in the virtual scene, when the second virtual object enters the prop influence area, the second virtual object can be controlled to slide, and meanwhile, the track of the second virtual prop released by the second virtual object can be offset, so that the influence mode of the virtual prop on the virtual object is expanded, the mode that a user controls the virtual object to interact with the virtual scene by using the virtual prop is further expanded, and the interaction effect between the user and the virtual scene is improved.
Fig. 20 is a block diagram illustrating a control apparatus for a virtual object according to an exemplary embodiment of the present application.
The device comprises:
A display module 2001, configured to display a scene frame of a virtual scene, where the scene frame includes a first virtual object;
prop release module 2002, configured to control the first virtual object to release the first virtual prop in response to the first virtual object being equipped with the first virtual prop and receiving a prop release operation;
the area setting module 2003 is configured to set a prop influence area at a drop point position of the first virtual prop;
the prop influence area is used for triggering the second virtual object to slide, and the prop influence area is also used for triggering the movement track of the second virtual prop to deviate from the release direction of the second virtual prop in response to the second virtual object releasing the second virtual prop in the process of sliding the second virtual object.
In summary, according to the scheme provided by the embodiment of the application, the prop influence area is set under the condition that the first virtual object releases the first virtual prop in the virtual scene, when the second virtual object enters the prop influence area, the second virtual object can be controlled to slide, and meanwhile, the track of the second virtual prop released by the second virtual object can be offset, so that the influence mode of the virtual prop on the virtual object is expanded, the mode that a user controls the virtual object to interact with the virtual scene by using the virtual prop is further expanded, and the interaction effect between the user and the virtual scene is improved.
It should be noted that, when the apparatus provided in the foregoing embodiment performs the functions thereof, only the division of the respective functional modules is used as an example, in practical application, the foregoing functional allocation may be performed by different functional modules according to actual needs, that is, the content structure of the device is divided into different functional modules, so as to perform all or part of the functions described above.
The specific manner in which the respective modules perform the operations in the apparatus of the above embodiment has been described in detail in the embodiment related to the method, and the technical effects obtained by the respective modules perform the operations are the same as those in the embodiment related to the method, which will not be described in detail herein.
Fig. 21 shows a block diagram of a computer device 2100 provided by an exemplary embodiment of the present application. The computer device 2100 may be a portable mobile terminal such as a smart phone, tablet computer. The computer device 2100 may also be referred to by other names of user devices, portable terminals, etc.
In general, the computer device 2100 includes a processor 2101 and a memory 2102.
The processor 2101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 2101 may be implemented in at least one of hardware form of DSP (DIGITAL SIGNAL Processing), FPGA (Field Programmable GATE ARRAY ), PLA (Programmable Logic Array, programmable logic array). The processor 2101 may also include a main processor, which is a processor for processing data in a wake-up state, also called a CPU (Central Processing Unit ), and a coprocessor, which is a low-power processor for processing data in a standby state. In some embodiments, the processor 2101 may integrate a GPU (Graphics Processing Unit, image processor) for rendering and drawing of content required to be displayed by the display screen. In some embodiments, the processor 2101 may also include an AI (ARTIFICIAL INTELLIGENCE ) processor for processing computing operations related to machine learning.
Memory 2102 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 2102 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 2102 is used to store at least one instruction for execution by processor 2101 to implement a method of controlling a virtual object provided in an embodiment of the present application.
In some embodiments, the computer device 2100 also optionally includes a peripheral interface 2103 and at least one peripheral device. Specifically, the peripheral devices include at least one of a radio frequency circuit 2104, a touch display screen 2105, a camera 2106, an audio circuit 2107, and a power supply 2108.
In some embodiments, computer device 2100 also includes one or more sensors 2109. The one or more sensors 2109 include, but are not limited to, an acceleration sensor 2110, a gyroscope sensor 2111, a pressure sensor 2112, an optical sensor 2113, and a proximity sensor 2114.
Those skilled in the art will appreciate that the above-described illustrated structures are not limiting of the computer device 2100 and may include more or fewer components than shown, or may combine certain components, or employ a different arrangement of components.
In an exemplary embodiment, a chip is also provided, the chip including programmable logic circuits and/or program instructions for implementing the control method of the virtual object described in the above aspect when the chip is run on a computer device.
In an exemplary embodiment, a computer program product is also provided, the computer program product comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor reads and executes the computer instructions from the computer readable storage medium to implement the control method of the virtual object provided by the above method embodiments.
In an exemplary embodiment, there is also provided a computer-readable storage medium having stored therein a computer program loaded and executed by a processor to implement the control method of a virtual object provided by the above-described method embodiments.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
Those skilled in the art will appreciate that in one or more of the examples described above, the functions described in the embodiments of the present application may be implemented in hardware, software, firmware, or any combination thereof. When implemented in software, these functions may be stored on or transmitted over as one or more instructions or code on a computer-readable medium. Computer-readable media includes both computer storage media and communication media including any medium that facilitates transfer of a computer program from one place to another. A storage media may be any available media that can be accessed by a general purpose or special purpose computer.
The foregoing description of the preferred embodiments of the present application is not intended to limit the application, but rather, the application is to be construed as limited to the appended claims.

Claims (19)

1.一种虚拟对象的控制方法,其特征在于,所述方法包括:1. A method for controlling a virtual object, characterized in that the method comprises: 响应于第一虚拟对象在虚拟场景中释放第一虚拟道具,在所述第一虚拟道具的落点位置设置道具影响区域;In response to the first virtual object releasing the first virtual prop in the virtual scene, setting a prop influence area at a landing point of the first virtual prop; 响应于第二虚拟对象进入所述道具影响区域,控制所述第二虚拟对象在所述道具影响区域内滑行;In response to a second virtual object entering the prop influence area, controlling the second virtual object to slide within the prop influence area; 在所述第二虚拟对象在所述道具影响区域内滑行的过程中,响应于所述第二虚拟对象释放第二虚拟道具,控制所述第二虚拟道具的移动轨迹偏离所述第二虚拟道具的释放方向。During the sliding of the second virtual object in the prop influence area, in response to the second virtual object releasing the second virtual prop, the movement trajectory of the second virtual prop is controlled to deviate from the release direction of the second virtual prop. 2.根据权利要求1所述的方法,其特征在于,所述在所述第二虚拟对象在所述道具影响区域内滑行的过程中,响应于所述第二虚拟对象释放第二虚拟道具,控制所述第二虚拟道具的移动轨迹偏离所述第二虚拟道具的释放方向,包括:2. The method according to claim 1, characterized in that, in the process of the second virtual object sliding in the prop influence area, in response to the second virtual object releasing the second virtual prop, controlling the movement trajectory of the second virtual prop to deviate from the release direction of the second virtual prop comprises: 在所述第二虚拟对象在所述道具影响区域内滑行的过程中,响应于所述第二虚拟对象释放第二虚拟道具,且所述第二虚拟道具的释放方向与所述第二虚拟对象的滑行方向不平行,对所述第二虚拟对象施加一个惯性速度,且所述惯性速度的方向与所述第二虚拟对象的滑行方向相同;During the sliding of the second virtual object in the prop influence area, in response to the second virtual object releasing the second virtual prop, and the release direction of the second virtual prop is not parallel to the sliding direction of the second virtual object, applying an inertial velocity to the second virtual object, and the direction of the inertial velocity is the same as the sliding direction of the second virtual object; 在所述第二虚拟对象在所述道具影响区域内滑行的过程中,响应于所述第二虚拟对象释放第二虚拟道具,且所述第二虚拟道具的释放方向与所述第二虚拟对象的滑行方向平行,对所述第二虚拟对象施加一个惯性速度,且所述惯性速度的方向与所述第二虚拟对象的滑行方向垂直。During the sliding of the second virtual object in the prop influence area, in response to the second virtual object releasing the second virtual prop, and the release direction of the second virtual prop is parallel to the sliding direction of the second virtual object, an inertial velocity is applied to the second virtual object, and the direction of the inertial velocity is perpendicular to the sliding direction of the second virtual object. 3.根据权利要求2所述的方法,其特征在于,3. The method according to claim 2, characterized in that 响应于所述第二虚拟道具为虚拟发射物,所述惯性速度的大小为第一速率;所述第一速率与所述第二虚拟对象的滑行速率成呈正相关;In response to the second virtual prop being a virtual projectile, the magnitude of the inertial velocity is a first rate; the first rate is positively correlated with the sliding rate of the second virtual object; 响应于所述第二虚拟道具为虚拟投掷物,所述惯性速度的大小为第二速率;所述第二速率与所述第二虚拟对象的滑行速率成呈正相关;In response to the second virtual prop being a virtual throwing object, the magnitude of the inertial velocity is a second rate; the second rate is positively correlated with the sliding speed of the second virtual object; 其中,所述第一速率大于所述第二速率。The first rate is greater than the second rate. 4.根据权利要求1所述的方法,其特征在于,所述响应于第二虚拟对象进入所述道具影响区域,控制所述第二虚拟对象在所述道具影响区域内滑行,包括:4. The method according to claim 1, wherein in response to the second virtual object entering the prop influence area, controlling the second virtual object to slide within the prop influence area comprises: 在所述第二虚拟对象为虚拟角色的情况下,响应于所述第二虚拟对象进入所述道具影响区域的初始速率小于速率阈值,控制所述第二虚拟对象在所述道具影响区域内减速滑行。In the case that the second virtual object is a virtual character, in response to an initial velocity of the second virtual object entering the prop influence area being less than a velocity threshold, the second virtual object is controlled to decelerate and glide within the prop influence area. 5.根据权利要求4所述的方法,其特征在于,所述方法还包括:5. The method according to claim 4, characterized in that the method further comprises: 响应于所述第二虚拟对象进入所述道具影响区域的初始速率不小于所述速率阈值,控制所述第二虚拟对象摔倒。In response to an initial velocity of the second virtual object entering the prop influence area being not less than the velocity threshold, the second virtual object is controlled to fall. 6.根据权利要求4所述的方法,其特征在于,所述方法还包括:6. The method according to claim 4, characterized in that the method further comprises: 在所述第二虚拟对象在所述道具影响区域内减速至停止的情况下,响应于接收到对所述第二虚拟对象的移动控制操作,控制所述第二虚拟对象从第一速度开始,在所述道具影响区域内减速滑行;When the second virtual object decelerates to a stop in the prop influence area, in response to receiving a movement control operation on the second virtual object, controlling the second virtual object to decelerate and glide in the prop influence area starting from a first speed; 其中,所述第一速度的速率小于所述速率阈值。The rate of the first speed is less than the rate threshold. 7.根据权利要求4所述的方法,其特征在于,所述方法还包括:7. The method according to claim 4, characterized in that the method further comprises: 在所述第二虚拟对象处于所述道具影响区域内的情况下,禁止所述第二虚拟对象转向。When the second virtual object is within the prop influence area, the second virtual object is prohibited from turning. 8.根据权利要求1所述的方法,其特征在于,所述响应于第二虚拟对象进入所述道具影响区域,控制所述第二虚拟对象在所述道具影响区域内滑行,包括:8. The method according to claim 1, wherein in response to the second virtual object entering the prop influence area, controlling the second virtual object to slide within the prop influence area comprises: 在所述第二虚拟对象为虚拟载具的情况下,响应于所述第二虚拟对象进入所述道具影响区域,控制所述第二虚拟对象在所述道具影响区域内减速滑行;In the case where the second virtual object is a virtual vehicle, in response to the second virtual object entering the prop influence area, controlling the second virtual object to decelerate and glide within the prop influence area; 在所述第二虚拟对象在所述道具影响区域内减速至停止的情况下,禁止所述第二虚拟对象在所述道具影响区域内重新开始移动。When the second virtual object decelerates to a stop within the prop influence area, the second virtual object is prohibited from restarting to move within the prop influence area. 9.根据权利要求1所述的方法,其特征在于,所述方法还包括:9. The method according to claim 1, characterized in that the method further comprises: 在所述第二虚拟对象为虚拟载具的情况下,响应于所述第二虚拟对象在所述道具影响区域内处于滑行状态,且接收到对所述第二虚拟对象的转向操作,控制所述第二虚拟对象以第一转向速率进行转向;When the second virtual object is a virtual vehicle, in response to the second virtual object being in a sliding state within the prop influence area and receiving a turning operation on the second virtual object, controlling the second virtual object to turn at a first turning rate; 其中,所述第一转向速率大于第二转向速率;所述第二转向速率是所述第二虚拟对象在所述道具影响区域外接收到所述转向操作时的转向速率。The first turning rate is greater than the second turning rate; the second turning rate is the turning rate of the second virtual object when receiving the turning operation outside the prop influence area. 10.根据权利要求9所述的方法,其特征在于,所述第一转向速率的大小与所述转向操作的操作速度成正相关;所述方法还包括:10. The method according to claim 9, characterized in that the magnitude of the first steering rate is positively correlated with the operating speed of the steering operation; the method further comprises: 响应于所述第一转向速率大于转向速率阈值,控制所述第二虚拟对象侧翻。In response to the first turning rate being greater than a turning rate threshold, the second virtual object is controlled to roll over. 11.根据权利要求1至10任一所述的方法,其特征在于,所述方法还包括:11. The method according to any one of claims 1 to 10, characterized in that the method further comprises: 在所述道具影响区域中设置液体材质的贴花。Sets a decal of a liquid material in the prop's area of influence. 12.根据权利要求1至10任一所述的方法,其特征在于,所述方法还包括:12. The method according to any one of claims 1 to 10, characterized in that the method further comprises: 响应于所述第一虚拟对象释放所述第一虚拟道具之后的时长达到所述第一虚拟道具的生效时长,取消所述道具影响区域。In response to the time after the first virtual object releases the first virtual prop reaching the effective time of the first virtual prop, the prop influence area is cancelled. 13.根据权利要求1至10任一所述的方法,其特征在于,所述第一虚拟道具为虚拟容器形态的虚拟道具。13. The method according to any one of claims 1 to 10, characterized in that the first virtual prop is a virtual prop in the form of a virtual container. 14.一种虚拟对象的控制方法,其特征在于,所述方法包括:14. A method for controlling a virtual object, characterized in that the method comprises: 显示虚拟场景的场景画面,所述场景画面中包含第一虚拟对象;Displaying a scene picture of a virtual scene, wherein the scene picture includes a first virtual object; 响应于所述第一虚拟对象装备有第一虚拟道具,且接收到道具释放操作,控制所述第一虚拟对象释放所述第一虚拟道具;In response to the first virtual object being equipped with a first virtual prop and receiving a prop release operation, controlling the first virtual object to release the first virtual prop; 在所述第一虚拟道具的落点位置设置道具影响区域;Setting a prop influence area at the landing point of the first virtual prop; 其中,所述道具影响区域用于触发进入的第二虚拟对象滑行,且所述道具影响区域还用于在所述第二虚拟对象滑行的过程中,响应于所述第二虚拟对象释放第二虚拟道具,触发所述第二虚拟道具的移动轨迹偏离所述第二虚拟道具的释放方向。The prop influence area is used to trigger the entering second virtual object to slide, and the prop influence area is also used to trigger the movement trajectory of the second virtual prop to deviate from the release direction of the second virtual prop in response to the second virtual object releasing the second virtual prop during the sliding of the second virtual object. 15.一种虚拟对象的控制装置,其特征在于,所述装置包括:15. A control device for a virtual object, characterized in that the device comprises: 区域设置模块,用于响应于第一虚拟对象在虚拟场景中释放第一虚拟道具,在所述第一虚拟道具的落点位置设置道具影响区域;an area setting module, configured to set a prop influence area at a landing point of the first virtual prop in response to the first virtual object releasing the first virtual prop in the virtual scene; 滑行控制模块,用于响应于第二虚拟对象进入所述道具影响区域,控制所述第二虚拟对象在所述道具影响区域内滑行;a sliding control module, configured to control the second virtual object to slide within the prop influence area in response to the second virtual object entering the prop influence area; 偏离控制模块,用于在所述第二虚拟对象在所述道具影响区域内滑行的过程中,响应于所述第二虚拟对象释放第二虚拟道具,控制所述第二虚拟道具的移动轨迹偏离所述第二虚拟道具的释放方向。The deviation control module is used to control the movement trajectory of the second virtual prop to deviate from the release direction of the second virtual prop in response to the second virtual object releasing the second virtual prop during the sliding of the second virtual object in the prop influence area. 16.一种虚拟对象的控制装置,其特征在于,所述装置包括:16. A control device for a virtual object, characterized in that the device comprises: 显示模块,用于显示虚拟场景的场景画面,所述场景画面中包含第一虚拟对象;A display module, used to display a scene picture of a virtual scene, wherein the scene picture includes a first virtual object; 道具释放模块,用于响应于所述第一虚拟对象装备有第一虚拟道具,且接收到道具释放操作,控制所述第一虚拟对象释放所述第一虚拟道具;a prop releasing module, configured to control the first virtual object to release the first virtual prop in response to the first virtual object being equipped with the first virtual prop and receiving a prop releasing operation; 区域设置模块,用于在所述第一虚拟道具的落点位置设置道具影响区域;An area setting module, used to set an item influence area at the landing point of the first virtual item; 其中,所述道具影响区域用于触发进入的第二虚拟对象滑行,且所述道具影响区域还用于在所述第二虚拟对象滑行的过程中,响应于所述第二虚拟对象释放第二虚拟道具,触发所述第二虚拟道具的移动轨迹偏离所述第二虚拟道具的释放方向。The prop influence area is used to trigger the entering second virtual object to slide, and the prop influence area is also used to trigger the movement trajectory of the second virtual prop to deviate from the release direction of the second virtual prop in response to the second virtual object releasing the second virtual prop during the sliding of the second virtual object. 17.一种计算机设备,其特征在于,所述计算机设备包括处理器和存储器,所述存储器存储有至少一条计算机指令,所述至少一条计算机指令由所述处理器加载并执行以实现如权利要求1至14任一所述的虚拟对象的控制方法。17. A computer device, characterized in that the computer device comprises a processor and a memory, the memory stores at least one computer instruction, and the at least one computer instruction is loaded and executed by the processor to implement the control method of the virtual object according to any one of claims 1 to 14. 18.一种计算机可读存储介质,其特征在于,所述计算机可读存储介质中存储有至少一条计算机指令,所述计算机指令由处理器加载并执行以实现如权利要求1至14任一所述的虚拟对象的控制方法。18. A computer-readable storage medium, characterized in that at least one computer instruction is stored in the computer-readable storage medium, and the computer instruction is loaded and executed by a processor to implement the control method of a virtual object according to any one of claims 1 to 14. 19.一种计算机程序产品,其特征在于,所述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中;所述计算机指令由计算机设备的处理器读取并执行,以实现如权利要求1至14任一所述的虚拟对象的控制方法。19. A computer program product, characterized in that the computer program product comprises computer instructions, which are stored in a computer-readable storage medium; the computer instructions are read and executed by a processor of a computer device to implement the control method of a virtual object as described in any one of claims 1 to 14.
CN202310619739.XA 2023-05-29 2023-05-29 Virtual object control method, device, equipment, storage medium and program product Pending CN119034198A (en)

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