CN117717780B - Virtual character control method, device, electronic equipment and storage medium - Google Patents
Virtual character control method, device, electronic equipment and storage medium Download PDFInfo
- Publication number
- CN117717780B CN117717780B CN202310452466.4A CN202310452466A CN117717780B CN 117717780 B CN117717780 B CN 117717780B CN 202310452466 A CN202310452466 A CN 202310452466A CN 117717780 B CN117717780 B CN 117717780B
- Authority
- CN
- China
- Prior art keywords
- action
- control
- attack
- virtual character
- execute
- 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.)
- Active
Links
- 238000000034 method Methods 0.000 title claims abstract description 198
- 238000003860 storage Methods 0.000 title claims abstract description 21
- 230000009471 action Effects 0.000 claims abstract description 1246
- 238000003825 pressing Methods 0.000 claims description 38
- 230000004044 response Effects 0.000 claims description 38
- 230000001960 triggered effect Effects 0.000 claims description 31
- 230000009191 jumping Effects 0.000 claims description 18
- 238000007667 floating Methods 0.000 claims description 14
- 230000005283 ground state Effects 0.000 claims description 13
- 238000001816 cooling Methods 0.000 claims description 8
- 238000002360 preparation method Methods 0.000 claims description 5
- 230000009466 transformation Effects 0.000 abstract description 16
- 230000007123 defense Effects 0.000 abstract description 12
- 230000007115 recruitment Effects 0.000 abstract description 11
- 230000000875 corresponding effect Effects 0.000 description 241
- 230000001276 controlling effect Effects 0.000 description 80
- 230000033001 locomotion Effects 0.000 description 49
- 230000008569 process Effects 0.000 description 34
- 238000010586 diagram Methods 0.000 description 30
- 230000006870 function Effects 0.000 description 26
- 230000006378 damage Effects 0.000 description 18
- 208000027418 Wounds and injury Diseases 0.000 description 15
- 208000014674 injury Diseases 0.000 description 15
- 230000003993 interaction Effects 0.000 description 12
- 230000005284 excitation Effects 0.000 description 9
- 238000009825 accumulation Methods 0.000 description 6
- 230000008859 change Effects 0.000 description 6
- 238000005516 engineering process Methods 0.000 description 6
- 238000006243 chemical reaction Methods 0.000 description 5
- 238000012545 processing Methods 0.000 description 5
- 238000004891 communication Methods 0.000 description 4
- 230000000694 effects Effects 0.000 description 4
- 230000001427 coherent effect Effects 0.000 description 3
- 230000000007 visual effect Effects 0.000 description 3
- 238000013473 artificial intelligence Methods 0.000 description 2
- 230000007812 deficiency Effects 0.000 description 2
- 206010016256 fatigue Diseases 0.000 description 2
- 230000014509 gene expression Effects 0.000 description 2
- 230000007774 longterm Effects 0.000 description 2
- 230000007246 mechanism Effects 0.000 description 2
- 230000002093 peripheral effect Effects 0.000 description 2
- 238000012827 research and development Methods 0.000 description 2
- 238000006467 substitution reaction Methods 0.000 description 2
- 241000196324 Embryophyta Species 0.000 description 1
- 244000035744 Hura crepitans Species 0.000 description 1
- 241001310793 Podium Species 0.000 description 1
- 241000542420 Sphyrna tudes Species 0.000 description 1
- 238000013459 approach Methods 0.000 description 1
- 230000000386 athletic effect Effects 0.000 description 1
- 230000006399 behavior Effects 0.000 description 1
- 230000008901 benefit Effects 0.000 description 1
- 230000005540 biological transmission Effects 0.000 description 1
- 239000000969 carrier Substances 0.000 description 1
- 238000004590 computer program Methods 0.000 description 1
- 230000002596 correlated effect Effects 0.000 description 1
- 238000005520 cutting process Methods 0.000 description 1
- 238000012217 deletion Methods 0.000 description 1
- 230000037430 deletion Effects 0.000 description 1
- 238000013461 design Methods 0.000 description 1
- 229940079593 drug Drugs 0.000 description 1
- 239000003814 drug Substances 0.000 description 1
- 230000007613 environmental effect Effects 0.000 description 1
- PCHJSUWPFVWCPO-UHFFFAOYSA-N gold Chemical compound [Au] PCHJSUWPFVWCPO-UHFFFAOYSA-N 0.000 description 1
- 239000010931 gold Substances 0.000 description 1
- 229910052737 gold Inorganic materials 0.000 description 1
- 230000005484 gravity Effects 0.000 description 1
- 230000010365 information processing Effects 0.000 description 1
- 230000002452 interceptive effect Effects 0.000 description 1
- 238000005304 joining Methods 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
- 230000008450 motivation Effects 0.000 description 1
- 230000003287 optical effect Effects 0.000 description 1
- 230000002265 prevention Effects 0.000 description 1
- 238000010079 rubber tapping Methods 0.000 description 1
- 238000004088 simulation Methods 0.000 description 1
- 230000003867 tiredness Effects 0.000 description 1
- 208000016255 tiredness Diseases 0.000 description 1
- 238000012549 training Methods 0.000 description 1
Landscapes
- User Interface Of Digital Computer (AREA)
Abstract
The disclosure provides a virtual character control method, a virtual character control device, electronic equipment and a storage medium. Wherein the method comprises the following steps: displaying a first attack control on a graphical user interface; responding to a first touch operation acting on the first attack control, and if the first touch operation is a click operation, controlling the virtual character to execute a first attack action corresponding to the first attack control; and if the first touch operation is a sliding operation, determining a first target action from a first action set according to the sliding operation, and controlling the virtual character to execute the first target action. By adopting the method and the device, the virtual roles can be rapidly controlled to perform attack recruitment transformation or attack and defense transformation, and the like, so that the convenience of operation is improved, and the problem of false touch is relieved.
Description
Technical Field
The disclosure relates to the technical field of games, and in particular relates to a virtual character control method, a virtual character control device, electronic equipment and a storage medium.
Background
Action Game (ACT) is one type of electronic Game, and in a broad sense, all instant interactive games with Action elements belong to Action games, such as shooting games and sports games; in the narrow sense, the game takes limb fight and cold weapon as main fight modes.
With the popularity of mobile terminals, many shooting games adapted to mobile touch terminals have appeared in recent years. However, compared with shooting games which mainly use remote shooting as a main combat mode, the combat attack mode of games which use limb combat and cold weapons as the main combat mode is more various, the combat attack recruitment is more variable, and the attack and defense conversion is more flexible.
Disclosure of Invention
The applicant of the present disclosure finds, in a long-term research and development process, that the related technical solutions of limb fight and/or cold weapon fight control of a virtual character in a touch terminal may have the following technical problems: when a player controls a virtual character changing attack, attack and defense switching, the player is not enough to operate consistently and is easy to operate erroneously.
The present disclosure provides a virtual character control method, apparatus, electronic device, and computer-readable storage medium, to at least partially solve the deficiencies in the related art.
In a first aspect, one embodiment of the present disclosure provides a virtual character control method, including: displaying a first attack control on a graphical user interface; responding to a first touch operation acting on the first attack control, and if the first touch operation is a click operation, controlling the virtual character to execute a first attack action corresponding to the first attack control; and if the first touch operation is a sliding operation, determining a first target action from a first action set according to the sliding operation, and controlling the virtual character to execute the first target action.
In a second aspect, an embodiment of the present disclosure further provides a virtual character control apparatus, including: the control display module is used for displaying a first attack control on the graphical user interface; the role control module is used for responding to a first touch operation acting on the first attack control, and if the first touch operation is a click operation, the role control module is used for controlling the virtual role to execute a first attack action corresponding to the first attack control; and if the first touch operation is a sliding operation, determining a first target action from a first action set according to the sliding operation, and controlling the virtual character to execute the first target action.
In a third aspect, one embodiment of the present disclosure further provides an electronic device, including a processor and a memory, where the memory stores computer executable instructions executable by the processor, and the processor executes the computer executable instructions to implement the virtual character control method described above.
In a fourth aspect, one of the embodiments of the present disclosure also provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the above-described virtual character control method.
One embodiment of the present disclosure provides a virtual character control method, where a user (player) may control a virtual character to perform a first attack action by touching a first attack control in a graphical user interface; the user can also determine a first target action from the first action set through a first attack control in the touch graphical user interface, and control the virtual character to execute the first target action, namely the first attack control can control the virtual character to execute the first attack action and can control the virtual character to execute the first target action. Specifically, if the first touch operation acting on the first attack control is a click operation, the virtual character is controlled to execute a first attack action, and if the first touch operation is a sliding operation, a first target action is determined from a first action set according to the sliding operation, and the virtual character is controlled to execute the first target action. The first target action may be the first attack action described above, or may be another action. In this way, if the user needs to control the virtual character to execute the first attack action, the user can click on the first attack control originally displayed in the graphical user interface, and if the user needs to control the virtual character to execute the actions such as the jump action, the defending action and the like, the first attack control can be realized by sliding operation in addition to the jump control, the defending control and the like originally displayed in the touch graphical user interface. According to the method for determining the first target action from the first action set by the sliding operation, a user can realize connection of the first attack action and the first target action more quickly and continuously, and when the virtual character needs to be controlled to execute a certain action in the first action set, the first target action can be accurately determined from the first action set by the sliding operation acted on the first attack control without the need of the user to lift the finger and click other controls of the graphical user interface. In the whole process from the first attack action to the first target action, the virtual character can conveniently determine the first target action from the first action set through sliding operation on the first attack control without searching and positioning another control (control corresponding to actions such as defending action, jumping action and the like) in the interface, so that the virtual character is triggered to execute the first target action, and quick control of the virtual character, such as quick control attack recruitment transformation or attack and defense transformation, is realized. According to the operation process, the user can realize control switching without lifting the fingers and transferring the sight, the user can quickly react in interaction, the operation is more convenient, and the problem of misoperation caused by more interface controls is effectively solved. Meanwhile, the mode of rapidly controlling the virtual roles improves the continuity of user operation.
Drawings
In order to more clearly illustrate the embodiments of the present disclosure or the prior art, the drawings that are required in the detailed description or the prior art will be briefly described, it will be apparent that the drawings in the following description are some embodiments of the present disclosure, and other drawings may be obtained according to the drawings without inventive effort for a person of ordinary skill in the art.
Fig. 1 is a flow chart of a virtual character control method according to an embodiment of the disclosure;
FIG. 2 is a flow chart of another virtual character control method according to one embodiment of the disclosure;
FIG. 3 is a schematic diagram of a graphical user interface provided in one embodiment of the present disclosure;
fig. 4 is a schematic diagram of a graphical user interface corresponding to a near field combat scene according to an embodiment of the present disclosure;
FIG. 5 is a schematic diagram of a graphical user interface corresponding to another near field combat scene provided by an embodiment of the present disclosure;
FIG. 6 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
FIG. 7 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
FIG. 8 is a schematic diagram of an attack scenario provided by an embodiment of the present disclosure;
FIG. 9 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
FIG. 10 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;
FIG. 11 is a flowchart illustrating another virtual character control method according to an embodiment of the present disclosure;
FIG. 12 is a flow chart of another virtual character control method according to one embodiment of the present disclosure;
FIG. 13 is a schematic diagram of a subset of actions and a role state definition according to one embodiment of the present disclosure;
FIG. 14 is a diagram illustrating another subset of actions and character status defining method according to one embodiment of the present disclosure;
FIG. 15 is a diagram illustrating another subset of actions and character status defining method according to one embodiment of the present disclosure;
FIG. 16 is a flow chart of another virtual character control method according to one embodiment of the present disclosure;
FIG. 17 is a schematic diagram of a custom editing interface for an action set according to one embodiment of the present disclosure;
FIG. 18 is a schematic diagram of an editing interface of a correspondence between a virtual weapon and an action set according to one embodiment of the present disclosure;
fig. 19 is a schematic structural diagram of a virtual character control device according to an embodiment of the present disclosure;
Fig. 20 is a schematic structural diagram of another virtual character control device according to an embodiment of the present disclosure;
fig. 21 is a schematic structural diagram of an electronic device according to an embodiment of the disclosure.
Detailed Description
The technical solutions of the present disclosure will be clearly and completely described below in connection with embodiments, and it is apparent that the described embodiments are some embodiments of the present disclosure, but not all embodiments. Based on the embodiments in this disclosure, all other embodiments that a person of ordinary skill in the art would obtain without making any inventive effort are within the scope of protection of this disclosure.
First, the terms involved in the present disclosure will be described:
(1) Virtual scene (Game scene)
The virtual scene is a virtual scene that an application program displays (or provides) when running on a terminal or a server. Optionally, the virtual scene is a simulation environment for the real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be sky, land, ocean and the like, wherein the land comprises environmental elements such as deserts, cities and the like. The virtual scene is a scene of a complete game logic of a virtual object such as user control, for example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for a player to control the virtual object to fight, and an exemplary virtual scene may include: at least one element selected from mountains, flat lands, rivers, lakes, oceans, deserts, sky, plants, buildings and vehicles; for example, in a 2D or 2.5D card game, the virtual scene is a scene for showing a released card or a virtual object corresponding to the released card, and exemplary virtual scenes may include: arenas, battle fields, or other "field" elements or other elements that can display the status of card play; for a 2D or 2.5D multiplayer online tactical game, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight, an exemplary virtual scene may include: mountain, line, river, classroom, table and chair, podium, etc.
(2) Game interface
The game interface is an interface corresponding to the application program provided or displayed through the graphical user interface, and the interface comprises a UI interface and a game picture for the player to interact. In alternative embodiments, game controls (e.g., skill controls, movement controls, functionality controls, etc.), indication identifiers (e.g., direction indication identifiers, character indication identifiers, etc.), information presentation areas (e.g., number of clicks, time of play, etc.), or game setting controls (e.g., system settings, stores, gold coins, etc.) may be included in the UI interface. In an alternative embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, and the like for executing game logic in the virtual scene.
(3) Virtual object
Virtual objects refer to dynamic objects that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, a cartoon character, or the like. The virtual object is a character that a player controls through an input device, or is an artificial intelligence set in a virtual environment fight by training (ARTIFICIAL INTELLIGENCE, AI), or is a Non-player character set in a virtual environment fight (Non-PLAYER CHARACTER, NPC). Optionally, the virtual object is a virtual character playing an athletic in the virtual scene. Optionally, the number of virtual objects in the virtual scene fight is preset, or dynamically determined according to the number of clients joining the fight, which is not limited by the embodiments of the disclosure. In one possible implementation, a user can control a virtual object to move in the virtual scene, e.g., control the virtual object to run, jump, crawl, etc., as well as control the virtual object to fight other virtual objects using skills, virtual props, etc., provided by the application.
(4) Player character
A player character refers to a virtual object that may be manipulated by a player to be active in a gaming environment, also referred to as a player virtual character or player virtual object, and may also be referred to as a formula character, hero character in some electronic games. The player character may be at least one of a virtual character, a virtual animal, a virtual vehicle, or the like.
The applicant of the present disclosure finds, in a long-term research and development process, that the related technical solutions of limb fight and/or cold weapon fight control of a virtual character in a touch terminal may have the following technical problems: when a player controls a virtual character changing attack, attack and defense switching, the player is not enough to operate consistently and is easy to operate erroneously. The present disclosure provides a virtual character control method, apparatus, electronic device, and computer-readable storage medium, to at least partially solve the deficiencies in the related art.
According to the virtual character control method, control operation for the virtual character is received through the touch terminal device.
As a possible implementation, the control logic code of the virtual character may run on the touch terminal device or on the server. The touch terminal device may be a local terminal device. When the virtual character control method runs on a server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and client equipment.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the virtual character control method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the terminal device for information processing is cloud game server of cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the disclosure provides a virtual character control method, and a graphical user interface is provided through a touch terminal, where the touch terminal may be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system. Referring to fig. 1, the virtual character control method of one embodiment of the present disclosure includes the steps of:
step S102, displaying a first attack control on a graphical user interface.
The embodiment provides a graphical user interface through the touch terminal, and optionally, the graphical user interface includes at least a part of game scene and a virtual character (specifically, a player virtual character here) in addition to the first attack control.
Step S104, responding to a first touch operation acting on a first attack control, and if the first touch operation is a click operation, controlling the virtual character to execute a first attack action corresponding to the first attack control; if the first touch operation is a sliding operation, determining a first target action from the first action set according to the sliding operation, and controlling the virtual character to execute the first target action.
According to the method, the first attack control is displayed on the touch graphical user interface, the user controls the virtual character to execute the first attack action through touch of the control, and the user can determine the first target action from the first action set through touch of the first attack control and control the virtual character to execute the first target action; that is, the first attack control not only can control the virtual character to execute the first attack action, but also can control the virtual character to execute the first target action. Specifically, if the first touch operation acting on the first attack control is a click operation, the virtual character is controlled to execute a first attack action, and if the first touch operation is a sliding operation, a first target action is determined from a first action set according to the sliding operation, and the virtual character is controlled to execute the first target action. The first target action may be the first attack action described above, or may be another action. If the user needs to control the virtual character to execute the first attack action, the user can click on the first attack control originally displayed in the graphical user interface, and if the user needs to control the virtual character to execute the actions such as the jump action, the defending action and the like, the user can realize the first attack control through sliding operation besides the jump control, the defending control and the like originally displayed in the touch graphical user interface. According to the method for determining the first target action from the first action set according to the sliding operation, the user can realize connection of the first attack action and the first target action more quickly and continuously, and when the virtual character needs to be controlled to execute a certain action in the first action set, the first target action can be accurately determined from the first action set according to the sliding operation only by the sliding operation acted on the first attack control, and the user does not need to lift the finger and click other controls of the graphical user interface. In the whole process from the first attack action to the first target action, the virtual character can conveniently determine the first target action from the first action set through sliding operation on the first attack control without searching and positioning another control (control corresponding to actions such as defending action, jumping action and the like) in the interface, so that the virtual character is controlled to execute the first target action, and quick control of the virtual character, such as quick control attack recruitment transformation or attack and defense transformation, is realized. According to the operation process, the user can realize control switching without lifting the fingers and transferring the sight, the user can quickly react in interaction, the operation is more convenient, and the problem of misoperation caused by more interface controls is effectively solved. Meanwhile, the mode of rapidly controlling the virtual roles improves the continuity of user operation.
The first target action here may be a non-attack action, such as: jumping, vibrating, evading, sliding, creeping or squatting, etc.
The correspondence between the actions in the first action set and the sliding operations may be preset, and different sliding operation modes may correspond to different actions. For example, if the actions in the first action set correspond to the sliding directions of the sliding operations, and the sliding directions of the sliding operations acting on the first attack control are different, the first target actions determined from the first action set according to the sliding operations are different. The first action set includes direction information and action information corresponding to the direction information; accordingly, the determining the first target action from the first action set according to the sliding operation includes: an action in the first set of actions that matches the direction of the sliding operation is determined as a first target action.
The direction information included in the first action set may be at least two directions of up, down, left and right directions, or may be at least two directions of up left, up right, down left and up right, and each direction corresponds to one action. For example, the first action set includes a jump action and a squat action, where the jump action has direction information of an up direction and the squat action has direction information of a down direction, the up sliding operation may be corresponding to the jump action, the down sliding operation may be corresponding to the squat action, and when the first touch operation applied to the first attack control is the up sliding operation, the first target action is determined from the first action set to be the jump action, and the virtual character is controlled to execute the jump action; similarly, when the first touch operation acting on the first attack control is a downward sliding operation, determining the first target action from the first action set as a squat action, and controlling the virtual character to execute the squat action.
According to the mode, the action information in the first action set is corresponding to the direction information, and the actions in the first action set can be matched according to the direction of the sliding operation acted on the first attack control, for example, the action corresponding to the action direction identical to the direction of the sliding operation is used as the first target action, so that the action direction of the first target action is consistent with the direction of the sliding operation, the operation habit of a user is more met, and the memory cost of the corresponding relation between the sliding operation and the target action is reduced.
The determining a first target action from the first action set according to the sliding operation includes: a first target action is determined from the first set of actions based on the sliding operation and the state of the virtual character. Wherein the state of the virtual character mainly comprises information on the movement of the virtual character, for example, the state of the virtual character can comprise the position state and/or the gesture of the virtual character. The location state may include a ground state, a floating state, and the like. Alternatively, the floating state refers to an unsupported vacation state of the virtual character in the virtual scene, for example, the virtual character jumps to vacate; the ground state refers to a state in which the avatar is supported in the virtual scene, for example, a state in which the avatar steps on the ground (i.e., the ground supports the avatar). The gestures may include: upright, squat, groveling, jump, etc. In this way, the user operation and the memory cost are further simplified in consideration of the correlation between the state of the virtual character and the next action that the virtual character is suitable to execute.
Optionally, the first action set includes at least two action subsets, each action subset corresponding to a state of the virtual character. Based on this, the above-mentioned determining a first target action from the first action set according to the sliding operation and the state of the virtual character includes: determining a target action subset from the first action set according to the state of the virtual character; and determining a first target action from the target action subset according to the sliding operation. By dividing the actions in the first action set into a plurality of action subsets according to the state of the virtual character, the actions can be finely divided when the virtual character is controlled to execute the actions, so that the control of the virtual character is more accurate.
Taking the situation of the virtual character as an example, the situation of the virtual character comprises a ground situation and a floating situation, wherein a first action set corresponding to a first attack control comprises two action subsets which are respectively a first action subset corresponding to the ground situation and a second action subset corresponding to the floating situation, and the first action subset can comprise a knife vibrating action, a evasion action, a dragon lifting attack action and the like; the second subset of actions may include a vibrating blade action, a split attack action, a dodging action, and the like. The status of the virtual character may be set based on the identity or actual requirement of the virtual character, which is not limited by the embodiments of the present disclosure.
Optionally, the first action set is a user-defined set. The user can customize the first action set according to the use habit, the virtual character identity and personal liking, and in the definition process, the corresponding relation between the actions in the first action set and the direction of the sliding operation can be included, and the corresponding relation between the action subset in the first action set and the virtual character state can also be included.
In addition to the first attack control, other controls may be included in the graphical user interface, which may be resident controls or very resident controls. Based on this, the above method further comprises: displaying a first control on a graphical user interface; and responding to a second touch operation acted on the first control, and controlling the virtual character to execute the action corresponding to the first control.
The second touch operation may be a click operation, a double click operation, a re-press operation, or a long press operation, and may specifically be flexibly set according to the game design requirement, which is not limited in the embodiments of the present disclosure.
When the touch terminal receives a second touch operation acting on the first control, the virtual character is controlled to execute an action corresponding to the first control, wherein the action corresponding to the first control is a preconfigured action of the control, such as gesture control action or defending action, the direction of the action is usually the current direction of the virtual character, and the direction of the virtual character can be controlled by moving the control (such as a rocker).
Such as: the first control is a dodging control, and the action corresponding to the first control is a dodging action, and the direction of the dodging action is the current direction of the virtual character. As a possible implementation manner, when the first control is a dodging control, the dodging control may also be a control with directivity, that is, the dodging control is configured with a default dodging direction, and at this time, the direction of the dodging action of the virtual character is the default dodging direction; or as another possible implementation manner, the type of the second touch operation acting on the first control (i.e. the evasion control) determines the evasion direction of the evasion action, if the second touch operation is a left sliding operation, the virtual character evades to the left; the second touch operation is rightward sliding operation, and the virtual character evades rightward; and the second touch operation is a clicking operation, and the virtual character is dodged towards the current direction.
As a possible implementation manner, the first action set includes actions corresponding to the first control.
In view of the fact that in the combat scene, the first attack control performs touch operation to control the virtual character to execute attack actions, in the attack process, sometimes, the attack of an enemy needs to be avoided or prevented, sometimes, different attack modes need to be changed, therefore, the control needs to be switched, the change of the attack modes is realized, and the attack is avoided while the attack is performed, and the attack is performed while the attack is performed. For example, after the player controls the virtual character to execute the attack action through the first attack control, according to the change of surrounding combat situations, the player wants to control the virtual character to execute the defending action, and then the defending action can be determined from the first action set corresponding to the first attack control through the sliding operation acting on the first attack control, so that the conversion from attack to defending is quickly realized.
Optionally, the method includes: and if the first touch operation is a long press operation, displaying a first control set, determining a first target control from the controls contained in the first control set according to a sliding operation continuous with the long press operation, and controlling the virtual character to execute an action corresponding to the first target control (namely, the first target action), wherein the controls contained in the first control set correspond to the actions contained in the first action set, namely, the first action set is a set of actions corresponding to each control in the first control set. Therefore, the user can more intuitively and clearly determine the first target action in the first action set, the memory cost is reduced, and the accuracy of the operation is improved.
The long press operation may be an operation in which a touch duration of a touch medium (e.g., a finger) and a control is greater than a time threshold, and the time threshold may be a duration set by a game developer or a user, such as 0.2 seconds, 0.3 seconds, 0.5 seconds, or the like.
The sliding operation continuous with the long-press operation may include two stages, where the first stage is the long-press operation and the second stage is the sliding operation, and the fingers are not lifted (not separated from the touch screen) during the operation of the two stages, so that the long-press operation and the sliding operation are continuous in operation.
The method of the displayed first control set can enable a user to determine the position of each control in the control set more intuitively and clearly, when a certain control in the first control set needs to be operated, the first target control can be accurately determined from the first control set only through sliding operation without lifting fingers of the user and clicking other controls of the graphical interface, in the whole process, the user does not need to search for and position another control (controls corresponding to defending actions, jumping actions and the like) in the interface, the first target control can be determined from the first control set conveniently through the first touch operation (long-press operation+sliding operation) on the first attack control, and then the virtual character is triggered to execute the first target action corresponding to the first target control, and quick control of the virtual character, such as quick control attack type conversion or attack type conversion, is achieved.
Referring to fig. 2, the embodiment of the present disclosure provides another virtual character control method, which includes the steps of:
step S202, displaying a first attack control on a graphical user interface.
In step S204, a first control set is displayed in response to a first touch operation acting on the first attack control, if the first touch operation is a long press operation.
Step S206, determining a first target control from the controls contained in the first control set according to the sliding operation continuous with the long-press operation, and controlling the virtual character to execute the action corresponding to the first target control.
The controls contained in the first control set correspond to actions contained in the first action set.
The method shown in fig. 2 is similar to the method shown in fig. 1, and if the first touch operation is a clicking operation, the virtual character is controlled to execute a first attack action corresponding to the first attack control. And if the first touch operation is a sliding operation, determining a first target action from a first action set according to the sliding operation, and controlling the virtual character to execute the first target action.
According to the method, visual reference is provided for a user to operate the controls by means of the first control set displayed by the first attack control, the user can more intuitively and clearly determine the position of each control in the control set, when a certain control in the first control set needs to be operated, the first target control can be accurately determined from the first control set through sliding operation without lifting fingers of the user and clicking on other controls of the graphical interface, in the whole process, the user does not need to search for and position another control (controls corresponding to defending actions, jumping actions and the like) in the interface, the first target control can be conveniently determined from the first control set, further the virtual character is triggered to execute the actions corresponding to the first target control, and quick control and operation continuity of the virtual character such as quick control attack recruitment transformation or attack prevention transformation are achieved.
Referring to a schematic diagram of a graphical user interface in an alternative embodiment shown in fig. 3, the schematic diagram includes a virtual character a (i.e., the virtual character is a player virtual character) and a virtual character B that is in battle with the virtual character a, a first control 11 and a second control 12 (i.e., a first attack control) are displayed in a lower right corner of the graphical user interface, a player's finger presses the second control 12 for a long time, a first control set is displayed on a periphery of the second control 12, the first control set includes a control 13 (i.e., a third control, and a control that is the same as the action corresponding to the first control) and if the player then slides from the second control 12 to the control 13 by a long time pressing operation finger, the touch terminal controls the virtual character to execute the action corresponding to the first control.
As a possible implementation, other controls, such as control 14, control 15, and control 16 in fig. 3, may also be included in the first set of controls. These other controls are used to trigger the avatar to perform other attack actions or to trigger the avatar to perform dodging or defending actions.
Whether the first control set is displayed or not, in the operation process, the user can realize control switching without lifting fingers and transferring the sight, so that the user can quickly respond in interaction, the operation is more convenient, and the misoperation problem caused by more interface controls is effectively relieved. Meanwhile, the mode of rapidly controlling the virtual roles improves the continuity of user operation.
Referring to the graphical user interface schematic diagram corresponding to the near field combat scene shown in fig. 4, a vibrating knife control 17 (corresponding to the first control) and a horizontal stroke control 18 (corresponding to the second control) are displayed on the lower right side of the graphical user interface, and a vertical stroke control 19, a dodging control 20 and a jump control 21 are also displayed. Assuming that both the player avatar a and the enemy avatar B hold a long knife, if the player continuously clicks the cross-hit control, the player avatar a continuously and repeatedly clicks the enemy avatar B, or executes corresponding continuous-hit attacks according to the number of times and time intervals of clicking the cross-hit control 18, at this time, if the player finds that the enemy is about to hit a large hit (i.e. a more damaging attack), the player wants to control the player avatar a to shake the knife (a defending action of the character, typically, when the enemy character is about to release a large hit attack, the player releases the knife by operating the knife-shaking control, so that the player can defend the enemy from the large hit and shake the enemy weapon), the finger needs to be clicked from the currently clicked cross-hit control 18 to the knife-shaking control 17 resident in the interface, and this process needs to "lift-move-re-click the knife-shaking control" because the cross-hit control 18 has a certain interval with the knife-shaking control 17, which is not fast, consistent, and is also easy to click the middle knife-shaking accurately.
Based on the foregoing problems of shortness, coherence and easy error, the present embodiment provides a corresponding virtual character control method, continuing the example corresponding to fig. 4, if the player continuously clicks the cross-click control 18, the player virtual character a continuously and repeatedly clicks the enemy virtual character, or executes corresponding continuous attack according to the number of times and time intervals of clicking the cross-click control 18, where the cross-click control 18 in the present embodiment corresponds to a first action set, and the first action set may include a knife vibration action, and the knife vibration action corresponds to a rightward sliding direction. At this time, if the player finds that the enemy is about to make a big call immediately, the player can control the virtual character a to move by vibrating the blade, and can control the virtual character a to switch from the attack action to the vibrating action by sliding the finger rightward from the horizontal stroke control 18. In the process of rapidly switching the virtual character from the attack action to the vibration action, the conversion is realized through the finger sliding operation, the operation is simple, rapid and coherent, and the misoperation is reduced.
Or based on the above-mentioned problems of not being quick and coherent and easy to get wrong, the present embodiment provides another corresponding graphical user interface schematic shown in fig. 5, continuing with the corresponding example of fig. 4, when the cross-click control 18 is triggered by long pressing (an exemplary player may be ready to use a power accumulating attack), the periphery of the cross-click control 18 in the present embodiment will display a first control set including the vibration control 17a, where the vibration control 17a in the first control set is visually the same as the vibration control 17 resident in the graphical user interface. At this time, if the player finds that the enemy is about to hit a big sign immediately, the player wants to control the vibration knife of the virtual character a of the player, the player can slide the finger from the cross-hit control 18 to the vibration knife control 17a in the first control set or can move the finger from the cross-hit control 18 to the direction in which the vibration knife control 17a in the first control set is located, and the finger can perform long-press operation and sliding operation on the same control, namely the cross-hit control 18, so that the method is simple, quick and coherent, further, the error is not easy to point, and the virtual character of the player can be quickly switched from the attack action to the defending action of the vibration knife.
As a possible implementation manner, the action corresponding to the first control is a non-aggressive action. The first control set displayed by triggering the second control (the control corresponding to the first attack action) contains a third control, and the action corresponding to the third control can also be a non-attack action.
The actions corresponding to the first control are defending actions, evasion actions, jumping actions, squatting actions, sliding shoveling actions or creeping actions and the like, and the actions are usually actions with high use frequency in a near combat scene, and the actions corresponding to the first control can be used as actions corresponding to the first control, so that the convenience of operation can be improved better.
Defending action, evasion action, jumping action, squatting action, sliding shovel action or creeping action, etc., are common virtual actions in games. The defending action is an action of the player character to resist attack to reduce injury, and optionally, the knife shaking action is a defending action which can lead the weapon of the attacker to drop. The evasion acts as a rapid movement of the player character a short distance (typically predetermined by the gaming system or calculated by the gaming system) to avoid enemy attacks. The movement speed is higher than the movement speed of the virtual character under the default condition, wherein the default condition comprises the movement condition of the virtual character without skills, props, carriers and the like; typically the distance is short, e.g. 1 meter, 2 meters, 3 meters, 5 meters, 10 meters equidistant in the virtual environment, where the short distance is relative to other long distance movements, e.g. in some games the virtual character may be moved long distances in the virtual environment by props such as flyers; the avatar may enter a fast running state to move long distances in the virtual environment, such as the "continuous running" function common in some games. The jump action is an action of the player character jumping upward. The squat action is an action in which the player character squats down. The sliding-shovel motion is a motion in which the center of gravity of the player character is lowered (e.g., the body is squat or tilted) and is sprint. The creeping action is an action in which the player character squats down and moves.
Optionally, the method further comprises: the first control set is canceled for display. Therefore, when the controls in the first control set do not need to be operated, the first control set is not displayed any more, and unnecessary shielding of the first control set on the interface is reduced.
As a possible implementation manner, the cancelling display of the first control set may include: and canceling to display the first control set in response to the end of the first touch operation. Alternatively, if the first touch operation is a click operation, the first control set may not be displayed. And if the first touch operation is the operation of pressing for a long time and then sliding, canceling to display the first control set when the finger of the sliding operation leaves the touch terminal screen. The method for canceling the display of the first control set when the first touch operation is finished is simple and reasonable, namely, the control in the first control set is not required to be operated, so that the display of the first control set is canceled in time, the time of occupying the graphical user interface by the first control set can be reduced, and the graphical user interface is optimized.
In other examples, the step of canceling the display of the first control set may also include one of: (1) Cancelling display of the first control set in response to determination of the first target control; (2) Cancelling display of the first control set in response to the duration of the first touch operation reaching a set time threshold; (3) And responding to the virtual character to execute the action corresponding to the first target control, and canceling to display the first control set. The specific manner of canceling the first control set may be selected according to actual needs, which is not limited in this embodiment.
Optionally, the first action set includes a first sub-action set and a second sub-action set, where the first sub-action set is an action set corresponding to a resident control in the graphical user interface, and the second sub-action set is an action set corresponding to a non-resident control in the graphical user interface. In the game process, a target action set can be determined from the first action set according to the state of the virtual character, and then the target action can be determined from the target action set according to the sliding operation. If the graphical user interface displays the first control set, as a possible implementation manner, the first control set includes a first sub-control set and a second sub-control set, the controls included in the first sub-control set are subsets of resident controls, and the controls included in the second sub-control set are subsets of very resident controls. The above manner takes into account that the combat scenes in the game generally have a certain tendency, some games are more prone to near-field combat scenes, and some games are more prone to remote combat scenes, so that controls are displayed on the graphical user interface according to the combat scenes to which a specific game is prone.
The first control and the second control (i.e., the first attack control) displayed on the graphical user interface may be resident controls. Thus, the second control serving as the attack control is resident in the graphical user interface, the first control serving as the non-attack control can also be resident in the graphical user interface, and the control set corresponding to the second control (the first attack control) can comprise a third control, wherein the third control is used for controlling the virtual character to execute the action corresponding to the first control. As a possible implementation manner, the first control set further includes a fourth control, the first control set includes a first sub-control set and a second sub-control set, the first sub-control set includes a third control, the second sub-control set includes a fourth control, the controls included in the first sub-control set are subsets of resident controls, and the controls included in the second sub-control set are subsets of very resident controls. According to the method and the device, the first control set is divided into the first sub control set and the second sub control set according to whether the controls are resident controls or not, so that the resident controls do not need to be continuously displayed in the graphical user interface, the resident controls can be displayed only through the display of the first control set, and the problem that the number of the controls in the graphical user interface is large is solved.
Referring to the schematic diagram of another graphical user interface shown in fig. 6, on the basis of fig. 5, in the first control set corresponding to the cross-click control 18, besides the vibration control 17a, the graphical user interface further includes: the control system comprises a dodging control 20a, a jump transverse impact combined control 22 and a squat transverse impact combined control 23, wherein the vibrating knife control 17a and the dodging control 20a are controls in a first sub-control set, and the jump transverse impact combined control 22 and the squat transverse impact combined control 23 are controls in a second sub-control set. The jump transverse stroke combination 22 control is used for triggering the virtual character to sequentially execute jump action and transverse stroke action, and the squat transverse stroke combination 23 control is used for triggering the virtual character to sequentially execute squat action and transverse stroke action.
The first set of controls in fig. 6 has a evasion control 20a to the left of the cross-cut control 18, a vibrating blade control 17a to the right of the cross-cut control 18, a jump cross-cut combination control 22 to the upper side of the cross-cut control 18, and a squat cross-cut combination control 23 to the lower side of the cross-cut control 18. The control layout manner can make it easier for the player to distinguish each control in the first control set, when the player clicks the cross-click control 18 once or multiple times to trigger the virtual character to execute the cross-click action, the player can continue to touch the cross-click control 18, the touch can be that a finger is pressed onto the cross-click control 18, the finger does not need to be loosened, the first control set shown in fig. 5 is displayed on the periphery of the cross-click control 18, and according to different operations of the player on the first control set shown in fig. 6, the following situations exist:
(1) The finger pressed against the cross-click control 18 slides rightward from the position of the cross-click control 18, that is, the finger slides toward the vibrating blade control 17a, and after sliding to a certain extent, for example: when the sliding distance is greater than the set distance threshold, the virtual character is controlled to execute the vibrating action corresponding to the vibrating control piece 17a, the player does not need to search for the vibrating control piece 17 in the control piece where the graphical user interface resides, and the falling position of the finger does not need to be changed, so that the virtual character can be switched from the transverse clicking action corresponding to the transverse clicking control piece 18 to the vibrating action corresponding to the vibrating control piece 17a, the operation is smoother and more convenient, and the false touch problem is further reduced. In addition, if the virtual character is in a horizontal impact force accumulation state, the force accumulation state of the virtual character can be directly interrupted by the vibrating knife action through the sliding operation in the right direction, so that the virtual character can be quickly converted from an attack state to a defending state.
(2) The finger pressed on the cross-click control 18 slides leftwards from the position of the cross-click control 18, namely, the finger slides towards the dodging control 20a, after the finger slides to a certain extent, for example, slides into the region of the dodging control 20a, the virtual character is controlled to execute the dodging action corresponding to the dodging control 20a, a player does not need to search for the dodging control 20 in the control where the graphical user interface resides, the falling position of the finger does not need to be changed, the virtual character can be switched from the cross-click action corresponding to the cross-click control 18 to the dodging action corresponding to the dodging control 20a, and the mode of switching the actions corresponding to the two controls is realized by one-time sliding, so that the operation is smoother and more convenient. Meanwhile, if the virtual character is in the transverse clicking process, through the sliding operation in the left direction, the transverse clicking action of the virtual character can be directly interrupted by the evasion action, so that rapid evasion is realized, and the damage degree of the virtual character is reduced.
(3) The finger pressed on the cross-click control 18 slides upwards from the position of the cross-click control 18, namely the finger slides towards the jump cross-click combined control 22, after sliding to a certain extent, for example, the finger slides into the area of the jump cross-click combined control 22 and releases the finger, the virtual character is controlled to execute the jump plus cross-click combined action corresponding to the jump cross-click combined control 22, the sliding direction of the sliding operation can be determined through the displayed first control set, the finger can be lifted when the jump plus cross-click combined action is released, the finger does not need to be lifted in the middle to click the jump cross-click combined control 22, and the virtual character can be switched from the cross-click action corresponding to the jump cross-click control 22 by the cross-click control 18, so that the virtual character is smoother and more convenient to operate. And on the basis of the first transverse attack of the virtual character, the attack mode can be adjusted according to the gesture of the adversary character through the sliding operation in the upward direction, for example, the adversary character jumps, the virtual character can transversely attack the adversary character again while jumping, and the attack mode which is continuous and added with different gestures can quickly change attack modes. Meanwhile, the jump cross-click combined control 22 positioned above the cross-click control 18 also considers that the jump direction is an upward direction in the setting position of the control, and is more in line with the operation habit.
(4) The finger pressed on the horizontal stroke control 18 slides downwards from the position of the horizontal stroke control 18, namely the finger slides towards the squat horizontal stroke combination control 23, for example, after sliding to a certain extent, the finger slides into the region of the squat horizontal stroke combination control 23, then the virtual character is controlled to execute the squat plus horizontal stroke combination action corresponding to the squat horizontal stroke combination control 23, the sliding direction of sliding operation can be determined through the displayed first control set, the finger does not need to be lifted in the sliding operation process to click the squat horizontal stroke combination control 23, the virtual character can be switched from the horizontal stroke action corresponding to the horizontal stroke control 18 to the squat horizontal stroke action corresponding to the squat horizontal stroke combination control 23, the operation is smoother and more convenient, and the virtual character can adjust the attack mode of the virtual character according to the downward-direction squat sliding operation on the basis of the first horizontal stroke of the virtual character, for example, when the virtual character horizontal stroke attack, the virtual character can simultaneously attack the enemy character again, the horizontal stroke character can be opened, the enemy character can be quickly and the horizontal stroke character can be quickly attacked again, and the enemy character can be quickly and quickly attacked.
The jump cross-attack combined control and the squat cross-attack combined control in the first control set have an internal logic association relation with the cross-attack control, the cross-attack control mainly plays a role of a cross-attack enemy, so that the attack mode configured in the first control set is the cross-attack on the basis, the setting mode mainly considers that a player clicks the cross-attack control and the high probability is to apply the cross-attack skill, compared with the mode that the continuous attack is realized by clicking the cross-attack control for multiple times, the setting mode of the jump cross-attack combined control and the squat cross-attack combined control can be faster and more convenient in operation and richer and more powerful in function on the basis of the cross-attack by adding the adjustment of the gesture of the role, the triggering mode of the combined action is realized without two independent controls, the triggering of the jump cross-attack combined control or the squat cross-attack combined control is only needed, the triggering of the combined action can be realized, the triggering efficiency is higher, and the operation is simplified.
Optionally, the controls in the first control set may be adjusted according to the attack habits of the user, for example, the jump horizontal stroke combination control and the squat horizontal stroke combination control in the first control set may be replaced by a jump vertical stroke combination control and a squat vertical stroke combination control. Or only one of the jump horizontal stroke combined control and the squat horizontal stroke combined control is replaced by a control with a vertical stroke function, and the jump horizontal stroke combined control and the squat horizontal stroke combined control can be combined or can be an independent vertical stroke control.
Referring to a schematic diagram of another graphical user interface shown in fig. 7, in this embodiment, taking the second control as a longitudinal impact control 19 as an example, a first control set corresponding to the longitudinal impact control 19 includes a vibrating knife control 17a, a dodging control 20a, a jump longitudinal impact combined control 24 and a squat longitudinal impact combined control 25, where the vibrating knife control 17a and the dodging control 20a are controls in the first sub-control set, and the jump longitudinal impact combined control 24 and the squat longitudinal impact combined control 25 are controls in the second sub-control set. Wherein the jump and vertical stroke combination control 24 is used for triggering the virtual character to sequentially execute jump action and vertical stroke action, and the squat and vertical stroke combination control 25 is used for triggering the virtual character to sequentially execute squat action and vertical stroke action.
In order to make it easier for the player to distinguish between the controls in the first set of controls, the avoidance control 20a in the first set of controls is located on the left side of the longitudinal control 19, the vibration control 17a is located on the right side of the longitudinal control 19, the jump longitudinal combination control 24 is located on the upper side of the longitudinal control 19, and the squat longitudinal combination control 25 is located on the lower side of the longitudinal control 19 in fig. 7. After the player clicks the longitudinal-click control 19 one or more times to trigger the virtual character to execute the longitudinal-click action, the player may continue to touch the longitudinal-click control 19, where the touch may be that a finger is pressed onto the longitudinal-click control 19, the finger does not need to be loosened, the first control set shown in fig. 6 is displayed on the periphery of the longitudinal-click control 19, and according to different operations of the player on the first control set shown in fig. 7, there are the following cases:
(1) The finger pressed against the longitudinal impact control 19 slides rightward from the position of the longitudinal impact control 19, that is, the finger slides toward the vibrating blade control 17a, and after sliding to a certain extent, for example: when the virtual character slides to the area where the vibration knife control 17a is located, the virtual character is immediately controlled to execute the vibration knife action corresponding to the vibration knife control 17a, the player does not need to search for the vibration knife control 17 in the control where the graphical user interface resides, the falling position of the finger does not need to be changed, the virtual character can be switched from the longitudinal clicking action corresponding to the longitudinal clicking control 19 to the vibration knife action corresponding to the vibration knife control 17a, the operation is smoother and more convenient, and the false touch problem is reduced. In addition, if the character is in the longitudinal impact force accumulation state, the force accumulation state of the virtual character can be directly interrupted by the vibrating action through the sliding operation in the rightward direction, so that the virtual character can be quickly converted from the attack state to the defending state.
(2) The finger pressed on the longitudinal-impact control 19 slides leftwards from the position of the longitudinal-impact control 19, namely, the finger slides towards the dodging control 20a in the first control set, after the finger slides to a certain extent, for example, the sliding distance is larger than a preset distance threshold value, the virtual character is controlled to execute the dodging action corresponding to the dodging control 20a, a player does not need to search for the dodging control 20 in the control where the graphical user interface resides, the falling position of the finger does not need to be changed, the virtual character can be switched from the longitudinal-impact action corresponding to the longitudinal-impact control 19 to the dodging action corresponding to the dodging control 20a, and the mode of realizing the corresponding action switching of the two controls by one-time sliding is similar to the mode, so that the operation is smoother and more convenient. In addition, if the virtual character is in the longitudinal stroke process, the longitudinal stroke action of the virtual character can be directly interrupted by the evasion action through the sliding operation in the left direction, so that rapid evasion is realized, and the damage degree of the virtual character is reduced.
(3) The finger pressed on the longitudinal impact control 19 slides upwards from the position of the longitudinal impact control 19, namely the finger slides towards the longitudinal impact combined control 24 in the first control set, for example, after sliding to a certain extent, the finger slides into the area where the longitudinal impact combined control 24 is located and releases the finger, the virtual character is controlled to execute the combined action of the longitudinal impact and the jump corresponding to the longitudinal impact combined control 24, the sliding direction can be determined through the displayed first control set, the finger can be lifted when the combined action of the longitudinal impact and the jump is released, the finger does not need to be lifted in the middle to click the longitudinal impact combined control 24, and the virtual character can be switched from the longitudinal impact action corresponding to the longitudinal impact combined control 24 to the longitudinal impact action corresponding to the longitudinal impact combined control 19, so that the virtual character is smoother and more convenient to operate. And on the basis of the first longitudinal attack of the virtual character, the attack mode can be adjusted according to the gesture of the adversary character through the sliding operation in the upward direction, for example, the adversary character jumps, and the virtual character can longitudinally attack the adversary character again while jumping, so that the attack mode continuously adding different gestures can be quickly changed. Meanwhile, the jump longitudinal impact combined control 24 positioned above the longitudinal impact control 19 also considers that the jump direction is an upward direction in the setting position of the control, and is more in line with the operation habit.
(4) The finger pressed on the vertical impact control 19 slides downwards from the position of the vertical impact control 19, that is, the finger slides towards the squat vertical impact combined control 25, after sliding to a certain extent, for example, the finger slides into the region of the squat vertical impact combined control 25, the virtual character is controlled to execute the squat vertical impact combined action corresponding to the squat vertical impact combined control 25, the sliding direction can be determined through the displayed first control set, the finger does not need to be lifted in the sliding operation process to click the squat vertical impact combined control 25, the virtual character can be switched from the vertical impact action corresponding to the vertical impact control 19 to the squat vertical impact action corresponding to the squat vertical impact combined control 25, the virtual character is smoother and more convenient to operate, and the attack mode of the virtual character can be adjusted according to the attack mode of the hostile character through the sliding operation in the downward direction on the basis of the first vertical impact of the virtual character, for example, when the hostile character is in the squat vertical impact, the hostile character is in the horizontal impact mode, the hostile character is enabled to be attacked again, the hostile character is not only can be avoided, but also the hostile character can be quickly and quickly changed.
The jump longitudinal impact combined control and the squat longitudinal impact combined control in the first control set have an internal logic association relation with the longitudinal impact control, the longitudinal impact control mainly plays a role of a longitudinal impact attack enemy, so that on the basis, the attack mode configured in the first control set is the longitudinal impact attack, the setting mode mainly considers that a player clicks the longitudinal impact control, the great probability is to apply the longitudinal impact attack skill, compared with the mode that the continuous impact is realized by clicking the longitudinal impact control for multiple times, the setting mode of the jump longitudinal impact control and the squat longitudinal impact control can release the longitudinal impact action again without lifting fingers, the character gesture can be adjusted on the basis of the longitudinal impact, the operation is faster and more convenient, the function is richer and more powerful, the triggering mode of the combined action is realized without two independent controls, the triggering of the jump longitudinal impact combined control or the squat longitudinal impact combined control is only needed, the triggering of the combined action can be realized, the operation complexity is reduced, the triggering efficiency is higher, and the fatigue feeling of the player in the game process is effectively reduced.
Optionally, the jump longitudinal impact combined control and the squat longitudinal impact combined control in the first control set corresponding to the longitudinal impact control may be replaced by a jump transverse impact combined control and a squat transverse impact combined control according to the operation preference of the player. Or only one of the controls is replaced by the control with the cross-click function, and the control can be a combined control or a single cross-click control.
The graphical user interface comprises a mobile control area, and the mobile control area and an operation area where the first attack control is positioned are respectively positioned at two sides of the graphical user interface; controlling the virtual character to perform a corresponding evasion action (herein referred to as an evasion control in the first set of controls) may include: determining a dodging direction corresponding to the dodging control according to the character orientation control operation of the mobile control area, and controlling the virtual character to execute dodging action in the dodging direction; or according to the preset evasion direction of the evasion control, controlling the virtual character to execute the evasion action to the preset evasion direction. Specifically, in (2) corresponding to fig. 6 and fig. 7, the direction of the evasion action is determined by triggering the evasion control in the first control set in the following ways in the embodiment of the disclosure:
(21) The direction of evasion is determined by a left-hand moving rocker (or a left-hand moving control area), in this manner, if the moving rocker is operated by a left hand, the direction of the evasion action of the character is consistent with the control direction according to the moving rocker, for example, when the finger of the right hand slides leftwards from the position where the cross-click control 18 is located, the evasion control 20a in the first control set is triggered, if the moving rocker is dragged by the finger of the left hand to move leftwards, the virtual character turns leftwards, and the evasion action is executed leftwards at the current position.
(22) If the moving rocker is not controlled, determining the current direction of the virtual character as the evasion direction, in the mode, when the evasion control 20a in the first control set is triggered, if the left hand does not operate the moving rocker, the evasion action is executed to the current direction of the virtual character.
(23) The direction information is provided for the evasion control, the direction corresponding to the evasion control is determined as the evasion direction, in the mode, whether the operation action exists on the movable rocker or not can be ignored, and the virtual character is controlled to execute the evasion action in the direction corresponding to the evasion control. For example: and if the direction configured by the evasion control 20a in the first control set is the right direction, when the evasion control 20a in the first control set is triggered, controlling the virtual character to execute the evasion action to the right side at the current position.
(24) The method comprises the steps that the dodging control is provided with direction information, the direction information is determined to be the dodging direction according to the direction corresponding to the dodging control and the direction of operating the movable rocker, in the mode, if the control operation of the movable rocker is performed while the dodging control in the first control set is triggered, the control direction of the movable rocker is preferentially used as the dodging direction, and if the control operation of the movable rocker is not performed while the dodging control in the first control set is triggered, the direction corresponding to the dodging control is used as the dodging direction.
The direction carried by the evasion control can be configured by a player in the setting, and if the player does not configure the item, the direction of the evasion control is a default direction.
The horizontal clicking control and the vertical clicking control serving as the first attack control can be simultaneously displayed in a graphical user interface of the game in the same game and serve as resident controls. Of course, other attack controls may be resident controls or very resident controls displayed in the graphical user interface of the game in addition to the cross-click control and the vertical-click control, and the other attack controls may also be configured with a control set similar to the first control set, and based on this, the method may further include: and displaying a fifth control on the graphical user interface, wherein the fifth control is a second attack control, and the attack angle of the first attack action corresponding to the first attack control is different from the attack angle of the second attack action corresponding to the second attack control.
The attack direction of the attack action is generally consistent with the direction of the virtual character, the attack direction is to guide the virtual character to which target object to attack, and the attack angle of the attack action is generally the track direction of the action track of the attack action. Such as how to attack the target object, whether from top to bottom or left to right, etc.
Wherein the first attack action is a near combat attack action in which an included angle between a virtual attack injury surface (which may be a surface determined by a movement track of the near combat weapon in the three-dimensional virtual environment or a surface determined by a movement starting position and a termination position of the near combat weapon in the three-dimensional virtual environment) and a designated plane (ground plane, horizontal plane) in the three-dimensional virtual environment is smaller than an angle threshold value, which is determined according to the movement of the near combat weapon in the three-dimensional virtual environment; the virtual attack injury surface can be a plane or a curved surface, and the included angle can be an included angle between the plane and the plane or an included angle between a tangent plane corresponding to the curved surface and the plane; the second attack is a near combat attack action in which an angle between a virtual attack injury surface determined according to the movement of the near combat weapon in the three-dimensional virtual environment and a designated plane in the three-dimensional virtual environment is greater than an angle threshold. During the first attack action performed by the first virtual character, the target virtual character that collides with the virtual attack injury surface is injured by the attack of the first attack action. Referring to the schematic view of the attack scenario shown in fig. 8, the first attack action takes the corresponding cross attack action of the sword 70 as an example, the moving track 71 of the sword 70 in the three-dimensional virtual environment determines the virtual attack injury surface 72, the designated plane in the three-dimensional virtual environment is the horizontal plane 73, and then the virtual attack injury surface 72 forms an included angle 723 with the horizontal plane 73. Taking the longitudinal impact corresponding to the sword 70 as an example of the second attack action, the movement track 74 of the sword 70 in the three-dimensional virtual environment determines the virtual attack injury surface 75, and then the virtual attack injury surface 75 forms an included angle 753 with the horizontal plane 73. The angle 753 formed by the virtual attack injury surface 75 of the longitudinal impact action and the horizontal plane 73 is larger than the angle 723 formed by the virtual attack injury surface 72 of the transverse impact action and the horizontal plane 73.
Similar to the first attack control, the method further comprises the following steps, based on the graphical user interface displaying the second attack control: responding to a third touch operation acting on the second attack control, and if the third touch operation is a clicking operation, controlling the virtual character to execute a second attack action corresponding to the second attack control; and if the third touch operation is a sliding operation, determining a second target action from the second action set according to the sliding operation, and controlling the virtual character to execute the second target action. If the third touch operation is a long-press operation, displaying a second control set, determining a second target control from the controls contained in the second control set according to a sliding operation continuous with the long-press operation, and controlling the virtual character to execute an action corresponding to the second target control; the control contained in the second control set corresponds to the action contained in the second action set. The second control set may include the third control, where the third control is used to trigger the virtual character to execute the action corresponding to the first control.
In the embodiment, the second attack control (i.e., the fifth control) is displayed on the graphical user interface, so that the user (player) can control the virtual character to execute the action (such as the horizontal attack action, the vertical attack action, etc.) of the second attack control corresponding to the attack angle by touching the second attack control in the graphical user interface; The user can also display a control set (recorded as a second control set) corresponding to the second attack control by pressing the second attack control in the graphical user interface for a long time, wherein the second control set comprises a third control which can be used for triggering the virtual character to execute the corresponding action of the first control, if the touch operation is a click operation, the virtual character can be controlled to execute the second attack action, if the touch operation is a sliding operation, a second target control is determined from the controls contained in the second control set according to the sliding operation, the virtual character is controlled to execute the corresponding action of the second target control, if the second target control is the third control in the first control set, The virtual character may be controlled to perform an action corresponding to the first control in the graphical user interface. in this way, if the user needs to control the virtual character to execute the second attack action, the user can click on the second attack control originally displayed in the graphical user interface, and can display a control set (recorded as a second control set) corresponding to the second attack control by pressing the second attack control for a long time, wherein the second control set comprises a third control which can be used for triggering the virtual character to execute the action corresponding to the first control; If the user needs to control the virtual character to execute the actions such as the horizontal clicking action, the vertical clicking action and the like, the virtual character can be realized through the fifth control originally displayed in the touch graphical user interface, and can also be realized through the third control in the control set (recorded as the second control set) corresponding to the touch second tapping control, the displayed second control set can enable the user to more intuitively and clearly determine the position of each control in the control set, when the user needs to operate a certain control in the second control set, the second target control can be accurately determined from the second control set according to the sliding operation only by the sliding operation without the user lifting the finger and clicking on other controls of the graphical user interface, in the whole process, the sliding operation on the second attack control can conveniently determine the second target control from the second control set without searching and positioning another control (controls corresponding to the transverse attack action, the longitudinal attack action and the like) in the interface by a user, so that the virtual character is triggered to execute the action corresponding to the second target control, and the quick control of the virtual character, such as quick control attack recruitment transformation or attack and defense transformation, is realized. The second control set is displayed under the condition that the second attack control is pressed for a long time, visual reference is provided for the user to operate the control, the user does not need to memorize the operation mode of triggering the control in the second control set, the user can slide to which control in the second control set is required to operate, the control switching can be realized without lifting fingers and transferring the sight, the user does not need special memorization, the user can quickly react in interaction, the operation is more convenient, and the misoperation problem caused by more interface controls is effectively relieved. Meanwhile, the mode of rapidly controlling the virtual roles improves the continuity of user operation.
The transverse attack control is used as a first attack control, the longitudinal attack control is used as a second attack control, the evasion control is used as a first control, and if a player needs to transversely attack an enemy virtual character, the first attack control can be touched; if the player needs to longitudinally strike the enemy character, a second attack control can be touched; in the attack process, the target control can be selected from the sliding in the corresponding control set so as to avoid the attack action of the enemy virtual character.
Optionally, the method further comprises: and canceling the display of the second control set. Therefore, when the controls in the second control set do not need to be operated, the second control set is not displayed any more, and unnecessary shielding of the second control set on the interface is reduced.
As a possible implementation manner, the cancelling display of the second control set includes: and canceling to display the second control set in response to the end of the third touch operation. And if the third touch operation is a click operation, the second control set is not displayed. And if the third touch operation is a long-press-and-slide operation, canceling to display the second control set when the finger of the slide operation leaves the touch terminal screen. When the third touch operation is finished, the mode of canceling the display of the second control set is simple and reasonable, namely, the control in the second control set is not required to be operated any more after the third touch operation is finished, so that the display of the second control set is canceled in time, the time of occupying the graphical user interface by the second control set can be reduced, and the graphical user interface is optimized.
In other examples, the step of canceling the display of the second control set may also include one of: (1) Cancelling display of the second control set in response to determination of the second target control; (2) Cancelling display of the second control set in response to the duration of the third touch operation reaching the set time threshold; (3) And responding to the virtual character to execute the action corresponding to the second target control, and canceling to display the second control set. The mode of displaying the second control set is specifically canceled, and may be selected according to actual needs, which is not limited in this embodiment.
Optionally, descriptions of other related processes and technical effects related to the second attack control may refer to the foregoing content corresponding to the first attack control, which is not described in detail in the embodiments of the present disclosure.
In an alternative embodiment, the graphical user interface includes a first attack control, and if the first touch operation on the first attack control is a long press operation and the pressing time is greater than or equal to a first time threshold, the virtual character is controlled to execute a third attack action. Optionally, the third attack action is different from the first attack action in terms of a damage value to the enemy virtual character. For example, the attack strength and/or attack duration of the third attack action corresponding to the first attack action are different, specifically, the first attack action is a common attack, and the third attack action is a power accumulating attack. When the first attack control is pressed for a long time, the first control set is displayed, and the virtual character is controlled to execute the third attack action, so that the function of the first attack control can be expanded, and a player can sample different operation modes of the first attack control under different combat scenes to trigger the virtual character to execute different attack actions, so that different attack effects are realized.
If the first touch operation is a long press operation and the pressing time period is greater than or equal to the first time threshold, controlling the virtual character to execute the third attack action may include: and if the first touch operation is a long-press operation, controlling the virtual character to execute the preparation action of the third attack action, and controlling the virtual character to execute the third attack action after the pressing time is longer than or equal to the first time threshold. The preparation action of the third attack action may be to control the gesture of the virtual character or control the action of the virtual character to hold the weapon, and the specific preparation action is related to the current weapon held by the virtual character, the current combat scene where the virtual character is located, or the third attack action corresponding to the first attack control. The prepare action of the third attack action is used to instruct the virtual character to prepare to perform the third attack action.
If the first touch operation is a long press operation and the pressing time is greater than or equal to the first time threshold, controlling the virtual character to execute the third attack action may further include: and if the first touch operation is a long-press operation and the pressing time of the long-press operation is greater than or equal to a first time threshold and less than a second time threshold when the long-press operation is finished, triggering the virtual character to execute a third attack action when the long-press operation is finished, wherein the second time threshold is greater than the first time threshold. Or if the first touch operation is a long-press operation and the pressing duration of the long-press operation is equal to the second time threshold value, automatically triggering the virtual character to execute the third attack action.
The manner of triggering the virtual character to execute the third attack action may be one or more selected according to the actual game, which is not limited in the embodiments of the present disclosure. Taking the third attack action as an example of the power accumulating attack of the first attack action, if a parent presses a first attack control, describing that the power accumulating attack is to be performed, and if the long pressing time is between a first time threshold value and a second time threshold value, if the player lifts a finger to finish the long pressing operation, controlling the virtual character to perform the power accumulating attack (namely, the third attack action); or when the long-time pressing of the player is larger than the second time threshold value, automatically controlling the virtual character to perform the power accumulating attack.
As a possible implementation manner, similar to the first touch operation corresponding to the first attack control, the method further includes: and if the third touch operation corresponding to the second attack control is long-press operation and the pressing time is greater than or equal to the first time threshold, controlling the virtual character to execute a fourth attack action. The fourth attack action is different from the second attack action in terms of the injury value caused to the hostile virtual character.
The first time threshold and the second time threshold may be preconfigured according to an actual game, which is not limited in this embodiment.
On the basis of triggering the third attack action by the long press, the method further comprises the following steps: if the first touch operation is long-press operation and the pressing time of the long-press operation is greater than or equal to a first time threshold and less than a second time threshold, determining a third target control from the first control set in response to continuous sliding operation of the long-press operation, and controlling the virtual character to execute actions corresponding to the third target control. In this way, in the process that the player triggers the third attack action by pressing the first attack control for a long time, if the player wants to make the virtual character abandon to execute the third attack action (even if the virtual character can currently execute the third attack action) because of the combat requirement, the player can slide the finger on the basis of the long-time pressing operation, and determine the third target control (such as the defending control) from the first control set according to the direction of the finger sliding operation, so as to trigger the virtual character to execute the action corresponding to the third target control, thereby realizing timely adjustment of the combat strategy, for example, the executable third attack action can be timely interrupted, and the defending action can be quickly entered in turn, so that the combat scene in the game more accords with the actual process in the actual combat, and the game experience is more vivid and real. However, in the related art, if the first touch operation is a long press operation and the pressing time of the long press operation is greater than or equal to the first time threshold and less than the second time threshold, the virtual character is controlled to execute the third attack action in response to the end of the long press operation, so if the player lifts the finger to end the long press action and clicks the defending control in the graphical user interface again, the virtual character executes the third attack action first and then executes the defending action, so that the combat strategy of the virtual character cannot be adjusted in time, and the attack and defending state cannot be switched in time.
In addition, the method further comprises the following steps: and if the first touch operation is a short-press operation with the pressing duration smaller than the first time threshold, responding to the continuous sliding operation of the short-press operation, determining a third target action from the first control set, and controlling the virtual character to execute the third target action. In this way, when the player wants to trigger the power accumulating operation by pressing the first attack control for a long time, the player changes the idea according to the combat scene, and wants to interrupt the unfinished power accumulating operation, the finger does not need to lift up to immediately perform the sliding operation, so that the virtual character can be triggered to quickly switch to other target actions, the timely adjustment of the combat strategy is realized, and the flexibility of the game operation is improved.
Taking the first control set as an example of long-press first attack control, and taking the third attack action as a power accumulating attack, if a player wants to interrupt the current power accumulating attack and quickly enter a knife vibrating action, the player can directly control the virtual character to interrupt the current power accumulating attack without lifting a finger, and execute the action corresponding to the third target control, thereby quickly defending the attack of the enemy virtual character and competing for greater combat advantages for the player. In addition, if the player wants to interrupt the current power accumulating attack and quickly enter other actions, the player can slide the finger to the corresponding target control (such as the first target control, the second target control or the third target control) in the first control set on the basis of not lifting the finger, so that the virtual character can be directly controlled to interrupt the current power accumulating attack, and the action corresponding to the target control is executed, thereby improving the flexibility of game operation.
As a possible implementation manner, determining the first target action may include: confirming a first target action from the first action set according to the sliding direction of the sliding operation; or confirming the first target action from the first action set according to the sliding track of the sliding operation. For example: determining that a sliding direction of the sliding operation corresponds to an action in the first action set as a first target action; or when the first control set is displayed, determining the control in the first control set, the sliding direction of which is opposite to the sliding direction of the sliding operation, as a first target control, wherein the action corresponding to the first target control is a first target action; or taking a control closest to the sliding track tail end position point of the sliding operation in the first control set as a first target control, wherein the action corresponding to the first target control is a first target action. By the method, the first target action can be rapidly and accurately determined from the first action set.
The determining the timing of the first target control from the controls included in the first control set according to the sliding operation may include one of the following: (1) The moving distance of the touch point of the sliding operation reaches a set distance threshold; (2) The moving distance of the touch point of the sliding operation reaches the set distance threshold value and the movement is finished; (3) The touch point of the sliding operation moves to the area where the first target control is located; (4) And the touch point of the sliding operation is moved to the area where the first target control is located, and the movement is ended.
The first control set may be displayed in various manners, for example, in a wheel form at the periphery of the second control. Based on this, the displaying the first control set includes: and displaying a first wheel disc comprising a first control set, wherein the controls in the first control set are arranged in the first wheel disc. Typically, the first wheel is positioned adjacent to the first attack control to facilitate player selection of the target control from the wheel. As a possible implementation, the first wheel surrounds the first attack control, or the first wheel surrounds a preset position in the hollow white area of the graphical user interface, optionally associated with the position where the second control is located, for example: the preset position is a point in a first distance range from the center of the first attack control.
For the implementation of the first wheel around the first attack control, the form of the first wheel may be referred to as the form of the first control set in the graphical user interface diagrams of fig. 6 and 7, and of course, the form of the first wheel may also adopt other variants of the form.
In the display process of the first wheel disc, the resident controls in the graphical user interface are still displayed at the original positions, and in order to reduce the shielding influence of the first wheel disc on the resident controls, certain intervals are reserved among the resident controls, so that in the display process of the wheel disc, a player can not only quickly select the next control needing to be triggered from the wheel disc, but also conveniently select other resident controls outside the wheel disc according to actual combat requirements.
The transparency of the first wheel is larger than the preset transparency threshold, and in this way, the shielding influence of the first wheel on the resident control in the graphical user interface can be reduced.
To further reduce the false touch problem, the direction pointed to by the first attack control to the third control in the first set of controls is different from the direction pointed to by the first attack control to the fourth control in the first set of controls. For example, the third control and the fourth control in the first control set are respectively on the left side and the right side of the first attack control, and the control layout mode is convenient for the player to accurately select the corresponding target control in the sliding operation process.
As a possible implementation manner, the method further includes: displaying a first control indication in a first direction of a first attack control and displaying a second control indication in a second direction of the first attack control, wherein the first control indication is used for representing that when a first control set corresponding to the first attack control is displayed, the controls in the first control set are displayed in the first direction of the first attack control; the second control indication is used for representing that controls in the first control set are displayed in a second direction of the first attack control when the first control set corresponding to the first attack control is displayed. The first control indication and the second control indication may be preset graphic marks or graphic plus color marks, so long as the purpose of indicating that the first attack control corresponds to the control in the first control set in the direction can be achieved. Taking the graphical user interfaces shown in fig. 6 and 7 as an example, the arrow-like graphics on the outer ring of the first attack control are a first control indication and a second control indication, such as control indication 18a in fig. 7. The number of the first control indication and the second control indication are associated with the number of the controls in the first control set, each control in the first control set corresponds to one control indication, and as a possible implementation manner, when the first control set is not displayed, the first attack control displayed is also provided with the control indication, so that a player can distinguish the controls configured with the control set (or the action set) from the controls not configured with the control set (or the action set), and the player knows in advance in which direction of the control the information such as the control in the control set (or the action set) exists.
And the included angle between the ray starting from the first attack control to point to the third control in the first control set and the ray starting from the first attack control to point to the fourth control in the first control set is larger than an angle threshold. The angle threshold may be any value between 20 ° and 45 °, for example, the angle threshold is 20 °,30 °, 45 °, or the like. Therefore, the setting mode of the position of the control in the first control set can effectively reduce the problem of false touch of sliding operation.
As a possible implementation manner, the first control may also be a dodging control, based on which the method includes: responding to clicking operation aiming at the evasion control, and controlling the virtual character to execute a first evasion action; and responding to the long-press operation aiming at the evasion control, controlling the virtual character to execute a second evasion action, wherein the evasion distance and/or the state after the evasion of the first evasion action and the second evasion action are different, and the states comprise: jogging or running. According to different operation types, the mode of triggering the corresponding evasion actions of the evasion controls can realize multiple actions of one control, and the number of the controls in the graphical user interface is simplified.
As another possible implementation manner, the first control may also be a jump control, based on which the method includes: responding to clicking operation for the jump control, and controlling the virtual character to execute a first jump action; in response to a long press operation for the jump control, the virtual character is controlled to execute a second jump motion, wherein the jump gesture and/or jump height of the first jump motion and the second jump motion are different. According to different operation types, the mode of triggering the jump action corresponding to the jump control can realize multiple actions of one control, and the number of the controls in the graphical user interface is simplified.
As a possible implementation manner, the evasion control can also configure an action set with squat actions to quickly control the squat of the virtual character by sliding operation to avoid the attack of the enemy virtual character on the basis of controlling the evasion of the virtual character. Or the above-mentioned evasion control can also be configured with a control set with squat control, so that on the basis of controlling the evasion of the virtual character, the squat of the virtual character can be quickly controlled by sliding operation so as to avoid the attack of the enemy virtual character.
The graphical user interface further comprises a sixth control, wherein the sixth control is a jump control, and the method further comprises the following steps: responding to a fourth touch operation acting on the sixth control, and if the fourth touch operation is a click operation, controlling the virtual character to execute a jump action; if the fourth touch operation is a sliding operation, determining a fourth target action from the third action set according to the sliding operation, and controlling the virtual character to execute the fourth target action; the third set of actions includes at least squat actions.
The method further comprises the following steps: if the fourth touch operation is a long-press operation, displaying a third control set, determining a fourth target control from the controls contained in the third control set according to a sliding operation continuous with the long-press operation, and controlling the virtual character to execute the action corresponding to the fourth target control; and canceling to display the third control set in response to the end of the fourth touch operation.
The technology corresponding to the avoidance control as the sixth control is similar to the technology corresponding to the second control and the fifth control, and will not be described herein.
As other possible embodiments, the jump control may also be configured with a control set with a squat control for quickly controlling the squat of the avatar by sliding operation to avoid the attack of the enemy avatar on the basis of controlling the jump of the avatar.
The graphical user interface further comprises a sixth control, wherein the sixth control is a jump control, and the method further comprises the following steps:
(1) Responding to a fourth touch operation acting on the sixth control, and judging the type of the fourth touch operation;
(2) If the fourth touch operation is a clicking operation, controlling the virtual character to execute a jumping action; if the fourth touch operation is a long-press-after-slide operation, displaying a third control set, determining a fourth target control from the controls contained in the third control set according to the slide operation, and controlling the virtual character to execute the action corresponding to the fourth target control; the third control set at least comprises squat controls, and the squat controls are used for triggering the virtual roles to execute squat actions;
(3) And canceling the display of the third control set.
The technology corresponding to the jump control as the sixth control is similar to the technology corresponding to the second control and the fifth control, and will not be described herein.
Referring to the schematic diagram of another graphical user interface shown in fig. 9, in this embodiment, the sixth control is taken as an example of a dodging control, and a squat control 26 is included in the third control set corresponding to the dodging control 20, where the squat control is located at the lower side of the dodging control. When the player clicks the evasion control, the virtual character executes the evasion action corresponding to the evasion control. Meanwhile, a third control set shown in fig. 9 is displayed on the periphery of the evasion control, in the third control set of this embodiment, only the squat control is provided, and considering that the squat control is to reduce the height of the virtual character, the squat control in the third control set in the figure is disposed right below the evasion control. Of course, as a possible implementation, the first control set may also be disposed obliquely below the evasion control.
If the finger of the player slides downward from the position where the dodging control is located, that is, the finger slides toward the squatting control, after sliding to a certain extent, for example: when the virtual character slides to the region where the squatting control is located, the virtual character is controlled to execute the squatting action corresponding to the squatting control, and through sliding operation, fingers move from the evasion control to the squatting control at the lower side, so that the player character can be switched from the evasion action corresponding to the evasion control to the squatting action corresponding to the squatting control, the operation is smoother and more convenient, and the problem of false touch is effectively reduced.
In addition to the attack control, gesture adjustment control (jump, squat or evasion control) or defend control (vibration control), the virtual character of the embodiment may also have some special skills, and accordingly, the method may further include: and displaying a seventh control on the graphical user interface, wherein the seventh control is a skill control for triggering the virtual character to execute skill release, and the first attack control is an action control for triggering the virtual character to execute a first attack action. By setting the skill control, a player can perform skill attack on the enemy virtual character at a proper time, and the attack effect is improved.
The skill corresponding to the skill control has cooling time, and the action corresponding to the action control has no cooling time. That is, the skill control is triggered to release the skill of the virtual character, and the skill control can be triggered again to release the skill of the virtual character only when the time reaches the cooling time. And the action control is not configured with cooling time, after being triggered, the action control can be directly triggered by the next action control without waiting, so that the virtual character continuously executes the action corresponding to the action control.
In a game, skills corresponding to different virtual characters are usually different, and the different virtual characters can have the capability of executing the same action, so that a first virtual character and a second virtual character exist in the virtual environment, and the skills of the first virtual character are different from those of the second virtual character; the first virtual character and the first virtual character may each perform a first attack action. For example: the first virtual character has a defense skill of the appointed attack, and if the defense skill is released, the appointed attack of the opposite side is invalid; the second virtual character has the skill of doubling attack injury, and if the skill is released, the current attack can cause double injury of the other party; the first virtual character and the second virtual character can implement the actions of horizontal stroke or vertical stroke attack, jump, evasion and the like.
As a possible implementation manner, the first attack action is a contact attack action performed by limbs and/or weapons of the virtual character, and the contact attack refers to an attack that the limbs or weapons of the attacker make contact with the attacked party, for example, the attack is performed by striking the body of the adversary by a fist, cutting, puncturing, etc. the body of the adversary by a knife, a sword, and is common in the game.
As a possible implementation manner, if the first touch operation is a sliding operation, determining a first target action from the first action set according to the sliding operation, and controlling the virtual character to execute the first target action may include: if the first touch operation is a sliding operation, determining a first target action from a first action set according to the sliding operation, and determining whether an action interruption condition is met according to the current action state of the virtual character and the first target action; and if so, controlling the virtual character to execute the first target action.
The current operation state refers to an operation being performed by the virtual character before the present sliding operation. For example, before the player performs the sliding operation, the player clicks the cross-click control (or jump control), where "the current action state of the virtual character" refers to the action state that the player clicks the cross-click control (or jump control) so that the virtual character currently performs the cross-click (or jump).
Determining whether the action interruption condition is satisfied according to the current action state of the virtual character and the first target action may include:
If the action corresponding to the control triggering the virtual character to execute the current action state and the first target action are all the aggregate actions of a plurality of actions, the action interruption condition is met;
If a break point is set on an action track corresponding to the current action state executed by the virtual character, and the trigger time of the first target action occurs after the time corresponding to the break point, then an action break condition is met; for example: an interruption to the evasion action is added at 0.2 seconds to the attack trajectory of the swipe 1, if the player triggers the evasion instruction (e.g., by sliding the first attack control) after the swipe 1 action is played for 0.2 seconds, the virtual character interrupts the current swipe action and immediately executes the evasion action, whereas when the swipe action is not played for 0.2 seconds, the player triggers the evasion instruction, the virtual character does not interrupt the current swipe action, i.e., the evasion instruction is not effective.
And if the preset interrupt action set corresponding to the control triggering the virtual character to execute the current action state contains the first target action, the action interrupt condition is met.
The method further comprises the following steps: and if the action interruption condition is not met, not controlling the virtual character to execute the first target action. Or if the action interruption condition is not met, controlling the virtual character to continuously execute the action which is not finished currently.
As a possible implementation manner, if the action interruption condition is not met, the virtual character may be further controlled to continue to execute the currently unfinished action, and when the action is executed, the first target action is executed again.
In an alternative embodiment, the controls in the first control set and the resident controls have different functions, taking the graphical user interface shown in fig. 6 as an example, the right side of the internal cross-clicking control in the first control set is provided with a vibration control, the right side outside the first control set is also provided with a vibration control (the resident control in the graphical user interface), the vibration control in the wheel disc can enable a player to quickly execute the vibration action through sliding operation, and the executed vibration action can interrupt the action currently executed by the virtual character, so that the purpose of quickly releasing the vibration action is achieved. The vibration knife control resident in the graphical user interface can enable the virtual character to perform vibration knife action after completing the current action, the vibration knife trigger mechanism does not influence the completion degree of the current action of the virtual character, and the character can acquire all excitation values corresponding to the action.
Because the vibration knife is released quickly by adopting the control in the first control set, the completion degree of the action currently executed by the virtual character can be influenced, when the control in the first control set is adopted, the excitation value obtained by the virtual character on the action can be determined according to the current action state completion degree of the virtual character, and based on the excitation value, the method further comprises the following steps: and updating the motivation information corresponding to the virtual character according to the completion degree of the virtual character executing the current action state. For example: the completion degree of the action state is positively correlated with the excitation value, the higher the completion degree is, the higher the excitation value is, and the highest excitation value is the excitation value corresponding to the original action. For example, if the completion degree of the operation state exceeds 90% of the original operation, the excitation values of all the operations are obtained, and if the completion degree of the operation state is lower than 90% of the original operation, only half of the excitation values of all the operations are obtained.
As a possible implementation manner, in the foregoing technology, if the action corresponding to the control in the first control set is triggered after the sliding operation is finished, there may be an regret mechanism, that is, if the sliding track or the direction of the sliding direction points from the third control to the fourth control in the sliding operation process, it is determined that the fourth control is a target control, and the virtual character is controlled to execute the action corresponding to the fourth control.
In order to better understand the above technology, the present embodiment provides an application scenario example, referring to a graphical user interface schematic diagram shown in fig. 10, where contents displayed by the graphical user interface include a game scenario and virtual objects (or referred to as virtual characters) in the game scenario, and a player controls the virtual objects to move in the game scenario. The interface in FIG. 10 shows a variety of controls that are displayed over the game scene, each of which is presented below:
Wherein, the backpack control 1000, through the touch operation acting on the control, triggers to display the backpack interface in the graphical user interface, for viewing the article props of the backpack, the article props may include, but are not limited to: props such as medicines, weapons, accessories, and defenders. In an alternative embodiment, the edges of the backpack control 1000 are provided with edge lines for indicating the amount of items within the backpack. The touch operation applied to the backpack control 1000 may be clicking, double clicking, long pressing, sliding, etc.
The moving control 1002, the shaded filled circle is the rocker in the moving control. In an alternative embodiment, the movement control 1002 is configured with a movement response area, wherein the movement response area may be the same size as the movement control 1002, i.e., the area in the graphical user interface to which the movement control 1002 corresponds is the movement response area. In an alternative embodiment, the size of the movement response area may be larger than the size of the movement control 1002, that is, the movement control 1002 is disposed in the movement response area, specifically, the graphical user interface is divided into a left area and a right area from the middle, where the left area is the movement response area of the movement control 1002. The movement control command is triggered by a touch operation acting on the movement response area of the movement control 1002, and the movement direction of the virtual object is controlled according to the movement control command. The touch operation applied to the movement response area of the movement control 1002 may be clicking, double clicking, long pressing, sliding, or the like.
The attack control 1014 triggers an attack instruction through a designated touch operation acting on an attack response area of the attack control 1014, and controls the virtual character to execute an attack action in the game scene according to the attack instruction. Wherein the attack action triggered by the attack control 1014 corresponds to the current assembly state of the virtual character, for example, when the virtual character is assembled with a far combat weapon, the attack action triggered by the attack control is a shooting action, that is, the right hand can execute the shooting operation by triggering the attack control 1014; when the avatar is equipped with a near weapon, then the attack triggered by attack control 1014 acts as a slash, etc. In an alternative embodiment, only one of the attack controls 1014 is displayed, disposed on the lower right side of the graphical user interface, or in a possible embodiment, there may be two attack controls, one attack control 1004 on the left side of the graphical user interface and one attack control 1014 on the right side of the graphical user interface. The display position of the attack control can be adjusted according to a position setting instruction, wherein the position setting instruction can be triggered on a setting interface or in the process of checking the office. The specific touch operation acting on the attack control may be a click, double click or long press operation, where the click or double click is used to control the virtual character to execute a common attack action, and the long press operation is used to control the virtual character to execute a power accumulating attack action, and the attack control 1014 in this embodiment has a control indication, and when the attack control 1014 is long press operated, a first control set is displayed in the graphical user interface, where the first control set may include at least one of a gesture action control, a defending control, or other attack controls. If the touch operation is a sliding operation, determining a first target control from the first control set according to the sliding operation, and controlling the virtual character to execute the action corresponding to the first target control.
Gesture action controls 1008 and 1010 trigger gesture adjustment instructions by touch operations acting on the gesture controls to adjust the pose of the virtual character in the game scene. Wherein triggering gesture action control 1008 may control the virtual character to perform a jump action; triggering gesture action control 1010 may control the virtual object to take a evasive action. Gesture action controls 1008 and 1010 are mostly used in an attack scenario where the virtual character evades the enemy virtual character under close combat. The gesture action control can also comprise other controls, such as squat controls, sprint controls and the like, according to the requirements of the actual application scene. The touch operation applied to the gesture motion control may be operations such as clicking, double clicking, long pressing, sliding, etc.
The vibration knife control 1011 is used for rapidly shooting out the weapon of the enemy, and when the player touches the vibration knife control 11 to shoot out the weapon of the enemy, the virtual character of the player can pick up the weapon. The touch operation acting on the vibrating knife control can be operations such as clicking, double clicking, long pressing, sliding and the like.
Weapon slot 1012, which is triggered to switch the weapon used by the player. The touch operation acting on the weapon slot can be clicking, double clicking, long pressing, sliding and other operations.
A view adjustment control 1026 (which may be a small eye icon) is used to control the shooting parameters of the virtual camera that presents the game screen, thereby adjusting the view screen of the game scene displayed in the graphical user interface. In an alternative embodiment, it is determined that a touch operation is detected on the view adjustment control 1026, and the shooting parameters of the virtual camera are adjusted according to the touch operation, where the shooting parameters include, but are not limited to, the position, orientation, viewing angle, etc. of the virtual camera. For ease of user operation, a designated blank area within the graphical user interface may also be used to adjust the field of view of the game scene. The touch operation applied to the view adjustment control 1026 may be a click, double click, long press, slide, or the like operation.
The mark control 1028 marks a virtual character, a virtual object, or the like in the game scene by a touch operation acting on the mark control. The touch operation applied to the mark control 1028 may be clicking, double clicking, long pressing, sliding, etc.
Setting control 1032 is used to set the basic functions of the current game. Clicking 1032 the control, displaying the setting menu for the user to perform the setting operation.
Message controls 1034 and 1036, where message control 1034 can be used to view system notifications and message control 1036 can be used to view messages sent by teammates or to send messages to teammates.
The minimap 1038 is used to display the positions of the virtual characters controlled by the player, and may also display the positions of the virtual characters of some other players.
Besides the above controls, the game control system may further include a locking control, a hooking control, a lens mode switching control, a combat encyclopedia control, a switch speaker control, a switch microphone control, an expression control, a text chat control, and the like, and the functions of these controls may refer to related games, which are not described in detail in the embodiments of the present disclosure.
The movement control of the virtual character may include two control modes:
(1) In the non-remote combat mode, if the moving rocker is moved down, the direction of the virtual character is adjusted to face the direction of the virtual camera, and the virtual character is controlled to move based on the current direction. In the non-remote combat mode, the virtual character is turned to face the virtual camera when the movable rocker is dragged downwards by controlling the direction of the virtual character through the movable rocker, and then the movement on the basis is more in line with the movement mode of the character in the actual combat scene. For example: in a near combat scene, a player virtual character selects temporary escape under the condition of attack of a non-enemy virtual character, and the speed and direction sense of the escape are stronger and the image is changed when the player runs forward than backward. For another example: in the near combat scene, the player suddenly gets close to the enemy virtual character behind the player virtual character, and in order to attack the enemy virtual character quickly, the player can drag the movable rocker downwards by the left hand to enable the player virtual character to turn around quickly, and simultaneously, the right hand operates the attack control to release the attack action to the approaching enemy virtual character. The movable rocker function can improve the response speed of a player in the combat process and is more suitable for the behavior action expressed in the actual combat.
(2) In the remote combat mode, in consideration of the fact that the aiming or locking function of a remote weapon is generally required to be provided in the remote combat mode, when the movable rocker is subjected to downward movement in the remote combat mode, the virtual character is controlled to move backwards, and the direction of the virtual character is still opposite to the virtual camera so as not to influence the implementation of the aiming or locking function in the remote combat.
In addition, the movable rocker in the embodiment of the disclosure has a function of adjusting the movement speed of the virtual character according to the movement amplitude of the movable rocker, and in unit time, the larger the movement amplitude of the movable rocker is, the faster the movement speed of the virtual character is, by means of the mode, a player can enter the running action of the virtual character from fast walking only through left hand operation, and a specific running control is not required to be operated by right hand, so that the running control can not be set on the right side any more, and the number of page resident controls is reduced. On the basis of the function, if the player currently enters the running state, the running state is not interrupted when the moving rocker is pulled back, the running state of the virtual character is continuously maintained for a certain time, if the player does not drag the moving rocker again in the time, the virtual character is controlled to enter the fast running state from the running state, and if the player drags the moving rocker again in the time, the virtual character is continuously maintained to be in the running state. By the arrangement mode, on one hand, the problem that the character is directly decelerated due to incapability of moving again after the movable rocker is dragged to the edge of the movable area, and the problem that the finger is overloaded due to continuous and rapid dragging of the movable rocker can be solved. When the virtual character needs to run to a specific target position in order to complete the current task, the player can quickly drag the movable rocker for many times, so that the virtual character reaches the target position in a running state, the execution time of the task is saved, and the task can be smoothly completed.
In the near combat attack scene, the attack direction of the virtual character is mainly controlled by the snap, the snap refers to an auxiliary steering function, and the virtual character is a functional point on an action track and mainly used for helping a player to adjust steering to an enemy target when the player releases an attack recruitment. I.e. when no target is locked, the attack direction of the player avatar is the direction in which the avatar is currently facing. When the attack action is released, the direction adjustment function point takes the attack direction of the attack action as the adjustment basis of the role direction, and the role direction is adjusted to be in the direction of the attack direction, so that the role can release the attack action towards the locking target.
On the basis of the above-mentioned virtual character orientation control, in order to avoid that the picture in the game scene changes rapidly along with the character orientation, and influences the viewing of the player, in this embodiment, the shooting angle of the virtual camera is bound to the point motionroot of the virtual character of the player (the root motion point, which does not change along with the change of the character orientation), and the shooting angle of the virtual camera moves along with the movement of the point motionroot of the character, so that the game scene presented to the player does not change when the virtual character of the player changes only in orientation.
In an alternative embodiment, another virtual character control method is provided, see fig. 11, which includes the steps of:
Step S1102, displaying a first attack control on a graphical user interface;
the first attack control corresponds to a first action set, and the first action set comprises at least two action subsets. Each action subset corresponds to one state of the virtual character, and in this embodiment, the state of the virtual character includes two states, namely a ground state and a floating state, and the first action set includes two action subsets, namely a first action subset corresponding to the ground state and a second action subset corresponding to the floating state.
The first action set corresponding to the first attack control, the action subsets in the first action set and the virtual character state corresponding to each action subset can be customized according to the user needs, and the customization can be performed in the setting page of the game. For example: multiple attack controls can be provided in the setting page for a user to select a first attack control, multiple action lists are provided for the user to select a first action set corresponding to the first attack control, the first action set is divided into operation windows of multiple action subsets, and multiple states are provided for the user to select each state to correspond to an action subset. This custom approach may reduce the cost of understanding for the user, making the operation simpler.
In step S1104, in response to the first touch operation acting on the first attack control, if the first touch operation is a sliding operation, a target action subset is determined from the first action subset according to the state of the virtual character, and a first target action is determined from the target action subset according to the sliding operation.
Optionally, if the state of the virtual character is a ground state, according to the corresponding relationship between the state and the action sub-set, the determined target action sub-set is a first action sub-set; if the state of the virtual character is a floating state, the determined target action subset is a second action subset according to the corresponding relation between the state and the action subset.
And if the first touch operation is a clicking operation, controlling the virtual character to execute a first attack action corresponding to the first attack control.
The first attack control is pre-configured with processing modes corresponding to different touch operation modes, when the first touch operation acts on the first attack control, different processing modes are triggered according to the touch operation modes of the first touch operation, so that the first attack control has multiple functions, the convenience of operation is improved, and the number of controls laid on a page is reduced.
In step S1106, the virtual character is controlled to execute the first target action.
According to the method, the first attack control is displayed on the touch graphical user interface, if the first touch operation acted on the first attack control is sliding operation, a target action subset is determined from the first action subset according to the state of the virtual character, the first target action is determined from the target action subset according to the sliding operation, the virtual character is controlled to execute the first target action, and the first target action can be an aggressive action or a defending action, a jumping action and other actions. According to the method, the target action subset is determined according to the virtual character state, and then the first target action is determined from the target action subset according to the sliding operation, so that a user can realize connection of the first attack action and the first target action more quickly and continuously, when the virtual character needs to be controlled to execute a certain action in the target action subset, the virtual character can be triggered through the sliding operation acted on the first attack control, the user does not need to lift fingers and click other controls of the graphical user interface, and quick control of the virtual character, such as quick control attack recruitment transformation or attack and defense transformation, is realized. According to the operation process, a user can realize control switching without lifting fingers and transferring vision, meanwhile, the mode of determining the target action subset according to the virtual character state is adopted, the operation complexity and the fatigue feeling of the user in playing are reduced, the user can quickly react in interaction, the operation is more convenient, and the misoperation problem caused by more interface controls is effectively relieved. Meanwhile, the mode of rapidly controlling the virtual roles improves the continuity of user operation.
The embodiment of the disclosure also provides another virtual character control method, which provides a graphical user interface through a touch terminal, wherein the touch terminal can be the aforementioned local terminal equipment or the aforementioned client equipment in the cloud interaction system. In this embodiment, a first action set is shown, and the state of the virtual character includes a ground state and a floating state, for example, referring to fig. 12, a flow chart of another virtual character control method according to one embodiment of the disclosure is shown, and the method includes the following steps:
step S1202, displaying a first attack control on a graphical user interface;
The action set related information corresponding to the first attack control is similar to the description information in the method shown in fig. 11, and is not repeated here. Wherein, the display position of the actions in each action subset in the first action set is preset. Referring to fig. 13, a schematic diagram of a manner of defining a subset of actions and character states is shown, wherein a first set of actions is represented in the form of a wheel divided into 4 sectors. The wheel disc scheme 1 is a first action subset, and the first action subset corresponds to the ground state of the virtual character (the ground state is the selected state in the drawing represented by a slash box), as shown in the figure, a user can set the lifting action, the vibrating action and the evading action at different positions of the wheel disc respectively according to the needs, if the actions are to be added in the first action subset, the corresponding action control can be dragged from the right side to the "+" position in the wheel disc, and if the actions in the first action subset are to be deleted, the "×" icon corresponding to the action control in the wheel disc can be clicked for deletion. If it is desired to reconfigure the first subset of actions, the underlying reset wheel control may also be clicked. If the first action subset is configured, the lower save control can be clicked to complete the configuration.
Referring to fig. 14, which is a schematic diagram of another mode of defining action subsets and character states, similar to the configuration corresponding to the ground state, fig. 14 is mainly a schematic diagram of a configuration of a second action subset corresponding to a floating state, where the wheel disc scheme 1 is a second action subset, and the second action subset corresponds to the floating state of the virtual character, as shown in the drawing, the floating state is selected by a slash box, and a user can set a splitting attack action, a vibrating action and a evasion action at different positions of the wheel disc as required, and the editing and saving modes of the second action subset are similar to those of the first action subset, which are not repeated herein.
In some scenarios, the actions in the wheel may be repeated, i.e., different positions in the wheel may be provided with the same action control.
For the same state of the virtual character, a plurality of action subsets may be correspondingly set, as shown in fig. 15, which is a schematic diagram of another action subset and a character state definition mode, where in the figure, the ground state corresponds to two first action subsets, as shown in fig. 15, a wheel disc scheme 1 may be set to correspond to one first action subset, and a wheel disc scheme 2 may be set to correspond to another first action subset, where different wheel disc schemes may correspond to different attack controls, or different weapons and equipment of the same attack control correspond to different wheel disc schemes. The editing and saving of the first subset of actions is similar to that described above and will not be repeated here.
Each action in the action subset corresponds to a sector, and if there are less than four actions in the action subset, there may be empty sectors. Of course, the sector division method of the wheel is not limited to the four-sector division method in fig. 13 to 15, and more sectors may be divided as needed, and this embodiment is not limited thereto.
In step S1204, in response to the first touch operation acting on the first attack control, if the first touch operation is a click operation, the virtual character is controlled to execute a first attack action corresponding to the first attack control.
In step S1206, if the first touch operation is a long press operation, a target action subset is determined from the first action set according to the state of the virtual character, and a target control set corresponding to the target action subset is displayed.
The target control set is a control set corresponding to the actions in the target action subset. The present embodiment is described taking a wheel disc display target control set as an example.
If the state of the virtual character is a ground state, according to the corresponding relation between the state and the action subsets, the determined target control set is a control set corresponding to the first action subset; if the state of the virtual character is a floating state, according to the corresponding relation between the state and the action sub-set, the determined target control set is a control set corresponding to the second action sub-set. When the state of the virtual character is switched, the displayed target control set is correspondingly switched.
In step S1208, if the long-press operation of the first touch operation is followed by the sliding operation, the first target control is determined from the target control set according to the sliding operation.
The first target control may specifically be determined according to a direction of the sliding operation or a track of the sliding operation.
Step S1210, the virtual character is controlled to execute the action corresponding to the first target control.
Similar to the embodiments described above, the displayed set of target controls may be dismissed from display based on time or events to reduce occlusion of other controls or scenes in the interface.
According to the method, the first attack control is displayed on the touch graphical user interface, the first attack control corresponds to the first action set, the first action set comprises at least two action subsets, and each action subset corresponds to one state of the virtual character. If the first touch operation acting on the first attack control is a clicking operation, controlling the virtual character to execute a first attack action; if the first touch operation comprises a long-press operation, determining a target action subset from a first action set according to the state of the virtual character, displaying a target control set corresponding to the target action subset, if the long-press operation is followed by a sliding operation, determining a first target control from the target control set according to the sliding operation, and controlling the virtual character to execute actions corresponding to the first target control, wherein the actions corresponding to the first target control can be aggressive actions or defensive actions, jumping actions and the like. According to the method for determining the action subset and displaying the target control set according to the virtual character state, the sliding operation of the user can be guided more intuitively, and then the first target control is determined according to the sliding operation, so that the virtual character executes the action corresponding to the first target control. The method enables the user to realize connection of the first attack action and the first target action more quickly and continuously, when the virtual character needs to be controlled to execute a certain action in the target action subset, the virtual character can be triggered only by sliding operation on the first attack control, the user does not need to lift fingers and click other controls of the graphical user interface, and quick control of the virtual character, such as quick control attack recruitment transformation or attack and defense transformation, is realized. According to the operation process, a user can realize control switching without lifting fingers and transferring vision, and meanwhile, the mode of determining a target action subset and displaying corresponding controls according to the virtual character state is adopted, so that the complexity of operation and the tiredness of playing of the user are reduced, the user can quickly react in interaction, the operation is more convenient, and the problem of misoperation caused by more interface controls is effectively solved. Meanwhile, the mode of rapidly controlling the virtual roles improves the continuity of user operation.
An embodiment of the present disclosure provides a virtual character control method, which may be performed based on the method provided in the foregoing embodiment, referring to a flow chart of the virtual character control method shown in fig. 16, and the method includes the following steps:
Step S1602, providing a second action control corresponding to the second action at a predetermined position of the graphical user interface according to the current action and the fourth action set of the virtual character.
The current action of the virtual character refers to the action executed by the virtual character last time, the fourth action set is a preconfigured action set, at least one fourth action set can be preconfigured, the fourth action set comprises at least two actions, and the second action is an action in the fourth action set.
The predetermined position may be preset according to an operation habit, or may be determined according to a position of a control that triggers the virtual character to execute the current action, for example, the predetermined position is a left adjacent position of the control that triggers the virtual character to execute the current action.
If the player clicks the first attack control, the virtual character executes a first attack action corresponding to the first attack control, and the first attack action is pre-corresponding to the fourth action set, when the virtual character executes the first attack action, a second action control corresponding to the second action is provided at a preset position (such as a left adjacent position of the first attack control) of the graphical user interface.
In step S1604, the virtual character is controlled to execute the second action in response to the trigger operation for the second action control.
The trigger operation for the second action control may be a click action. The second action may be an attack action, a defending action, a gesture action, or the like.
And if the virtual character does not currently act or does not associate with the fourth action set, the graphical user interface does not display the second action control, so that the graphical user interface is simpler and clearer.
According to the method, when the virtual character executes the current action, the second action control corresponding to the second action is provided at the preset position of the graphical user interface according to the current action and the fourth action set of the virtual character, so that the virtual character can be triggered to execute the second action more conveniently under the condition that the virtual character executes the current action. The mode of providing the second action control at the preset position can reduce the redundancy of the control in the page where the second action control resides, can facilitate the touch control of the second action control, and has less false touch control problem.
As one possible embodiment, the fourth set of actions includes at least two actions and an order of actions. Wherein the order of actions is typically set according to the need to control virtual characters in the game scene. In this way, the execution sequence of each action in the fourth action set is more in line with the operation requirement.
When the fourth action set includes at least two actions, the two actions may be referred to as second actions, based on which, according to the current action of the virtual character and the fourth action set, providing a second action control corresponding to the second action in the graphical user interface, including: and providing a second action control corresponding to the second action in the graphical user interface according to the current action of the virtual character and the action sequence of the fourth action set. The second actions in the fourth set of actions may be performed sequentially in the order of actions and displayed at the predetermined location.
Further, the method further comprises the steps of: providing a third action control corresponding to the third action at a preset position of the graphical user interface according to the second action and the fourth action set; and responding to the triggering operation for the third action control, and controlling the third action of the virtual character row. The fourth action set comprises a plurality of actions, the second action and the third action are actions in the third action set, and the third action is positioned after the second action in sequence. For example: in some games of touch terminals, the common operation of performing an air attack is to click on a jump control first in sequence and then click on an attack control to realize the air attack. Through the actions in the fourth action set, the jump control and the attack control can be sequentially displayed at the same preset position, the user can control the virtual character to realize air attack according to the need without moving the finger position, and the touch operation of the user can be greatly simplified.
For another example: the fourth action set related to the current action comprises common attack, air pursuit, lifting, splitting attack, one-section power storage, two-section power storage and vibration knife treatment, and the action sequence is that (1) common attack, (2) air pursuit, (3) lifting, splitting attack, (4) splitting attack, (5) one-section power storage, (6) two-section power storage and (7) vibration knife treatment are carried out. And the virtual character executes the current action, the common attack control is displayed at a preset position according to the action sequence, the virtual character executes the common attack action after touching the common attack control, the air pursuit control is switched and displayed at the preset position, the virtual character of the touch air pursuit control returns to execute the air pursuit action, the elevator control is displayed at the preset position, and the like until the user stops touching the control at the preset position or the control in the fourth action set according to the sequence number is executed in sequence, the control displayed at the preset position is not switched, or the second action control is cancelled from being displayed at the preset position.
The actions and the action sequence thereof in the fourth action set can be customized, see a custom editing interface schematic diagram of the action set shown in fig. 17, wherein the interface is provided with six action controls of common attack, overhead pursuit, lift, lower split attack, one-section power storage and two-section power storage for the user to select, and the user can add the actions to the proper positions in the action set by dragging the icons of the action controls to the sequence prompt bar below. The user may also edit and modify the order of the actions in the order prompt, e.g., delete an action in the action set, select an icon for the action in the order prompt, display "x" at the icon, and click the icon again to delete the action from the action set. If the action is required to be added in the action set, clicking the "+" control in the sequence prompt bar, and then selecting the action to be added from the action list to add the action to the action set.
In order to avoid conflict caused by a plurality of fourth action sets corresponding to a current action, when the action sets are edited again, the initial invitation is only configured to one fourth action set, after the initial invitation is used, an icon of the action can be locked, and the icon is prompted to be unable to be repeatedly set as the initial invitation, so that other action sets are unable to select the action corresponding to the initial invitation.
And after the second action control is displayed at the preset position, if touch operation is performed on the second action control, controlling the virtual character to execute the second action, and displaying a third action control at the preset position. If the touch operation for the second action control is not received within the first duration of the display of the second action control, the second action control displayed at the preset position is canceled, and the third action control is not displayed at the preset position any more.
The fourth set of actions is a set of actions determined from the at least two sets of actions based on the current action. For example, the current action of the avatar is the first cis-action in the fourth set of actions. Alternatively, in order to associate the action with the fourth action set, as a possible implementation manner, the fourth action set is configured with an initial solicitation, and the initial solicitation may be not the action included in the fourth action set but the first action included in the fourth action set; each fourth action set is configured with an initial solicitation, and the initial solicitations corresponding to the different fourth action sets are different, so that when the current action of the virtual character is the same as the initial solicitation, a second action control corresponding to the second action is provided in the graphical user interface according to the current action of the virtual character and the fourth action set.
And when the attack control is touched, triggering the virtual character to execute an attack action, and providing a second action control corresponding to the second action in the graphical user interface according to the fourth action set if the attack action is the starting recruitment of the fourth action set.
In order to better prompt the user, the second action control displayed at the preset position can be further marked with an aggregate prompt message, for example, a text prompt message or a symbol prompt message is displayed at the edge of the second action control, so that the user knows that the second action control is a special control connected with the next action, and the virtual character can be sequentially and continuously controlled by sequentially clicking the control displayed at the preset position.
Alternatively, each of the recruited actions in the fourth action set may be displayed in a loop at the predetermined position, and not only the second action and the control corresponding to the second action are displayed, but also the display is stopped only when the last recruited action in the fourth action set is displayed. The icons of the second action controls may be consistent with the action content, for example, the second action control is a jump control, and then may take the form of jump control 1008 in fig. 10.
Providing a second action control corresponding to the second action in the graphical user interface according to the current action and the fourth action set of the virtual character, wherein the second action control comprises: and providing a second action control corresponding to the second action in the graphical user interface according to the virtual weapon used by the virtual character, the current action of the virtual character and the fourth action set. The mode can meet the requirement that a user uses different weapons and has different fourth action sets to match the game, so that the control of the virtual character is more in line with the actual application scene.
As a possible implementation manner, the providing, in the graphical user interface, a second action control corresponding to the second action according to the virtual weapon used by the virtual character, the current action of the virtual character, and the fourth action set includes: determining a candidate action set according to the virtual weapon used by the virtual character; determining a fourth action set from the candidate action sets according to the current action of the virtual character; and providing a second action control corresponding to the second action in the graphical user interface according to the current action of the virtual character and the action sequence of the fourth action set.
The virtual weapon may correspond to a plurality of action sets, i.e. the candidate action sets. The correspondence of virtual weapons to action sets may be customized. Referring to the schematic editing interface of the correspondence between virtual weapons and action sets shown in fig. 18, the left side of the figure is a list of virtual weapons, providing alternative virtual weapons, such as: long sword, tai sword, broad sword, dagger, gun and nunchakus. The right side is an editing interface of a fourth action set corresponding to the currently selected virtual weapon, each virtual weapon can have multiple sets of fourth action sets, in the figure, the action set corresponding to a long sword (the diagonal line box in the figure represents the currently selected virtual weapon) comprises a scheme 1, a scheme 2 and a scheme 3, the scheme 1 comprises a common attack, a lifting, a first-stage power accumulation and a second-stage power accumulation, and actions in the set can be added through editing controls and the action sequence in the set can be modified. Meanwhile, the method can also comprise the step of editing the corresponding action set through the editing controls corresponding to the scheme 2 and the scheme 3.
In the above manner, the same action may be repeatedly used as the initial solicitation in the candidate action sets corresponding to different virtual weapons, and the initial solicitation in each set is different in the candidate action sets corresponding to the same virtual weapons.
The actions in the fourth action set may be actions corresponding to the non-resident controls in the graphical user interface, or may be actions corresponding to the resident controls in the graphical user interface, where the actions in the fourth action set may be triggered by the resident controls in the graphical user interface or by the action controls at the predetermined positions, and the actions may not be affected by the actions.
As a possible implementation manner, the control size, transparency and position of the predetermined position in the graphical user interface of the action control (the control corresponding to the action in the fourth action set) displayed at the predetermined position may be customized according to user preference. The action controls displayed at the predetermined positions may use the same icon, or may switch and display icons corresponding to different actions according to the action sequence in the fourth action set.
The second action is the next cis-action in the fourth action set, which is located in the current action (i.e. the action executed by the virtual character last time). For example, when the virtual character currently executes a normal attack action, the second action is the next action adjacent to the normal attack action according to the action sequence in the fourth action set.
As a possible implementation manner, the method further includes: and receiving the clicking operation acted on the first attack control in a first time after the virtual character is controlled to execute the first attack action in response to the clicking operation acted on the first attack control, and controlling the virtual character to execute a fourth attack action. Wherein the fourth attack action may be a stronger power attack or a heavy stroke action than the first attack action. Namely, the user can continuously click on the same attack control within a certain time, so that different attack injuries to the enemy virtual character are realized.
As a possible implementation manner, the method further includes: and after responding to the clicking operation acted on the first attack control, controlling the virtual character to execute the first attack action, and after receiving the clicking operation acted on the first attack control at the first time after the virtual character is controlled to execute the first attack action, controlling the virtual character to execute the first attack action. And after the first time, if the clicking operation on the first attack control is received again, controlling the virtual character to execute the first attack action, so that multiple attacks with the same degree and the same control can be realized.
Based on the above method embodiments, the present disclosure further provides a virtual character control apparatus, see fig. 19, including:
a control display module 191, configured to display a first attack control on the graphical user interface;
The role control module 192 is configured to respond to a first touch operation acting on the first attack control, and if the first touch operation is a click operation, control the virtual role to execute a first attack action corresponding to the first attack control; if the first touch operation is a sliding operation, determining a first target action from the first action set according to the sliding operation, and controlling the virtual character to execute the first target action.
The device displays a first attack control on the graphical user interface, a user controls the virtual character to execute a first attack action by touching the control, and the user can determine a first target action from a first action set by touching the first attack control and control the virtual character to execute the first target action; that is, the first attack control not only can control the virtual character to execute the first attack action, but also can control the virtual character to execute the first target action. Specifically, if the first touch operation acting on the first attack control is a click operation, the virtual character is controlled to execute a first attack action, and if the first touch operation is a sliding operation, a first target action is determined from a first action set according to the sliding operation, and the virtual character is controlled to execute the first target action. The first target action may be the first attack action described above, or may be another action. If the user needs to control the virtual character to execute the first attack action, the user can click on the first attack control originally displayed in the graphical user interface, and if the user needs to control the virtual character to execute the actions such as the jump action, the defending action and the like, the user can realize the first attack control through sliding operation besides the jump control, the defending control and the like originally displayed in the touch graphical user interface. According to the method for determining the first target action from the first action set according to the sliding operation, the user can realize connection of the first attack action and the first target action more quickly and continuously, and when the virtual character needs to be controlled to execute a certain action in the first action set, the first target action can be accurately determined from the first action set according to the sliding operation only by the sliding operation acted on the first attack control, and the user does not need to lift the finger and click other controls of the graphical user interface. In the whole process from the first attack action to the first target action, the virtual character can conveniently determine the first target action from the first action set through sliding operation on the first attack control without searching and positioning another control (control corresponding to actions such as defending action, jumping action and the like) in the interface, so that the virtual character is controlled to execute the first target action, and quick control of the virtual character, such as quick control attack recruitment transformation or attack and defense transformation, is realized. According to the operation process, the user can realize control switching without lifting the fingers and transferring the sight, the user can quickly react in interaction, the operation is more convenient, and the problem of misoperation caused by more interface controls is effectively solved. Meanwhile, the mode of rapidly controlling the virtual roles improves the continuity of user operation.
The first action set comprises direction information and action information corresponding to the direction information; accordingly, the role control module 192 is also to: and determining an action matched with the direction of the sliding operation in the first action set as a first target action.
The role control module 192 also functions to: and determining a first target action from a first action set according to the sliding operation and the state of the virtual character.
The first action set comprises at least two action subsets; accordingly, the role control module 192 is also to: determining a target action subset from the first action set according to the state of the virtual character; and determining a first target action from the target action subset according to the sliding operation.
The state of the virtual character includes: ground state and floating state.
The first action set is a user-defined set.
The role control module 192 also functions to: and if the first touch operation is a long-press operation, displaying a first control set, determining a first target control from controls contained in the first control set according to a sliding operation continuous with the long-press operation, and controlling the virtual character to execute an action corresponding to the first target control, wherein the controls contained in the first control set correspond to the actions contained in the first action set.
The first action set comprises a first sub-action set and a second sub-action set, wherein the first sub-action set is an action set corresponding to a resident control in the graphical user interface, and the second sub-action set is an action set corresponding to a very resident control in the graphical user interface.
The direction pointed by the first attack control to the third control in the first control set is different from the direction pointed by the first control to the fourth control in the first control set.
The role control module 192 also functions to: and confirming a first target action from the first action set according to the sliding track of the sliding operation.
The role control module 192 also functions to: if the first touch operation is a sliding operation, determining a first target action from the first action set according to the sliding operation, and determining whether an action interruption condition is met according to the current action state of the virtual character and the first target action; and if yes, controlling the virtual role to execute the first target action. And if the first target action is not satisfied, not controlling the virtual character to execute the first target action. Or if the current actions are not satisfied, controlling the virtual role to continue to execute the current actions which are not completed.
The role control module 192 is further configured to control, in response to a clicking operation acting on the first attack control, the virtual role to receive the clicking operation acting on the first attack control in a first time after the virtual role performs the first attack action, and control the virtual role to perform a fourth attack action.
The role control module 192 is further configured to, in response to a click operation acting on the first attack control, control the virtual role to execute the first attack action, receive the click operation acting on the first attack control after a first time after the virtual role is controlled to execute the first attack action.
The control display module 191 is further configured to display a first control on the gui, and correspondingly, the character control module 192 is further configured to control the virtual character to execute an action corresponding to the first control in response to a second touch operation applied to the first control.
The action corresponding to the first control may be a non-aggressive action. The action corresponding to the first control can be defending action, evasion action, jumping action, squat action or creeping action.
Optionally, the first action set includes actions corresponding to the first control.
The first control and the first attack control displayed in the graphical user interface are resident controls in the graphical user interface. The first action set comprises a first sub-action set and a second sub-action set, wherein the first sub-action set is an action set corresponding to a resident control in the graphical user interface, and the second sub-action set is an action set corresponding to a very resident control in the graphical user interface.
The first control set comprises a first sub control set and a second sub control set, wherein the controls contained in the first sub control set are subsets of resident controls, and the controls contained in the second sub control set are subsets of very resident controls.
The control display module 191 is further configured to: and displaying a second attack control on the graphical user interface, wherein the attack angle of the first attack action corresponding to the first attack control is different from the attack angle of the second attack action corresponding to the second attack control.
The role control module 192 also functions to: responding to a third touch operation acting on the second attack control, and if the third touch operation is a click operation, controlling the virtual character to execute a second attack action corresponding to the second attack control; and if the third touch operation is a sliding operation, determining a second target action from the second action set according to the sliding operation, and controlling the virtual character to execute the second target action. If the third touch operation is a long-press operation, displaying a second control set, determining a second target control from the controls contained in the second control set according to a sliding operation continuous with the long-press operation, and controlling the virtual character to execute the action corresponding to the second target control; the controls contained in the second control set correspond to actions contained in the second action set.
The control display module 191 is further configured to cancel displaying the second control set. Optionally, in response to the end of the third touch operation, the second control set is cancelled from being displayed.
The character control module 192 is further configured to control the virtual character to execute a third attack action if the first touch operation is a long press operation and the pressing time is greater than or equal to a first time threshold. And if the first touch operation is a long-press operation, controlling the virtual character to execute the preparation action of the third attack action, and controlling the virtual character to execute the third attack action after the pressing time is longer than or equal to the first time threshold. And if the first touch operation is a long-press operation and the pressing time of the long-press operation is greater than or equal to a first time threshold and less than a second time threshold when the long-press operation is finished, triggering the virtual character to execute a third attack action when the long-press operation is finished, wherein the second time threshold is greater than the first time threshold. And if the first touch operation is a long-press operation and the pressing duration of the long-press operation is equal to the second time threshold, automatically triggering the virtual character to execute a third attack action. And if the first touch operation is a long-press operation and the pressing time of the long-press operation is greater than or equal to a first time threshold and less than a second time threshold, determining a third target action from the first action set in response to continuous sliding operation of the long-press operation, and controlling the virtual character to execute the third target action.
Optionally, the role control module 192 is further configured to confirm a first target action from the first action set according to a sliding track of the sliding operation.
The control display module 191 is further configured to: and displaying a first wheel disc comprising a first control set, wherein the controls in the first control set are arranged in the first wheel disc.
The first wheel surrounds the first attack control.
The first wheel surrounds a preset position in a hollow white area of the graphical user interface.
The direction pointed by the first attack control to the third control in the first control set is different from the direction pointed by the first attack control to the fourth control in the first control set.
The control display module 191 is further configured to display a first control indication in a first direction of the first attack control and display a second control indication in a second direction of the first attack control, where the first control indication is used to characterize that, when a first control set corresponding to the first attack control is displayed, a control in the first control set is displayed in the first direction of the first attack control; and the second control indication is used for representing that when a first control set corresponding to the first attack control is displayed, the controls in the first control set are displayed in the second direction of the first attack control.
An included angle between a ray from the first attack control directed to a third control in the first set of controls and a ray from the first attack control directed to a fourth control in the first set of controls is greater than an angle threshold.
The first control is a dodging control; the role control module 192 also functions to: responding to clicking operation aiming at the evasion control, and controlling the virtual character to execute a first evasion action; in response to the long-press operation on the avoidance control, controlling the virtual character to execute a second avoidance action, wherein the avoidance distance and/or the state after the avoidance of the first avoidance action and the second avoidance action are different, and the state comprises: jogging or running.
The first attack action may be a contact attack action performed by a limb and/or weapon of the virtual character.
The role control module 192 also functions to: if the first touch operation is a sliding operation, determining a first target control from the controls contained in the first control set according to the sliding operation, and determining whether an action interruption condition is met according to the current action state of the virtual character and the action corresponding to the first target control; and if so, controlling the virtual character to execute the action corresponding to the first target control.
The graphical user interface further includes a sixth control, where the sixth control is a jump control, and the role control module 192 is further configured to: responding to a fourth touch operation acting on the sixth control, and if the fourth touch operation is a click operation, controlling the virtual character to execute a jumping action; if the fourth touch operation is a sliding operation, determining a fourth target action from the third action set according to the sliding operation, and controlling the virtual character to execute the fourth target action; the third set of actions includes at least squat actions. If the fourth touch operation is a long-press operation, displaying a third control set, determining a fourth target control from the controls contained in the third control set according to a sliding operation continuous with the long-press operation, and controlling the virtual character to execute the action corresponding to the fourth target control; and in response to the end of the fourth touch operation, canceling the display of the third control set. And canceling to display the third control set in response to the end of the fourth touch operation.
The control display module 191 is further configured to: and displaying a seventh control on the graphical user interface, wherein the seventh control is a skill control for triggering the virtual character to execute the skill release, and the second control is an action control for triggering the virtual character to execute the first attack action.
The skill corresponding to the skill control has cooling time, and the action corresponding to the action control has no cooling time.
A first virtual role and a second virtual role are arranged in the virtual environment corresponding to the graphical user interface, and the skills of the first virtual role are different from those of the second virtual role; the first virtual character and the first virtual character may each perform a first attack action.
The first attack action is a contact attack action performed by a limb and/or weapon of the virtual character.
Based on the above method embodiment, the embodiment of the present disclosure further provides a virtual character control device, as shown in fig. 20, including:
a control providing module 2201, configured to provide a second action control corresponding to a second action at a predetermined position of the graphical user interface according to the current action and the fourth action set of the virtual character;
an operation execution module 2202, responsive to a trigger operation for the second action control, controls the virtual character to execute the second action.
According to the device, when the virtual character executes the current action, the second action control corresponding to the second action is provided at the preset position of the graphical user interface according to the current action and the fourth action set of the virtual character, so that the virtual character can be triggered to execute the second action more conveniently under the condition that the virtual character executes the current action. The mode of providing the second action control at the preset position can reduce the redundancy of the control in the page where the second action control resides, can facilitate the touch control of the second action control, and has less false touch control problem.
The fourth action set at least comprises two actions and an action sequence.
The control providing module 2201 is further configured to provide a second action control corresponding to a second action in the graphical user interface according to the current action of the virtual character and the action sequence of the fourth action set.
The control providing module 2201 is further configured to provide a third action control corresponding to a third action at the predetermined position of the graphical user interface according to the second action and the fourth action set; accordingly, the operation execution module 2202 is further configured to control the virtual character to execute the third action in response to a trigger operation for the third action control.
The fourth action set is an action set determined from at least two action sets according to the current action. The current action is a first cis-action of the second set of actions.
Further, the control providing module 2201 is further configured to provide a second action control corresponding to the second action in the graphical user interface according to the virtual weapon used by the virtual character, the current action of the virtual character, and the fourth action set.
Control provision module 2201 is also configured to determine a set of candidate actions based on virtual weapons used by the virtual character; determining a fourth action set from the candidate action sets according to the current action of the virtual character; and providing a second action control corresponding to the second action in the graphical user interface according to the current action of the virtual character and the action sequence of the fourth action set.
As a possible implementation manner, the second action is a next cis action located in the current action in the fourth action set.
The virtual character control device provided in the embodiments of the present disclosure has the same implementation principle and technical effects as those of the embodiments of the virtual character control method, and for brevity description, reference may be made to corresponding contents in the embodiments of the virtual character control method where the embodiments of the virtual character control device are not mentioned.
The embodiment of the disclosure further provides an electronic device, as shown in fig. 21, which is a schematic structural diagram of the electronic device, where the electronic device 100 includes a processor 1201 and a memory 1200, the memory 1200 stores computer executable instructions that can be executed by the processor 1201, and the processor 1201 executes the computer executable instructions to implement the virtual character control method described above.
In the embodiment shown in fig. 21, the electronic device 100 further comprises a bus 1202 and a communication interface 1203, wherein the processor 1201, the communication interface 1203 and the memory 1200 are connected by the bus 1202.
The memory 1200 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one disk memory. The communication connection between the system network element and at least one other network element is implemented through at least one communication interface 1203 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. The bus 1202 may be an ISA (Industry Standard Architecture ) bus, a PCI (PERIPHERAL COMPONENT INTERCONNECT, peripheral component interconnect standard) bus, or EISA (Extended Industry Standard Architecture ) bus, among others. The bus 1202 may be divided into an address bus, a data bus, a control bus, and the like. For ease of illustration, only one bi-directional arrow is shown in FIG. 21, but not only one bus or type of bus.
The processor 1201 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in the processor 1201 or by instructions in the form of software. The processor 1201 may be a general-purpose processor, including a central processing unit (Central Processing Unit, abbreviated as CPU), a network processor (Network Processor, abbreviated as NP), and the like; but may also be a digital signal Processor (DIGITAL SIGNAL Processor, DSP), application Specific Integrated Circuit (ASIC), field-Programmable gate array (FPGA) or other Programmable logic device, discrete gate or transistor logic device, discrete hardware components. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in connection with the embodiments of the present disclosure may be embodied directly in hardware, in a decoded processor, or in a combination of hardware and software modules in a decoded processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in a memory, and the processor 1201 reads information in the memory, and performs the steps of the virtual character control method of the foregoing embodiment in combination with its hardware.
The embodiments of the present disclosure further provide a computer readable storage medium, where computer executable instructions are stored, where the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the above-mentioned virtual character control method, and the specific implementation may refer to the foregoing method embodiments, which are not repeated herein.
The virtual character control method, apparatus and computer program product of electronic device provided in the embodiments of the present disclosure include a computer readable storage medium storing program codes, and instructions included in the program codes may be used to execute the method in the foregoing method embodiment, and specific implementation may refer to the method embodiment and will not be described herein.
The relative steps, numerical expressions and numerical values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure unless specifically stated otherwise.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer readable storage medium executable by a processor. Based on such understanding, the technical solution of the present disclosure may be embodied in essence or a part contributing to the prior art or a part of the technical solution, or in the form of a software product stored in a storage medium, including several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods of the various embodiments of the present disclosure. And the aforementioned storage medium includes: a usb disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the description of the present disclosure, it should be noted that the directions or positional relationships indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. are based on the directions or positional relationships shown in the drawings, are merely for convenience of describing the present disclosure and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be configured and operated in a specific orientation, and thus should not be construed as limiting the present disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the foregoing examples are merely illustrative of specific embodiments of the present disclosure, and are not intended to limit the scope of the disclosure, although the disclosure has been described in detail with reference to the foregoing examples, it will be understood by those of ordinary skill in the art that: any person skilled in the art, within the technical scope of the disclosure of the present disclosure, may modify or easily conceive changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features thereof; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the disclosure, and are intended to be included within the scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.
Claims (52)
1. A virtual character control method, the method comprising:
displaying a first attack control on a graphical user interface;
Responding to a first touch operation acting on the first attack control, and if the first touch operation is a click operation, controlling the virtual character to execute a first attack action corresponding to the first attack control; if the first touch operation is a sliding operation, determining a first target action from a first action set according to the sliding operation, and controlling the virtual character to execute the first target action; if the first touch operation is a long press operation, displaying a first control set, wherein controls contained in the first control set correspond to actions contained in the first action set, and:
When the long-press operation is finished, the pressing time of the long-press operation is longer than or equal to a first time threshold value and smaller than a second time threshold value, and the virtual character is triggered to execute a third attack action when the long-press operation is finished, wherein the second time threshold value is larger than the first time threshold value;
And when the pressing time of the long-press operation is greater than or equal to the first time threshold and less than the second time threshold, determining a third target action from the first action set in response to the sliding operation continuous to the long-press operation, and controlling the virtual character to execute the third target action.
2. The method of claim 1, wherein the first set of actions includes direction information and action information corresponding to the direction information; the determining a first target action from the first action set according to the sliding operation comprises:
And determining an action matched with the direction of the sliding operation in the first action set as a first target action.
3. The method of claim 1, wherein the determining a first target action from a first set of actions according to the sliding operation comprises:
and determining a first target action from a first action set according to the sliding operation and the state of the virtual character.
4. A method according to claim 3, wherein the first set of actions comprises at least two subsets of actions; the determining a first target action from a first action set according to the sliding operation and the state of the virtual character comprises the following steps:
Determining a target action subset from the first action set according to the state of the virtual character;
And determining a first target action from the target action subset according to the sliding operation.
5. The method of claim 4, wherein the state of the avatar comprises: ground state and floating state.
6. The method of claim 1, wherein the first set of actions is a user-defined set.
7. The method according to claim 1, characterized in that the method comprises:
displaying a first control on a graphical user interface;
and responding to a second touch operation acted on the first control, and controlling the virtual character to execute the action corresponding to the first control.
8. The method of claim 7, wherein the first set of actions includes actions corresponding to the first control.
9. The method of claim 7, wherein the action corresponding to the first control is a non-aggressive action.
10. The method of claim 7, wherein the action corresponding to the first control is a defensive action, a evasive action, a jumping action, a squat action, a sliding shovel action, or a creeping action.
11. The method according to claim 1, characterized in that the method comprises:
And canceling to display the first control set.
12. The method of claim 11, wherein the canceling the display of the first set of controls comprises:
and responding to the end of the first touch operation, and canceling to display the first control set.
13. The method of claim 7, wherein the first control and the first attack control displayed by the graphical user interface are resident controls in the graphical user interface.
14. The method of claim 1, wherein the first set of actions comprises a first set of sub-actions and a second set of sub-actions, the first set of sub-actions being a set of actions corresponding to resident controls in the graphical user interface, the second set of sub-actions being a set of actions corresponding to very resident controls in the graphical user interface.
15. The method of claim 1, wherein the first set of controls comprises a first set of sub-controls and a second set of sub-controls, the controls included in the first set of sub-controls being a subset of resident controls, the controls included in the second set of sub-controls being a subset of very resident controls.
16. The method according to claim 1, characterized in that the method comprises:
And displaying a second attack control on the graphical user interface, wherein the attack angle of the first attack action corresponding to the first attack control is different from the attack angle of the second attack action corresponding to the second attack control.
17. The method according to claim 16, characterized in that the method comprises:
Responding to a third touch operation acting on the second attack control, and if the third touch operation is a click operation, controlling the virtual character to execute a second attack action corresponding to the second attack control; and if the third touch operation is a sliding operation, determining a second target action from a second action set according to the sliding operation, and controlling the virtual character to execute the second target action.
18. The method according to claim 17, characterized in that the method comprises:
If the third touch operation is a long-press operation, displaying a second control set, determining a second target control from the controls contained in the second control set according to a sliding operation continuous with the long-press operation, and controlling the virtual character to execute the action corresponding to the second target control; the controls contained in the second control set correspond to actions contained in the second action set.
19. The method according to claim 18, characterized in that the method comprises:
And canceling to display the second control set.
20. The method of claim 19, wherein the canceling the display of the second set of controls comprises:
and responding to the end of the third touch operation, and canceling to display the second control set.
21. The method according to claim 1, wherein the method further comprises:
And if the first touch operation is a long-press operation, controlling the virtual character to execute the preparation action of the third attack action, and controlling the virtual character to execute the third attack action after the pressing time is longer than or equal to the first time threshold.
22. The method according to claim 1, wherein the method further comprises: and if the first touch operation is a long-press operation and the pressing duration of the long-press operation is equal to the second time threshold, automatically triggering the virtual character to execute a third attack action.
23. The method of claim 1, wherein the determining a first target action from the first set of actions according to the sliding operation comprises:
And confirming a first target action from the first action set according to the sliding track of the sliding operation.
24. The method of claim 1, wherein the displaying the first set of controls comprises:
And displaying a first wheel disc containing the first control set, wherein the controls in the first control set are arranged in the first wheel disc.
25. The method of claim 24, wherein the first wheel surrounds the first attack control.
26. The method of claim 24, wherein the first wheel surrounds a predetermined location in a hollow area of the graphical user interface.
27. The method of claim 1, wherein a direction pointed to by the first attack control to a third control in the first set of controls is different from a direction pointed to by the first attack control to a fourth control in the first set of controls.
28. The method according to claim 1, wherein the method further comprises:
Displaying a first control indication in a first direction of the first attack control and displaying a second control indication in a second direction of the first attack control, wherein the first control indication is used for representing that when a first control set corresponding to the first attack control is displayed, the controls in the first control set are displayed in the first direction of the first attack control; and the second control indication is used for representing that when a first control set corresponding to the first attack control is displayed, the controls in the first control set are displayed in the second direction of the first attack control.
29. The method of claim 1, wherein an angle between a ray from the first attack control directed to a third control in the first set of controls and a ray from the first attack control directed to a fourth control in the first set of controls is greater than an angle threshold.
30. The method of claim 7, wherein the first control is a evasion control; the method comprises the following steps:
Responding to clicking operation aiming at the evasion control, and controlling the virtual character to execute a first evasion action;
And responding to the long-press operation of the avoidance control, and controlling the virtual character to execute a second avoidance action, wherein the avoidance distance and/or the state after the avoidance of the first avoidance action and the second avoidance action are different, and the states comprise: jogging or running.
31. The method of claim 1, further comprising a sixth control in the graphical user interface, the sixth control being a jump control, the method comprising:
Responding to a fourth touch operation acting on the sixth control, and if the fourth touch operation is a click operation, controlling the virtual character to execute a jumping action; if the fourth touch operation is a sliding operation, determining a fourth target action from a third action set according to the sliding operation, and controlling the virtual character to execute the fourth target action; the third set of actions includes at least squat actions.
32. The method of claim 31, further comprising:
if the fourth touch operation is a long-press operation, displaying a third control set, determining a fourth target control from the controls contained in the third control set according to a sliding operation continuous with the long-press operation, and controlling the virtual character to execute the action corresponding to the fourth target control;
and in response to the end of the fourth touch operation, canceling the display of the third control set.
33. The method according to claim 1, characterized in that the method comprises:
And displaying a seventh control on the graphical user interface, wherein the seventh control is a skill control for triggering the virtual character to execute skill release, and the first attack control is an action control for triggering the virtual character to execute a first attack action.
34. The method of claim 33, wherein the skills corresponding to the skill controls have cooling times and the actions corresponding to the action controls have no cooling times.
35. The method of claim 33, wherein the graphical user interface corresponds to a virtual environment having a first virtual character and a second virtual character, the first virtual character having a skill different from a skill of the second virtual character; the first attack action may be performed by both the first virtual character and the first virtual character.
36. The method of claim 1, wherein the first attack action is a contact attack action performed by a limb and/or weapon of a virtual character.
37. The method of claim 1, wherein if the first touch operation is a sliding operation, determining a first target action from the first action set according to the sliding operation, and controlling the virtual character to execute the first target action comprises:
If the first touch operation is a sliding operation, determining a first target action from the first action set according to the sliding operation, and determining whether an action interruption condition is met according to the current action state of the virtual character and the first target action;
And if yes, controlling the virtual role to execute the first target action.
38. The method according to claim 37, characterized in that the method comprises:
And if the first target action is not satisfied, not controlling the virtual character to execute the first target action.
39. The method according to claim 37, characterized in that the method comprises:
and if the current actions are not satisfied, controlling the virtual role to continue to execute the current actions which are not completed.
40. The method according to claim 1, characterized in that the method comprises:
Providing a second action control corresponding to the second action at a preset position of the graphical user interface according to the current action and the fourth action set of the virtual character;
and responding to the triggering operation for the second action control, and controlling the virtual character to execute the second action.
41. The method of claim 40, wherein the fourth set of actions comprises at least two actions and an order of actions.
42. The method of claim 41, wherein the providing a second action control corresponding to a second action in a graphical user interface from the current action and a fourth set of actions for the virtual character comprises:
And providing a second action control corresponding to the second action in the graphical user interface according to the current action of the virtual character and the action sequence of the fourth action set.
43. The method of claim 40, wherein the method comprises:
providing a third action control corresponding to a third action at the preset position of the graphical user interface according to the second action and the fourth action set;
and responding to the triggering operation for the third action control, and controlling the virtual character to execute the third action.
44. The method of claim 40, wherein the fourth set of actions is a set of actions determined from at least two sets of actions based on the current action.
45. The method of claim 40, wherein the providing a second action control corresponding to a second action in a graphical user interface from the current action and a fourth set of actions for the virtual character comprises:
And providing a second action control corresponding to the second action in the graphical user interface according to the virtual weapon used by the virtual character, the current action of the virtual character and the fourth action set.
46. The method of claim 45, wherein the providing a second action control corresponding to a second action in a graphical user interface based on the virtual weapon used by the virtual character, the current action of the virtual character, and a fourth set of actions comprises:
determining a candidate action set according to the virtual weapon used by the virtual character;
Determining a fourth action set from the candidate action sets according to the current action of the virtual character;
And providing a second action control corresponding to the second action in the graphical user interface according to the current action of the virtual character and the action sequence of the fourth action set.
47. The method of claim 41, wherein the second action is a next-in-line action in the fourth set of actions that is located in the current action.
48. The method according to claim 1, characterized in that the method comprises:
And in response to the clicking operation acted on the first attack control, controlling the virtual character to execute a fourth attack action after receiving the clicking operation acted on the first attack control in the first time after executing the first attack action.
49. The method according to claim 1, characterized in that the method comprises:
And after responding to the clicking operation acted on the first attack control, controlling the virtual character to execute the first attack action, and after receiving the clicking operation acted on the first attack control at the first time after the virtual character is controlled to execute the first attack action, controlling the virtual character to execute the first attack action.
50. A virtual character control apparatus, the apparatus comprising:
the control display module is used for displaying a first attack control on the graphical user interface;
The role control module is used for responding to a first touch operation acting on the first attack control, and if the first touch operation is a click operation, the role control module is used for controlling the virtual role to execute a first attack action corresponding to the first attack control; if the first touch operation is a sliding operation, determining a first target action from a first action set according to the sliding operation, and controlling the virtual character to execute the first target action; if the first touch operation is a long press operation, displaying a first control set, wherein controls contained in the first control set correspond to actions contained in the first action set, and:
When the long-press operation is finished, the pressing time of the long-press operation is longer than or equal to a first time threshold value and smaller than a second time threshold value, and the virtual character is triggered to execute a third attack action when the long-press operation is finished, wherein the second time threshold value is larger than the first time threshold value;
And when the pressing time of the long-press operation is greater than or equal to the first time threshold and less than the second time threshold, determining a third target action from the first action set in response to the sliding operation continuous to the long-press operation, and controlling the virtual character to execute the third target action.
51. An electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the virtual character control method of any one of claims 1 to 49.
52. A computer readable storage medium storing computer executable instructions which, when invoked and executed by a processor, cause the processor to implement the virtual character control method of any one of claims 1 to 49.
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN202310452466.4A CN117717780B (en) | 2023-04-21 | 2023-04-21 | Virtual character control method, device, electronic equipment and storage medium |
PCT/CN2023/094320 WO2023221944A1 (en) | 2022-05-19 | 2023-05-15 | Virtual character control method and apparatus, and electronic device and storage medium |
KR1020247020647A KR20240107354A (en) | 2022-05-19 | 2023-05-15 | Methods, apparatus, electronic devices and storage media for controlling virtual characters |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN202310452466.4A CN117717780B (en) | 2023-04-21 | 2023-04-21 | Virtual character control method, device, electronic equipment and storage medium |
Publications (2)
Publication Number | Publication Date |
---|---|
CN117717780A CN117717780A (en) | 2024-03-19 |
CN117717780B true CN117717780B (en) | 2024-07-02 |
Family
ID=90202120
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CN202310452466.4A Active CN117717780B (en) | 2022-05-19 | 2023-04-21 | Virtual character control method, device, electronic equipment and storage medium |
Country Status (1)
Country | Link |
---|---|
CN (1) | CN117717780B (en) |
Citations (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN112957735A (en) * | 2021-03-01 | 2021-06-15 | 网易(杭州)网络有限公司 | Game control method and device |
Family Cites Families (9)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN110841291A (en) * | 2019-11-19 | 2020-02-28 | 网易(杭州)网络有限公司 | Method and device for interacting shortcut messages in game and electronic equipment |
CN111388998A (en) * | 2020-02-19 | 2020-07-10 | 网易(杭州)网络有限公司 | Display control method of game virtual weapon control, electronic equipment and storage medium |
CN111589130B (en) * | 2020-04-24 | 2022-02-22 | 腾讯科技(深圳)有限公司 | Virtual object control method, device, equipment and storage medium in virtual scene |
CN111773681B (en) * | 2020-08-03 | 2024-07-09 | 网易(杭州)网络有限公司 | Method and device for controlling virtual game roles |
CN113064542A (en) * | 2021-03-30 | 2021-07-02 | 网易(杭州)网络有限公司 | Control method and device for virtual character in game and touch terminal |
CN113457157A (en) * | 2021-06-30 | 2021-10-01 | 网易(杭州)网络有限公司 | Method and device for switching virtual props in game and touch terminal |
CN114377383A (en) * | 2021-12-02 | 2022-04-22 | 网易(杭州)网络有限公司 | Information processing method, device, equipment and storage medium |
CN115634450A (en) * | 2022-11-01 | 2023-01-24 | 网易(杭州)网络有限公司 | Control method, control device, equipment and medium for virtual role |
CN115738271A (en) * | 2022-11-01 | 2023-03-07 | 网易(杭州)网络有限公司 | Game skill control method, device, equipment and storage medium |
-
2023
- 2023-04-21 CN CN202310452466.4A patent/CN117717780B/en active Active
Patent Citations (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN112957735A (en) * | 2021-03-01 | 2021-06-15 | 网易(杭州)网络有限公司 | Game control method and device |
Also Published As
Publication number | Publication date |
---|---|
CN117717780A (en) | 2024-03-19 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US11298609B2 (en) | Virtual object movement control method and apparatus, electronic apparatus, and storage medium | |
CN108379844B (en) | Method, device, electronic device and storage medium for controlling movement of virtual object | |
JP7492611B2 (en) | Method, apparatus, computer device and computer program for processing data in a virtual scene | |
CN114225372B (en) | Virtual object control method, device, terminal, storage medium and program product | |
TWI821779B (en) | Virtual object controlling method, device, computer apparatus, and storage medium | |
WO2022142622A1 (en) | Method and apparatus for selecting virtual object interaction mode, device, medium, and product | |
CN108525294A (en) | The control method and device of shooting game | |
CN114011063A (en) | Method for controlling virtual role in game and electronic equipment | |
US20230330543A1 (en) | Card casting method and apparatus, device, storage medium, and program product | |
WO2024098628A9 (en) | Game interaction method and apparatus, terminal device, and computer-readable storage medium | |
CN117717780B (en) | Virtual character control method, device, electronic equipment and storage medium | |
CN115634450A (en) | Control method, control device, equipment and medium for virtual role | |
CN114832371A (en) | Method, device, storage medium and electronic device for controlling movement of virtual character | |
CN116510287A (en) | Game control method, game control device, electronic equipment and storage medium | |
WO2023221944A1 (en) | Virtual character control method and apparatus, and electronic device and storage medium | |
CN113996051A (en) | Method, device, equipment and storage medium for canceling and releasing game skills | |
CN117122897A (en) | Virtual character control method and device and electronic equipment | |
CN116650947A (en) | Game control method, game control device, electronic equipment and computer readable storage medium | |
CN116650948A (en) | Virtual character control method and device, electronic equipment and storage medium | |
CN118161861A (en) | Method and device for controlling virtual object in game, electronic equipment and storage medium | |
CN117122899A (en) | Method, device, equipment and medium for controlling virtual roles through touch equipment | |
CN117122895A (en) | Method, device, equipment and storage medium for controlling role evasion | |
CN117122893A (en) | Method and device for controlling characters in game, computer equipment and medium | |
CN117398691A (en) | Virtual object control method and device, storage medium and electronic equipment | |
CN116262173A (en) | Information processing method in game, electronic device, and computer-readable storage medium |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
PB01 | Publication | ||
PB01 | Publication | ||
SE01 | Entry into force of request for substantive examination | ||
SE01 | Entry into force of request for substantive examination | ||
GR01 | Patent grant |