CN118056585A - Virtual object control method, device, terminal and storage medium - Google Patents
Virtual object control method, device, terminal and storage medium Download PDFInfo
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Abstract
The application provides a virtual object control method, a virtual object control device, a virtual object control terminal and a virtual object storage medium, and belongs to the technical field of computers. The method comprises the following steps: displaying a first virtual object and a second virtual object in the virtual scene, wherein the second virtual object and the first virtual object are in hostile relation; in response to controlling the first virtual object to enter a sprint movement state, displaying virtual interactive props in a prop display range of the first virtual object, wherein the sprint movement state indicates that the first virtual object moves in a manner higher than walking movement speed; in the process that the first virtual object is in the sprint moving state, controlling the virtual interaction prop to move along with the first virtual object and gradually accumulating energy values; in response to controlling the first virtual object to exit the sprint movement state, the virtual interaction prop is displayed to engage in an antagonistic interaction with the second virtual object based on the accumulated energy value. According to the technical scheme, the interaction mode is increased, so that the man-machine interaction efficiency is improved, and the game experience of the user is improved.
Description
Technical Field
The present application relates to the field of computer technologies, and in particular, to a virtual object control method, device, terminal, and storage medium.
Background
With the development of multimedia technology and the diversification of terminal functions, the variety of games that can be played on terminals is increasing. The shooting game is a popular game, and can display a virtual scene in an interface of a game program and display a virtual object controlled by a current end user in the virtual scene.
In the related art, a user may control the virtual object to enter the sprint moving state, thereby improving the moving speed of the virtual object. However, only increasing the moving speed can result in a single interaction mode of the virtual object, so that the human-computer interaction efficiency is low, and the game experience of the user is affected.
Disclosure of Invention
The embodiment of the application provides a virtual object control method, a virtual object control device, a virtual object control terminal and a virtual object storage medium, which increase interaction modes, further improve man-machine interaction efficiency and improve game experience of users. The technical scheme is as follows:
in one aspect, a virtual object control method is provided, the method including:
Displaying a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object and the first virtual object are in hostile relation;
In response to controlling the first virtual object to enter a sprint movement state, displaying virtual interactive props in a prop display range of the first virtual object, wherein the sprint movement state indicates that the first virtual object moves in a manner higher than walking movement speed;
Controlling the virtual interaction prop to move along with the first virtual object and gradually accumulating energy values in the process that the first virtual object is in the sprint moving state;
Responsive to controlling the first virtual object to exit the sprint movement state, displaying the virtual interactive prop for antagonistic interaction with the second virtual object based on the accumulated energy value.
In another aspect, there is provided a virtual object control apparatus, the apparatus including:
The first display module is used for displaying a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object and the first virtual object are in hostile relation;
The second display module is used for responding to control of the first virtual object to enter a sprint moving state, displaying virtual interaction props in a props display range of the first virtual object, wherein the sprint moving state indicates that the first virtual object moves in a mode higher than walking moving speed;
The control module is used for controlling the virtual interaction prop to move along with the first virtual object and gradually accumulate energy values in the process that the first virtual object is in the sprint moving state;
And the third display module is used for responding to the control of the first virtual object to exit the sprint moving state and displaying that the virtual interaction prop performs antagonistic interaction with the second virtual object based on the accumulated energy value.
In some embodiments, the control module is configured to control the virtual interaction prop to move and gradually increase along with the first virtual object during the process that the first virtual object is in the sprint moving state, and the size of the virtual interaction prop is positively related to the size of the accumulated energy value.
In some embodiments, the control module is further configured to, in a process in which the first virtual object is in the sprint moving state, keep the virtual interaction prop unchanged if the accumulated energy value reaches an energy threshold, and display a new virtual interaction prop within a prop display range of the first virtual object; and controlling a plurality of virtual interaction props to move along with the first virtual object.
In some embodiments, the third display module is configured to display that the virtual interactive prop impacted the second virtual object in response to controlling the first virtual object to exit the sprint movement state; and based on the accumulated energy value, curtailing a health value of the second virtual object.
In some embodiments, the third display module is configured to display, in response to controlling the first virtual object to exit the sprint movement state, that the virtual interactive prop emits at least one energy beam to the second virtual object, the number of energy beams being positively correlated with the magnitude of the accumulated energy value; and clipping a health value of the second virtual object based on the energy value of the at least one energy beam.
In some embodiments, an absorption control is displayed in the virtual scene;
The apparatus further comprises:
The absorption module is used for responding to the triggering operation of the absorption control and controlling the first virtual object to absorb the virtual interaction prop;
And the lifting module is used for lifting the armor value of the first virtual object based on the accumulated energy value.
In some embodiments, the apparatus further comprises:
And the resisting module is used for controlling the virtual interaction prop to resist the virtual flight prop under the condition that the second virtual object is detected to transmit the virtual flight prop to the first virtual object.
In some embodiments, the third display module includes:
A first display unit, configured to respond to control of the first virtual object to exit the sprint moving state, and display, when the second virtual object is detected within an attack range of the virtual interaction prop, that the virtual interaction prop performs antagonistic interaction with the second virtual object based on the accumulated energy value;
And the second display unit is used for displaying that the virtual interaction prop interacts with the virtual building positioned in the attack range based on the accumulated energy value under the condition that the second virtual object is not detected in the attack range of the virtual interaction prop.
In some embodiments, the apparatus further comprises:
A skill display module for displaying a plurality of candidate skills in the virtual scene;
A skill adding module for adding a target skill of the plurality of candidate skills to a skill list of the first virtual object in response to a selection operation of the target skill, the target skill being used to generate the virtual interaction prop for the first virtual object when the first virtual object enters the sprint movement state.
In another aspect, a computer device is provided, the computer device including a processor and a memory for storing at least one segment of a computer program, the at least one segment of the computer program being loaded and executed by the processor to implement a virtual object control method in an embodiment of the application.
In another aspect, a computer readable storage medium having stored therein at least one segment of a computer program loaded and executed by a processor to implement a virtual object control method as in an embodiment of the present application is provided.
In another aspect, a computer program product is provided, including a computer program that is executed by a processor to implement the virtual object control method provided in the embodiment of the present application.
The embodiment of the application provides a virtual object control method, which can display a virtual interaction prop moving along with a first virtual object by controlling the first virtual object to enter a sprint moving state. And the virtual interactive prop is capable of gradually accumulating energy values while the first virtual object is in the sprint movement state. When the first virtual object is controlled to exit the sprint moving state, the virtual interaction prop can conduct antagonistic interaction with a second virtual object which is in hostile relation with the first virtual object based on the accumulated energy value. Therefore, the first virtual object is controlled to enter the sprint moving state, so that the moving speed of the first virtual object is improved, the first virtual object can be controlled to perform the antagonistic interaction with the second virtual object through the virtual interaction prop, the interaction mode is increased, the man-machine interaction efficiency is improved, and the game experience of a user is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for the description of the embodiments will be briefly described below, and it is apparent that the drawings in the following description are only some embodiments of the present application, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is an implementation environment of a virtual object control method provided in accordance with an embodiment of the present application;
FIG. 2 is a flow chart of a virtual object control method provided according to an embodiment of the present application;
FIG. 3 is a flow chart of another virtual object control method provided in accordance with an embodiment of the present application;
FIG. 4 is a schematic diagram of a virtual environment provided in accordance with an embodiment of the present application;
FIG. 5 is a schematic diagram of another virtual environment provided in accordance with an embodiment of the present application;
FIG. 6 is a schematic diagram of another virtual environment provided in accordance with an embodiment of the present application;
FIG. 7 is a schematic diagram of another virtual environment provided in accordance with an embodiment of the present application;
FIG. 8 is a schematic diagram of another virtual environment provided in accordance with an embodiment of the present application;
fig. 9 is a block diagram of a virtual object control apparatus provided according to an embodiment of the present application;
FIG. 10 is a block diagram of another virtual object control apparatus provided in accordance with an embodiment of the present application;
Fig. 11 is a block diagram of a terminal according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail with reference to the accompanying drawings.
The terms "first," "second," and the like in this disclosure are used for distinguishing between similar elements or items having substantially the same function and function, and it should be understood that there is no logical or chronological dependency between the terms "first," "second," and "n," and that there is no limitation on the amount and order of execution.
The term "at least one" in the present application means one or more, and the meaning of "a plurality of" means two or more.
It should be noted that, the information (including but not limited to user equipment information, user personal information, etc.), data (including but not limited to data for analysis, stored data, presented data, etc.), and signals related to the present application are all authorized by the user or are fully authorized by the parties, and the collection, use, and processing of the related data is required to comply with the relevant laws and regulations and standards of the relevant countries and regions. For example, the virtual scenes involved in the application are all acquired under the condition of full authorization.
Hereinafter, terms related to the present application will be explained.
Virtual scene: is a virtual scene that an application program displays (or provides) while running on a terminal. The virtual scene may be a simulation environment for the real world, a semi-simulation and semi-fictional virtual environment, or a pure fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual space, a 2.5-dimensional virtual space or a three-dimensional virtual space, and the dimension of the virtual scene is not limited in the embodiment of the present application. For example, the virtual scene includes sky, land, sea, etc., the land includes environmental elements of desert, city, etc., and the user can control the virtual object to move in the virtual scene.
Virtual object: refers to movable objects in a virtual scene. The movable object may be a virtual character, a virtual animal, a cartoon character, or the like. Such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in the virtual scene. The virtual object may be an avatar in the virtual scene for representing a user. A virtual scene may include a plurality of virtual objects, each virtual object having its own shape and volume in the virtual scene, occupying a portion of space in the virtual scene.
Alternatively, the virtual object may be a player character controlled by an operation on the client, an artificial intelligence (ARTIFICIAL INTELLIGENCE, AI) set in the virtual scene by training, or a Non-player character (Non-PLAYER CHARACTER, NPC) set in the virtual scene interaction. Alternatively, the virtual object may be a virtual character playing an athletic in a virtual scene. Optionally, the number of virtual objects participating in the interaction in the virtual scene may be preset, or may be dynamically determined according to the number of clients joining the interaction.
Antagonistic interaction behavior: refers to interaction behavior with the aim of eliminating the other party. The antagonistic interaction behavior may occur between any virtual objects, such as between user-controlled virtual objects, or between AI objects and user-controlled virtual objects. For example, in a role playing game, a user-controlled virtual character may launch an attack on other user-controlled virtual objects, AI objects, or NPC objects by a weapon such as a bow, long sword, long gun, or a skill such as an attack magic, to eliminate the attacked virtual object. In shooting games, the virtual object controlled by the user can attack the virtual object controlled by other users, the AI object or the NPC object through a virtual firearm, a virtual grenade and the like, so as to eliminate the attacked virtual object.
Taking shooting games as an example, a user may control a virtual object to freely fall, glide or open a parachute to fall in the sky of the virtual scene, run, jump, crawl, bend down and go forward on land, or control a virtual object to swim, float or dive in the ocean, or the like, and of course, the user may control a virtual object to move in the virtual scene by taking a virtual vehicle, for example, the virtual vehicle may be a virtual automobile, a virtual aircraft, a virtual yacht, or the like, and only the above scenes are exemplified. The user can also control the virtual object to perform antagonistic interaction with other virtual objects through the virtual interaction prop.
The virtual object control method provided by the embodiment of the application can be executed by the terminal. Next, an implementation environment of a virtual object control method according to an embodiment of the present application is described, and fig. 1 is a schematic diagram of an implementation environment of a virtual object control method according to an embodiment of the present application. Referring to fig. 1, the implementation environment includes a terminal 101 and a server 102.
The terminal 101 and the server 102 can be directly or indirectly connected through wired or wireless communication, and the present application is not limited herein.
In some embodiments, terminal 101 is, but is not limited to, a smart phone, tablet, notebook, desktop, smart speaker, smart watch, smart voice-interactive device, smart home appliance, vehicle-mounted terminal, etc. The terminal 101 installs and runs an application program supporting a virtual scene. The application may be any one of a First person shooter game (FPS), a third person shooter game, a multiplayer online tactical competition game (Multiplayer Online Battle ARENA GAMES, MOBA), a virtual reality application, a three-dimensional map program, or a multiplayer gunfight survival game. Illustratively, the terminal 101 is a terminal used by a user who uses the terminal 101 to operate virtual objects located in a virtual scene for activities including, but not limited to: adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, picking up, attacking, throwing. Illustratively, the virtual object is a virtual character, such as an emulated persona or a cartoon persona.
In some embodiments, the server 102 is a stand-alone physical server, can be a server cluster or a distributed system formed by a plurality of physical servers, and can also be a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs (Content Delivery Network, content delivery networks), and basic cloud computing services such as big data and artificial intelligence platforms. The server 102 is configured to provide background services for applications that support virtual scenarios. In some embodiments, the server 102 takes on primary computing work and the terminal 101 takes on secondary computing work; or server 102 takes on secondary computing work and terminal 101 takes on primary computing work; or the server 102 and the terminal 101 perform cooperative computing by adopting a distributed computing architecture.
In some embodiments, the virtual object controlled by the terminal 101 (hereinafter referred to as a controlled virtual object) and the virtual object controlled by the other terminal 101 (hereinafter referred to as other virtual objects) are in the same virtual scene, and at this time, the controlled virtual object may interact with other virtual objects in the virtual scene. In some embodiments, the controlled virtual object and other virtual objects may be hostile, e.g., the controlled virtual object and other virtual objects may belong to different teams and organizations, and the hostile virtual objects may be counter-interacted with each other by releasing skills from each other.
Those skilled in the art will recognize that the number of terminals may be greater or lesser. Such as the above-mentioned terminals may be only one, or the above-mentioned terminals may be several tens or hundreds, or more. The embodiment of the application does not limit the number of terminals and the equipment type.
Fig. 2 is a flowchart of a virtual object control method according to an embodiment of the present application, and as shown in fig. 2, in the embodiment of the present application, an example of execution by a terminal is described. The virtual object control method comprises the following steps:
201. the terminal displays a first virtual object and a second virtual object in the virtual scene, wherein the second virtual object and the first virtual object are in hostile relation.
In the embodiment of the application, the terminal is provided with an application program supporting a virtual scene. When the terminal runs the application program, a virtual scene can be displayed on a screen, and a first virtual object and a second virtual object are displayed in the virtual scene. The application program is logged in with a user account, and the user account is used for controlling the first virtual object. Wherein the first virtual object may be a cartoon character, a simulated character, a mechanical character, or the like. The second virtual object is a virtual object controlled by AI (ARTIFICIAL INTELLIGENCE ), that is, a virtual object controlled by a server based on an AI algorithm, and the second virtual object may also be a virtual object controlled by other users based on a terminal. The second virtual object may be one virtual object in the virtual scene, or may be a plurality of virtual objects in the virtual scene.
Since the second virtual object is a virtual object hostile to the first virtual object, the second virtual object can launch an attack on the first virtual object in the virtual scene to cut down the health value of the first virtual object. Similarly, the first virtual object may also launch an attack on the second virtual object to reduce the health value of the second virtual object.
202. And responding to the control of the first virtual object to enter a sprint moving state, wherein the terminal displays virtual interaction props in the prop display range of the first virtual object, and the sprint moving state indicates that the first virtual object moves in a mode higher than the walking moving speed.
In an embodiment of the present application, the first virtual object includes a plurality of movement states, such as slow walking, crawling or sprinting. The moving speed of the first virtual object in the sprint moving state is higher than the moving speed in the walking moving state, and can also be higher than the moving speeds in other moving states. After the first virtual object enters the sprint moving state, the first virtual object can do uniform motion or even acceleration motion, and the embodiment of the application is not limited to the uniform motion.
When the first virtual object is controlled to enter a sprint moving state, the terminal can display virtual interaction props in a prop display range of the first virtual object. The prop display range may be a circular area within a certain range centered on the first virtual object, an area in front of the first virtual object, an area on the left side of the first virtual object or an area on the right side of the virtual object, and the like. The virtual interactive prop can be displayed at any position within the prop display range. The virtual interactive prop may be an energy sphere, an energy stone, or a polymer synthesized from sand around the first virtual object in the virtual environment, or the like. Alternatively, the size of the virtual interactive prop may be limited or infinitely large. The number of the virtual interactive props can be one or a plurality of virtual interactive props. The embodiment of the application does not limit the size and the number of the virtual interactive props.
203. And in the process that the first virtual object is in the sprint moving state, the terminal controls the virtual interaction prop to move along with the first virtual object and gradually accumulate energy values.
In the embodiment of the application, taking a circular area with a prop display range in a certain range with a first virtual object as a center as an example, in the process that the first virtual object is in a sprint moving state, the prop display range moves along with the movement of the first virtual object, and correspondingly, in the process that the first virtual object performs sprint movement, the terminal can control the virtual interaction prop to move along with the first virtual object.
Optionally, the virtual interactive prop is an energy storage prop, so the virtual interactive prop can also gradually accumulate energy values in the process of following the movement of the first virtual object. The magnitude of the accumulated energy value of the virtual interactive prop is positively correlated with the time when the first virtual object is in the sprint moving state. The longer the first virtual object is in the sprint moving state, the more energy values the virtual interactive prop has accumulated; the shorter the first virtual object is in the sprint movement state, the less energy value the virtual interactive prop has accumulated.
Optionally, the amount of energy that the virtual interactive prop has accumulated can affect the size or number of virtual interactive props. The virtual interactive prop becomes progressively larger as the value of the accumulated energy increases. Or the number of virtual interactive props is gradually increased.
204. In response to controlling the first virtual object to exit the sprint movement state, the terminal displays that the virtual interaction prop is performing an antagonistic interaction with the second virtual object based on the accumulated energy value.
In the embodiment of the application, since the first virtual object and the second virtual object are in hostile relation, the first virtual object and the second virtual object can perform antagonistic interaction in the virtual scene. The antagonistic interaction refers to an interaction behavior aiming at eliminating the other party, and the interaction behavior can cut down the health value of the first virtual object or the second virtual object. The interaction behavior includes, but is not limited to, the first virtual object attacking the second virtual object using the virtual interaction prop. Because the virtual interaction prop can gradually accumulate energy values in the process that the first virtual object is in the sprint moving state, and the first virtual object can perform antagonistic interaction with the second virtual object through the virtual interaction prop. Therefore, under the condition that the first virtual object exits the sprint moving state, the virtual interactive prop stops storing energy and attacks towards the direction of the second virtual object. The virtual interactive prop cuts down the health value of the second virtual object based on the accumulated energy value.
The embodiment of the application provides a virtual object control method, which can display a virtual interaction prop moving along with a first virtual object by controlling the first virtual object to enter a sprint moving state. And the virtual interactive prop is capable of gradually accumulating energy values while the first virtual object is in the sprint movement state. When the first virtual object is controlled to exit the sprint moving state, the virtual interaction prop can conduct antagonistic interaction with a second virtual object which is in hostile relation with the first virtual object based on the accumulated energy value. Therefore, the first virtual object is controlled to enter the sprint moving state, so that the moving speed of the first virtual object is improved, the first virtual object can be controlled to perform the antagonistic interaction with the second virtual object through the virtual interaction prop, the interaction mode is increased, the man-machine interaction efficiency is improved, and the game experience of a user is improved.
Fig. 3 is a flowchart of another virtual object control method according to an embodiment of the present application, as shown in fig. 3, and in the embodiment of the present application, an example of execution by a terminal is described. The virtual object control method comprises the following steps:
301. the terminal displays a plurality of candidate skills in the virtual scene.
In the embodiment of the application, an application program supporting a virtual scene, which is a three-dimensional space in shooting games, can be run in the terminal. The user account logged on the terminal may control the virtual object to participate in the game play, and at some moments of the game play, a plurality of candidate skills are displayed in the virtual scene. The user account logged on the terminal can select a plurality of candidate skills, so that a plurality of skills are added to the virtual object controlled by the user account. Wherein the plurality of candidate skills may be of different types, such as sprint energy storage flow, survival flow, control flow, and blast flow. Different types of skills can have different effects, and embodiments of the present application are not limited in this regard.
In some embodiments, the virtual object control method may be applied to PVE (Player VS Environment, player against environment) modes in shooting-type games. The PVE pattern includes 4 game levels, wherein the first three game levels are normal levels and the fourth game level is a boss (monster) level. The PVE mode requires three virtual objects controlled by user account numbers logged on to the terminal to be teamed before entering the PVE mode. Because the break-over time of the first three game stages is a fixed value, when the virtual object is controlled to break-over, if the break-over target of the game stage is not completed within the specified break-over time, the break-over is considered to be failed. Or the elimination of the whole person in the process of rushing the joint also considers the failure of rushing the joint. In the process of breaking the first three game checkpoints, the virtual object controlled by the user account can acquire some skills randomly. And the skills acquired from the first three game stages can be combined to construct a skill list of the virtual object.
302. In response to a selection operation of a target skill of the plurality of candidate skills, the terminal adds the target skill to a skill list of the first virtual object, the target skill being used to generate a virtual interaction prop for the first virtual object when the first virtual object enters the sprint movement state.
In the embodiment of the application, a first virtual object is displayed in a virtual scene displayed by a terminal, and the first virtual object is a virtual object controlled by a user account logged in by the terminal. If the target skill is required to be set as the skill owned by the first virtual object, the user account may select the target skill from the plurality of candidate skills so that the terminal can add the target skill to the skill list of the first virtual object. The target skills are used for generating virtual interaction props for the first virtual object when the first virtual object enters the sprint moving state. The skills in the skill list are skills owned by the first virtual object, and the target skills can be set as the skills owned by the first virtual object by adding the target skills to the skill list. By using the target skill, the terminal can generate a virtual interaction prop for the first virtual object when controlling the first virtual object to enter the sprint moving state. The first virtual object may be counter-interacting with other virtual objects through the virtual interaction prop. The sprint moving state is one of a plurality of moving states of the first virtual object, and the moving speed of the first virtual object in the sprint moving state is higher than that in other moving states.
For example, fig. 4 is a schematic diagram of a virtual scene provided according to an embodiment of the present application. Referring to fig. 4, the virtual scene is shown with a plurality of candidate skills. The plurality of candidate skills are different types of skills including deep dizziness 401 in a stun stream, energy storage shock 402 in a sprint energy storage stream, and blast magazine 403 in a blast stream. The user may select any one of a plurality of candidate skills displayed in the virtual scene as the skill of the first virtual object.
303. The terminal displays a first virtual object and a second virtual object in the virtual scene, wherein the second virtual object and the first virtual object are in hostile relation.
In the embodiment of the present application, the second virtual object may be a virtual object controlled by an AI, that is, a virtual object controlled by a server based on an AI algorithm; the second virtual object may also be a virtual object manipulated by other users. Alternatively, the second virtual object may refer to one virtual object in the virtual scene, or may refer to a plurality of virtual objects in the virtual scene. Because the second virtual object is in hostile relation with the first virtual object, the second virtual object can launch an attack on the first virtual object in the virtual scene to cut down the health value of the first virtual object. Similarly, the first virtual object may also launch an attack on the second virtual object to reduce the health value of the second virtual object.
For example, fig. 5 is a schematic diagram of another virtual scene provided according to an embodiment of the present application. Referring to fig. 5, the virtual scene is displayed with a first virtual object 501 and a second virtual object 502. The first virtual object 501 is in hostile relationship with the second virtual object 502.
304. And responding to the control of the first virtual object to enter a sprint moving state, wherein the terminal displays virtual interaction props in the prop display range of the first virtual object, and the sprint moving state indicates that the first virtual object moves in a mode higher than the walking moving speed.
In an embodiment of the present application, the first virtual object includes a plurality of movement states, such as slow walking, crawling or sprinting. After the first virtual object enters the sprint moving state, the first virtual object can do uniform motion or even acceleration motion, and the embodiment of the application is not limited to the uniform motion. Because the target skill is used for generating the virtual interaction prop for the first virtual object when the first virtual object enters the sprint moving state, the terminal can display the virtual interaction prop in the prop display range of the first virtual object when the first virtual object is controlled to enter the sprint moving state. The virtual interactive prop can be an energy ball, an energy stone, a virtual shell, a virtual arrow or a polymer synthesized by sand around the first virtual object in the virtual environment. The specific explanation of the prop display range is referred to above in step 202, and will not be described herein.
For example, fig. 6 is a schematic diagram of another virtual scene provided according to an embodiment of the present application. Referring to fig. 6, the virtual scene is displayed with a first virtual object 601, a virtual interactive prop 602, and a prop display scope 603. The virtual interactive prop 602 is an energy sphere that is located within a prop display range 603 of the first virtual object 601.
305. And in the process that the first virtual object is in the sprint moving state, the terminal controls the virtual interaction prop to move along with the first virtual object and gradually accumulate energy values.
In the embodiment of the application, the virtual interaction prop displayed in the prop display range moves along with the movement of the first virtual object, so that the terminal can control the virtual interaction prop to move along with the first virtual object in the process of the sprint movement of the first virtual object.
Optionally, the virtual interactive prop is an energy storage prop, so the virtual interactive prop can also gradually accumulate energy values in the process of following the movement of the first virtual object. Wherein the accumulated energy value of the virtual interactive prop is positively correlated with the time when the first virtual object is in the sprint moving state. The longer the first virtual object is in the sprint moving state, the more energy values are accumulated by the virtual interactive prop; the shorter the first virtual object is in the sprint movement state, the less energy value the virtual interaction prop accumulates.
For example, fig. 7 is a schematic diagram of another virtual scene provided according to an embodiment of the present application. Referring to fig. 7, the virtual scene is shown with a first virtual object 701 and a virtual interactive prop 702. The virtual interactive prop 702 is an energy ball, the energy ball gradually accumulates energy values during the process that the first virtual object 701 is in the sprint moving state, and the shadow part in the virtual interactive prop 702 is the accumulated energy value of the virtual interactive prop 702.
In some embodiments, the morphology of the virtual interactive prop changes as energy values accumulate during the time the first virtual object is in the sprint movement state. Accordingly, the terminal controls the virtual interactive prop to move along with the first virtual object by executing the following step (1) or executing the following steps (1) and (2).
(1) In the process that the first virtual object is in the sprint moving state, the terminal controls the virtual interaction prop to move along with the first virtual object and gradually increase, and the size of the virtual interaction prop is positively correlated with the size of the accumulated energy value.
In the embodiment of the application, the accumulated energy value of the virtual interactive prop is positively correlated with the time when the first virtual object is in the sprint moving state, and the accumulated energy value of the virtual interactive prop is positively correlated with the accumulated energy value. Thus, the longer the first virtual object is in the sprint movement state, the more energy values the virtual interaction prop accumulates, the larger the virtual interaction prop. Similarly, the shorter the first virtual object is in the sprint movement state, the less the accumulated energy value of the virtual interaction prop, the smaller the virtual interaction prop. Optionally, the virtual interactive prop is an energy ball, and as the time that the first virtual object is in the sprint moving state increases gradually, the energy value accumulated by the energy ball increases gradually, and the energy ball also increases gradually. Because the size of the virtual interaction prop is positively correlated with the accumulated energy value, the virtual interaction prop can be gradually increased in the process of following the movement of the first virtual object, and the display mode of the virtual interaction prop is enriched.
(2) In the process that the first virtual object is in the sprint moving state, under the condition that the accumulated energy value reaches the energy threshold value, the terminal keeps the virtual interaction prop unchanged, and displays a new virtual interaction prop in the prop display range of the first virtual object; the terminal controls the plurality of virtual interaction props to move along with the first virtual object.
In the embodiment of the application, the magnitude of the virtual interactive prop is positively correlated with the magnitude of the accumulated energy value, so that the accumulated energy value of the virtual interactive prop is gradually increased along with the gradual increase of the virtual interactive prop. However, since the size of the virtual interactive prop is limited, when the virtual interactive prop grows to a maximum, that is, when the energy value that the virtual interactive prop has accumulated reaches an energy threshold. And at the moment, in the process that the first virtual object is still in the sprint moving state, the terminal can keep the original virtual interaction prop unchanged, and a new virtual interaction prop is generated. And displaying the new virtual interactive prop in the prop display range of the first virtual object. The newly generated virtual interactive prop is the same as the original virtual interactive prop, and moves along with the first virtual object and gradually accumulates energy values until the accumulated energy value of the virtual interactive prop reaches the energy threshold. Under the condition that the energy value of the virtual interaction prop reaches the energy threshold value, a new virtual interaction prop is generated by reserving the original virtual interaction prop, so that a plurality of virtual interaction props can be displayed around the first virtual object, and the display mode of the virtual interaction props is enriched.
It should be noted that, since the virtual interactive prop has a certain attack range, the second virtual object may or may not be within the attack range of the virtual interactive prop. Under the condition that a second virtual object is detected in the attack range of the virtual interaction prop, the terminal executes the following step 306; in case that the second virtual object is not detected within the attack range of the virtual interactive prop, the terminal performs the following step 307.
306. And responding to the control of the first virtual object to exit the sprint moving state, and displaying the virtual interaction prop to perform antagonistic interaction with the second virtual object based on the accumulated energy value under the condition that the second virtual object is detected in the attack range of the virtual interaction prop.
In the embodiment of the application, when the terminal controls the first virtual object to exit the sprint moving state, the virtual interactive prop stops accumulating the energy value. Because the first virtual object and the second virtual object are in hostile relation, under the condition that the second virtual object is detected in the attack range of the virtual interaction prop, the terminal can control the first virtual object to perform antagonistic interaction with the second virtual object through the virtual interaction prop, namely, the first virtual object can initiate attack on the second virtual object through the virtual interaction prop, so that the virtual interaction prop can cut down the health value of the second virtual object based on the accumulated energy value. The attack range may be a circular area within a certain range centered on the first virtual object, and the range size is not limited in the embodiment of the present application. For example, the radius of the circular area may be 5 meters, 10 meters, 15 meters, etc. The attack range may be within a virtual scene range that the first virtual object can observe, or may be within a virtual scene range that the first virtual object cannot observe. Optionally, in the case that a plurality of second virtual objects exist in the attack range of the virtual interaction prop, the terminal can display that the virtual interaction prop performs the antagonistic interaction with the second virtual object closest to the first virtual object based on the accumulated energy value.
For example, fig. 8 is a schematic diagram of another virtual scene provided according to an embodiment of the present application. Referring to fig. 8, the virtual scene is displayed with a first virtual object 801, a virtual interaction prop 802, and a second virtual object 803. At this point, the first virtual object 801 exits the sprint movement state, and the virtual interaction prop 802 is able to perform an antagonistic interaction with the second virtual object 803 based on the accumulated energy value. Wherein the shaded portion in the virtual interactive prop 802 is the amount of energy that the virtual interactive prop 802 has accumulated. The virtual interactive prop 802 is an energy sphere. The second virtual object 803 is located within an attack range 804 of the virtual interaction prop 802.
In some embodiments, an attack control is also displayed in the virtual scene, where the attack control is configured to control the virtual interactive prop to launch an attack on the second virtual object after triggering. Correspondingly, in response to controlling the first virtual object to exit the sprint moving state and triggering operation of an attack control in the virtual scene, displaying the virtual interaction prop to perform antagonistic interaction with the second virtual object based on the accumulated energy value under the condition that the second virtual object is detected within the attack range of the virtual interaction prop. The user account logged on the terminal can execute triggering operation on the attack control, and the terminal responds to the triggering operation to display that the virtual interaction prop performs antagonistic interaction with the second virtual object based on the accumulated energy value under the condition that the first virtual object is controlled to exit from the sprint moving state. The second virtual object is located within an attack range of the virtual interaction prop.
In some embodiments, the virtual interactive prop is configured to interact with the second virtual object in a manner that includes a plurality of interactions. Correspondingly, the terminal controls the first virtual object to conduct the antagonistic interaction with the second virtual object through the virtual interaction prop through the following step (1) or (2).
(1) Responding to the control of the first virtual object to exit the sprint moving state, and displaying that the virtual interaction prop impacts the second virtual object by the terminal; based on the accumulated energy values, the terminal cuts down the health value of the second virtual object.
In the embodiment of the application, under the condition that the first virtual object is controlled to exit the sprint moving state, the terminal can display that the virtual interaction prop impacts the second virtual object. Because the virtual interaction prop can gradually accumulate energy values in the process that the first virtual object is in the sprint moving state, after the virtual interaction prop impacts the second virtual object, the terminal can cut down the health value of the second virtual object based on the accumulated energy values of the virtual interaction prop. Wherein the magnitude of the accumulated energy value of the virtual interactive prop is positively correlated with the magnitude of the health value clipped by the second virtual object. The more the energy values accumulated by the virtual interactive prop are, the more the health values reduced by the second virtual object are; the less energy values the virtual interactive prop has accumulated, the less health values the second virtual object cuts down. Optionally, the amount of energy that the virtual interactive prop has accumulated can also affect the speed at which the virtual interactive prop impacts. The more energy values the virtual interactive prop has accumulated, the faster the virtual interactive prop impacts the second virtual object. By displaying that the virtual interaction prop impacts the second virtual object, the terminal can conduct antagonistic interaction with the second virtual object based on the virtual interaction prop, and therefore an interaction mode is increased, and human-computer interaction efficiency is improved.
(2) In response to controlling the first virtual object to exit the sprint movement state, the terminal displays that the virtual interactive prop emits at least one energy beam to the second virtual object, the number of the energy beams being positively correlated to the magnitude of the accumulated energy value; the terminal cuts down a health value of the second virtual object based on an energy value of the at least one energy beam.
In the embodiment of the application, under the condition that the first virtual object is controlled to exit the sprint moving state, the terminal can display the virtual interaction prop to emit at least one energy beam to the second virtual object. Because the virtual interactive prop can gradually accumulate energy values in the process that the first virtual object is in the sprint moving state, and the quantity of the energy beams is positively correlated with the accumulated energy values of the virtual interactive prop. Thus, based on the amount of energy that the virtual interactive prop has accumulated, the terminal is able to determine the number of energy beams that the virtual interactive prop can emit. And clipping the health value of the second virtual object based on the energy value of the at least one energy beam emitted by the virtual interactive prop. The energy value required for emitting one energy beam is a fixed value, so that the more the energy value accumulated by the virtual interactive prop is, the more the number of energy beams can be emitted by the virtual interactive prop is. And the greater the number of energy beams, the greater the health value of the second virtual object that the terminal cuts down. The virtual interaction prop is displayed to emit the energy beam to the second virtual object, so that the terminal can control the virtual interaction prop to perform the antagonistic interaction with the second virtual object in the form of the energy beam, the interaction mode is further increased, and the man-machine interaction efficiency is improved.
In some embodiments, the target skills are skills in a sprint energy storage stream, and the attack effect of the virtual interactive prop is different based on different target skills. Accordingly, in response to controlling the first virtual object to exit the second movement state, determining an attack effect of the virtual interaction prop based on the target skill; under the condition that the attack effect is the first attack effect, the terminal displays that the virtual interaction prop attacks the second virtual object, and under the condition that the virtual interaction prop hits the second virtual object, the armor value of the second virtual object is reduced; under the condition that the attack effect is the second attack effect, controlling the virtual interaction prop to attack the second virtual object, and under the condition that the virtual interaction prop hits the second virtual object, performing electric shock on the second virtual object; and under the condition that the attack effect is the third attack effect, controlling the virtual interaction prop to attack the second virtual object, and under the condition that the virtual interaction prop hits the second virtual object, causing force field impact to the second virtual object. Wherein the skills in the sprint energy storage flow include: broken nails of energy storage, clicking of energy storage, force fields of energy storage, and the like. Under the condition that the target skill is energy storage broken, the attack effect of the target skill is a first attack effect, namely the energy storage broken is used for indicating that when the virtual object is controlled to enter a sprint moving state, the generated virtual interaction prop can cut the armor value of the second virtual object based on the accumulated energy value. Under the condition that the target skill is energy storage electric shock, the attack effect of the target skill is a second attack effect, namely the energy storage electric shock is used for indicating that when the virtual object is controlled to enter a sprint moving state, the generated virtual interaction prop can shock the second virtual object based on the accumulated energy value. Under the condition that the target skill is an energy storage force field, the attack effect of the target skill is a third attack effect, namely the energy storage force field is used for indicating that when the virtual object is controlled to enter a sprint moving state, the generated virtual interaction prop can cause force field impact on the second virtual object based on the accumulated energy value.
307. And responding to the control of the first virtual object to exit the sprint moving state, and displaying the virtual interaction prop to interact with the virtual building in the attack range based on the accumulated energy value by the terminal under the condition that the second virtual object is not detected in the attack range of the virtual interaction prop.
In the embodiment of the application, the virtual interactive prop not only can launch attack on the second virtual object, but also can destroy the virtual building positioned in a certain area around the first virtual object. Therefore, under the condition that the second virtual object is not detected in the attack range of the virtual interaction prop, the terminal can control the first virtual object to interact with the virtual building in the attack range based on the accumulated energy value through the virtual interaction prop. The attack range may be a circular area within a certain range, which is within a range of a virtual scene that can be observed by the first virtual object and is centered on the first virtual object, and the range size is not limited in the embodiment of the present application.
In some embodiments, an absorption control is further displayed in the virtual scene, and the virtual interaction prop can be absorbed by triggering the absorption control. Correspondingly, responding to the triggering operation of the absorption control, and controlling the first virtual object to absorb the virtual interaction prop by the terminal; based on the accumulated energy values, the armor value of the first virtual object is promoted. The user account logged in on the terminal can execute triggering operation on the absorbing control, and the terminal responds to the triggering operation to control the first virtual object to absorb the virtual interaction prop. Because the virtual interaction prop can gradually accumulate energy values in the process that the first virtual object is in the sprint moving state, the terminal can promote the armor value of the first virtual object based on the accumulated energy values in the process that the first virtual object absorbs the virtual interaction prop. The armor value can reflect the defensive power of the first virtual object, and the size of the armor value is positively correlated with the defensive power. Namely, the higher the armor value is, the stronger the defensive power of the first virtual object is; the lower the armor value, the weaker the defensive power of the first virtual object. By triggering the absorption control, the terminal can control the first virtual object to absorb the virtual interaction prop, so that the first virtual object can improve the armor value of the terminal based on the energy value of the virtual interaction prop. The game playing performance is improved, the interaction mode is increased, and then the man-machine interaction efficiency is improved.
In some embodiments, the virtual interactive prop can also act as a defensive prop, resisting the attack of the second virtual object on the first virtual object. Correspondingly, under the condition that the second virtual object is detected to emit the virtual flying prop to the first virtual object, the terminal controls the virtual interaction prop to resist the virtual flying prop. The second virtual object can launch virtual flying props to the first virtual object to reduce the health value of the first virtual object because the second virtual object is in hostile relation with the first virtual object. Because the virtual interaction prop can be used as an attack prop, attack can be initiated on the second virtual object. The virtual interaction prop can also be used as a defense prop to resist the virtual flying prop emitted by the second virtual object to the first virtual object, so that the influence of the virtual flying prop on the health value of the first virtual object is avoided. The virtual flying prop can be a virtual bullet, a virtual missile or a virtual shell, etc. The first virtual object can resist the attack of other virtual objects based on the virtual interaction prop by controlling the virtual interaction prop to resist the virtual interaction prop emitted by the second virtual object. The game playing performance is improved, the interaction mode is increased, and then the man-machine interaction efficiency is improved.
The embodiment of the application provides a virtual object control method, which can display a virtual interaction prop moving along with a first virtual object by controlling the first virtual object to enter a sprint moving state. And the virtual interactive prop is capable of gradually accumulating energy values while the first virtual object is in the sprint movement state. When the first virtual object is controlled to exit the sprint moving state, the virtual interaction prop can conduct antagonistic interaction with a second virtual object which is in hostile relation with the first virtual object based on the accumulated energy value. Therefore, the first virtual object is controlled to enter the sprint moving state, so that the moving speed of the first virtual object is improved, the first virtual object can be controlled to perform the antagonistic interaction with the second virtual object through the virtual interaction prop, the interaction mode is increased, the man-machine interaction efficiency is improved, and the game experience of a user is improved.
Fig. 9 is a block diagram of a virtual object control apparatus according to an embodiment of the present application. The apparatus is configured to perform the steps when the virtual object control method is performed, and referring to fig. 9, the apparatus includes: a first display module 901, a second display module 902, a control module 903, and a third display module 904.
The first display module 901 is configured to display a first virtual object and a second virtual object in a virtual scene, where the second virtual object and the first virtual object are in a hostile relationship;
A second display module 902, configured to display a virtual interactive prop within a prop display range of the first virtual object in response to controlling the first virtual object to enter a sprint movement state, where the sprint movement state indicates that the first virtual object moves in a manner higher than a walking movement speed;
The control module 903 is configured to control the virtual interactive prop to move along with the first virtual object and gradually accumulate an energy value in a process that the first virtual object is in a sprint moving state;
A third display module 904 for displaying, in response to controlling the first virtual object to exit the sprint movement state, the virtual interactive prop for antagonistic interaction with the second virtual object based on the accumulated energy value.
In some embodiments, the control module 903 is configured to control the virtual interactive prop to move and gradually increase along with the first virtual object during the process that the first virtual object is in the sprint moving state, where the size of the virtual interactive prop is positively related to the size of the accumulated energy value.
In some embodiments, the control module 903 is further configured to, in a process that the first virtual object is in the sprint moving state, keep the virtual interaction prop unchanged when the accumulated energy value reaches the energy threshold value, and display a new virtual interaction prop within the prop display range of the first virtual object; a plurality of virtual interactive props are controlled to move along with the first virtual object.
In some embodiments, a third display module 904 is configured to display that the virtual interactive prop is striking the second virtual object in response to controlling the first virtual object to exit the sprint movement state; based on the accumulated energy values, the health value of the second virtual object is clipped.
In some embodiments, a third display module 904 is configured to display, in response to controlling the first virtual object to exit the sprint movement state, that the virtual interactive prop emits at least one energy beam to the second virtual object, the number of energy beams being positively correlated with the magnitude of the accumulated energy value; and based on the energy value of the at least one energy beam, curtailing the health value of the second virtual object.
In some embodiments, the virtual scene has an absorption control displayed therein;
fig. 10 is a block diagram of another virtual object control apparatus according to an embodiment of the present application. Referring to fig. 10, the apparatus further includes:
The absorbing module 905 is configured to control, in response to a triggering operation on the absorbing control, the first virtual object to absorb the virtual interaction prop;
A lifting module 906 is configured to lift the armor value of the first virtual object based on the accumulated energy value.
In some embodiments, referring to fig. 10, the apparatus further comprises:
and a blocking module 907 for controlling the virtual interactive prop to block the virtual flying prop in case that the second virtual object is detected to transmit the virtual flying prop to the first virtual object.
In some embodiments, referring to fig. 10, the third display module 904 includes:
A first display unit 1001, configured to display, in response to controlling the first virtual object to exit from the sprint moving state, that the virtual interaction prop performs an antagonistic interaction with the second virtual object based on the accumulated energy value, in a case where the second virtual object is detected within an attack range of the virtual interaction prop;
And a second display unit 1002, configured to display that, when the second virtual object is not detected within the attack range of the virtual interactive prop, the virtual interactive prop interacts with the virtual building located within the attack range based on the accumulated energy value.
In some embodiments, referring to fig. 10, the apparatus further comprises:
a skill display module 908 for displaying a plurality of candidate skills in a virtual scene;
A skill adding module 909 for adding a target skill to the skill list of the first virtual object in response to a selection operation of the target skill from the plurality of candidate skills, the target skill being used to generate a virtual interaction prop for the first virtual object when the first virtual object enters the sprint movement state.
The embodiment of the application provides a virtual object control device which can display a virtual interaction prop moving along with a first virtual object by controlling the first virtual object to enter a sprint moving state. And the virtual interactive prop is capable of gradually accumulating energy values while the first virtual object is in the sprint movement state. When the first virtual object is controlled to exit the sprint moving state, the virtual interaction prop can conduct antagonistic interaction with a second virtual object which is in hostile relation with the first virtual object based on the accumulated energy value. Therefore, the first virtual object is controlled to enter the sprint moving state, so that the moving speed of the first virtual object is improved, the first virtual object can be controlled to perform the antagonistic interaction with the second virtual object through the virtual interaction prop, the interaction mode is increased, the man-machine interaction efficiency is improved, and the game experience of a user is improved.
It should be noted that: in the virtual object control device provided in the above embodiment, when an application program is running, only the division of the above functional modules is used for illustration, in practical application, the above functional allocation may be performed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules, so as to complete all or part of the functions described above. In addition, the virtual object control device and the virtual object control method provided in the foregoing embodiments belong to the same concept, and specific implementation processes thereof are detailed in the method embodiments, which are not repeated herein.
Fig. 11 is a block diagram illustrating a structure of a terminal 1100 according to an embodiment of the present application. The terminal 1100 may be a portable mobile terminal such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion picture expert compression standard audio plane 3), an MP4 (Moving Picture Experts Group Audio Layer IV, motion picture expert compression standard audio plane 4) player, a notebook computer, or a desktop computer. Terminal 1100 may also be referred to by other names of user devices, portable terminals, laptop terminals, desktop terminals, and the like.
Generally, the terminal 1100 includes: a processor 1101 and a memory 1102.
The processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1101 may be implemented in at least one hardware form of DSP (DIGITAL SIGNAL Processing), FPGA (Field-Programmable gate array), PLA (Programmable Logic Array ). The processor 1101 may also include a main processor, which is a processor for processing data in an awake state, also called a CPU (Central Processing Unit ), and a coprocessor; a coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1101 may be integrated with a GPU (Graphics Processing Unit, image processor) for rendering and drawing of content required to be displayed by the display screen. In some embodiments, the processor 1101 may also include an AI (ARTIFICIAL INTELLIGENCE ) processor for processing computing operations related to machine learning.
Memory 1102 may include one or more computer-readable storage media, which may be non-transitory. Memory 1102 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1102 is used to store at least one computer program for execution by processor 1101 to implement the virtual object control method provided by the method embodiments of the present application.
In some embodiments, the terminal 1100 may further optionally include: a peripheral interface 1103 and at least one peripheral. The processor 1101, memory 1102, and peripheral interface 1103 may be connected by a bus or signal lines. The individual peripheral devices may be connected to the peripheral device interface 1103 by buses, signal lines or circuit boards. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1104, a display screen 1105, a camera assembly 1106, audio circuitry 1107, and a power supply 1108.
A peripheral interface 1103 may be used to connect I/O (Input/Output) related at least one peripheral device to the processor 1101 and memory 1102. In some embodiments, the processor 1101, memory 1102, and peripheral interface 1103 are integrated on the same chip or circuit board; in some other embodiments, any one or both of the processor 1101, memory 1102, and peripheral interface 1103 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
The Radio Frequency circuit 1104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1104 communicates with a communication network and other communication devices via electromagnetic signals. The radio frequency circuit 1104 converts an electrical signal into an electromagnetic signal for transmission, or converts a received electromagnetic signal into an electrical signal. In some embodiments, the radio frequency circuit 1104 includes: antenna systems, RF transceivers, one or more amplifiers, tuners, oscillators, digital signal processors, codec chipsets, subscriber identity module cards, and so forth. The radio frequency circuitry 1104 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the world wide web, metropolitan area networks, intranets, generation mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and/or WiFi (WIRELESS FIDELITY ) networks. In some embodiments, the radio frequency circuit 1104 may further include NFC (NEAR FIELD Communication) related circuits, which is not limited by the present application.
The display screen 1105 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display 1105 is a touch display, the display 1105 also has the ability to collect touch signals at or above the surface of the display 1105. The touch signal may be input to the processor 1101 as a control signal for processing. At this time, the display screen 1105 may also be used to provide virtual buttons and/or virtual keyboards, also referred to as soft buttons and/or soft keyboards. In some embodiments, the display 1105 may be one and disposed on the front panel of the terminal 1100; in other embodiments, the display 1105 may be at least two, respectively disposed on different surfaces of the terminal 1100 or in a folded design; in other embodiments, the display 1105 may be a flexible display disposed on a curved surface or a folded surface of the terminal 1100. Even more, the display 1105 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The display screen 1105 may be made of materials such as an LCD (Liquid CRYSTAL DISPLAY) and an OLED (Organic Light-Emitting Diode).
The camera assembly 1106 is used to capture images or video. In some embodiments, the camera assembly 1106 includes a front camera and a rear camera. Typically, the front camera is disposed on the front panel of the terminal and the rear camera is disposed on the rear surface of the terminal. In some embodiments, the at least two rear cameras are any one of a main camera, a depth camera, a wide-angle camera and a tele camera, so as to realize that the main camera and the depth camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting and Virtual Reality (VR) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1106 may also include a flash. The flash lamp can be a single-color temperature flash lamp or a double-color temperature flash lamp. The dual-color temperature flash lamp refers to a combination of a warm light flash lamp and a cold light flash lamp, and can be used for light compensation under different color temperatures.
The audio circuit 1107 may include a microphone and a speaker. The microphone is used for collecting sound waves of users and environments, converting the sound waves into electric signals, and inputting the electric signals to the processor 1101 for processing, or inputting the electric signals to the radio frequency circuit 1104 for voice communication. For purposes of stereo acquisition or noise reduction, a plurality of microphones may be provided at different portions of the terminal 1100, respectively. The microphone may also be an array microphone or an omni-directional pickup microphone. The speaker is used to convert electrical signals from the processor 1101 or the radio frequency circuit 1104 into sound waves. The speaker may be a conventional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only the electric signal can be converted into a sound wave audible to humans, but also the electric signal can be converted into a sound wave inaudible to humans for ranging and other purposes. In some embodiments, the audio circuit 1107 may also include a headphone jack.
A power supply 1108 is used to power the various components in terminal 1100. The power supply 1108 may be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power source 1108 comprises a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, terminal 1100 also includes one or more sensors 1109. The one or more sensors 1109 include, but are not limited to: acceleration sensor 1110, gyroscope sensor 1111, pressure sensor 1112, optical sensor 1113, and proximity sensor 1114.
The acceleration sensor 1110 may detect the magnitudes of accelerations on three coordinate axes of a coordinate system established with the terminal 1100. For example, the acceleration sensor 1110 may be used to detect components of gravitational acceleration in three coordinate axes. The processor 1101 may control the display screen 1105 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal acquired by the acceleration sensor 1110. Acceleration sensor 1110 may also be used for the acquisition of motion data of a game or user.
The gyro sensor 1111 may detect a body direction and a rotation angle of the terminal 1100, and the gyro sensor 1111 may collect a 3D motion of the user on the terminal 1100 in cooperation with the acceleration sensor 1110. The processor 1101 may implement the following functions based on the data collected by the gyro sensor 1111: motion sensing (e.g., changing UI according to a tilting operation by a user), image stabilization at shooting, game control, and inertial navigation.
Pressure sensor 1112 may be disposed on a side frame of terminal 1100 and/or on an underlying layer of display 1105. When the pressure sensor 1112 is disposed at a side frame of the terminal 1100, a grip signal of the terminal 1100 by a user may be detected, and the processor 1101 performs a left-right hand recognition or a shortcut operation according to the grip signal collected by the pressure sensor 1112. When the pressure sensor 1112 is disposed at the lower layer of the display screen 1105, the processor 1101 realizes control of the operability control on the UI interface according to the pressure operation of the user on the display screen 1105. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
The optical sensor 1113 is used to collect the intensity of ambient light. In one embodiment, the processor 1101 may control the display brightness of the display screen 1105 based on the intensity of ambient light collected by the optical sensor 1113. Specifically, when the intensity of the ambient light is high, the display luminance of the display screen 1105 is turned up; when the ambient light intensity is low, the display luminance of the display screen 1105 is turned down. In another embodiment, the processor 1101 may also dynamically adjust the shooting parameters of the camera assembly 1106 based on the intensity of ambient light collected by the optical sensor 1113.
A proximity sensor 1114, also referred to as a distance sensor, is typically provided at the front panel of the terminal 1100. Proximity sensor 1114 is used to collect the distance between the user and the front of terminal 1100. In one embodiment, when the proximity sensor 1114 detects that the distance between the user and the front face of the terminal 1100 gradually decreases, the processor 1101 controls the display 1105 to switch from the bright screen state to the off screen state; when the proximity sensor 1114 detects that the distance between the user and the front surface of the terminal 1100 gradually increases, the display screen 1105 is controlled by the processor 1101 to switch from the off-screen state to the on-screen state.
Those skilled in the art will appreciate that the structure shown in fig. 11 is not limiting and that terminal 1100 may include more or fewer components than shown, or may combine certain components, or may employ a different arrangement of components.
The embodiment of the application also provides a computer readable storage medium, in which at least one section of computer program is stored, and the at least one section of computer program is loaded and executed by a processor of the terminal to implement the operations performed by the terminal in the virtual object control method of the above embodiment. For example, the computer readable storage medium may be Read-Only Memory (ROM), random-access Memory (Random Access Memory, RAM), compact disc Read-Only Memory (Compact Disc Read-Only Memory, CD-ROM), magnetic tape, floppy disk, optical data storage device, and the like.
Embodiments of the present application also provide a computer program product or computer program comprising computer program code stored in a computer readable storage medium. The processor of the terminal reads the computer program code from the computer readable storage medium, and the processor executes the computer program code so that the terminal performs the virtual object control method provided in the above-described various alternative implementations.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The foregoing description of the preferred embodiments of the present application is not intended to limit the application, but rather, the application is to be construed as limited to the appended claims.
Claims (13)
1. A virtual object control method, the method comprising:
Displaying a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object and the first virtual object are in hostile relation;
In response to controlling the first virtual object to enter a sprint movement state, displaying virtual interactive props in a prop display range of the first virtual object, wherein the sprint movement state indicates that the first virtual object moves in a manner higher than walking movement speed;
Controlling the virtual interaction prop to move along with the first virtual object and gradually accumulating energy values in the process that the first virtual object is in the sprint moving state;
Responsive to controlling the first virtual object to exit the sprint movement state, displaying the virtual interactive prop for antagonistic interaction with the second virtual object based on the accumulated energy value.
2. The method of claim 1, wherein controlling the virtual interactive prop to move with the first virtual object and gradually accumulate energy values during the first virtual object being in the sprint movement state comprises:
And in the process that the first virtual object is in the sprint moving state, controlling the virtual interaction prop to move along with the first virtual object and gradually increase, wherein the size of the virtual interaction prop is positively correlated with the size of the accumulated energy value.
3. The method of claim 2, wherein controlling the virtual interactive prop to move and gradually increase following the first virtual object during the first virtual object being in the sprint movement state comprises:
In the process that the first virtual object is in the sprint moving state, under the condition that the accumulated energy value reaches an energy threshold value, keeping the virtual interaction prop unchanged, and displaying a new virtual interaction prop in a prop display range of the first virtual object;
And controlling a plurality of virtual interaction props to move along with the first virtual object.
4. The method of claim 1, wherein the displaying the virtual interaction prop to counter-interact with the second virtual object based on the accumulated energy value in response to controlling the first virtual object to exit the sprint movement state comprises:
Responsive to controlling the first virtual object to exit the sprint movement state, displaying that the virtual interactive prop impacted the second virtual object;
and based on the accumulated energy value, curtailing a health value of the second virtual object.
5. The method of claim 1, wherein the displaying the virtual interactive prop for antagonistic interaction with the second virtual object in response to controlling the first virtual object to exit the sprint movement state comprises:
Responsive to controlling the first virtual object to exit the sprint movement state, displaying that the virtual interactive prop emits at least one energy beam to the second virtual object, the number of energy beams being positively correlated with the magnitude of the accumulated energy value;
And clipping a health value of the second virtual object based on the energy value of the at least one energy beam.
6. The method of any of claims 1-5, wherein an absorption control is displayed in the virtual scene;
After controlling the virtual interactive prop to move along with the first virtual object and gradually accumulating energy values in the process that the first virtual object is in the sprint moving state, the method further comprises:
Responding to the triggering operation of the absorption control, and controlling the first virtual object to absorb the virtual interaction prop;
And lifting the armor value of the first virtual object based on the accumulated energy value.
7. The method of any of claims 1-5, wherein, in response to controlling the first virtual object to enter a sprint movement state, after displaying a virtual interactive prop within a prop display range of the first virtual object, the method further comprises:
And under the condition that the second virtual object is detected to emit the virtual flying prop to the first virtual object, controlling the virtual interaction prop to resist the virtual flying prop.
8. The method of claim 1, wherein the displaying the virtual interaction prop to counter-interact with the second virtual object based on the accumulated energy value in response to controlling the first virtual object to exit the sprint movement state comprises:
In response to controlling the first virtual object to exit the sprint movement state, displaying that the virtual interaction prop performs antagonistic interaction with the second virtual object based on the accumulated energy value if the second virtual object is detected within the attack range of the virtual interaction prop;
And under the condition that the second virtual object is not detected in the attack range of the virtual interaction prop, displaying that the virtual interaction prop interacts with a virtual building in the attack range based on the accumulated energy value.
9. The method according to claim 1, wherein the method further comprises:
displaying a plurality of candidate skills in the virtual scene;
In response to a selection operation of a target skill of the plurality of candidate skills, adding the target skill to a skill list of the first virtual object, the target skill being used to generate the virtual interaction prop for the first virtual object when the first virtual object enters the sprint movement state.
10. A virtual object control apparatus, the apparatus comprising:
The first display module is used for displaying a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object and the first virtual object are in hostile relation;
The second display module is used for responding to control of the first virtual object to enter a sprint moving state, displaying virtual interaction props in a props display range of the first virtual object, wherein the sprint moving state indicates that the first virtual object moves in a mode higher than walking moving speed;
The control module is used for controlling the virtual interaction prop to move along with the first virtual object and gradually accumulate energy values in the process that the first virtual object is in the sprint moving state;
And the third display module is used for responding to the control of the first virtual object to exit the sprint moving state and displaying that the virtual interaction prop performs antagonistic interaction with the second virtual object based on the accumulated energy value.
11. A computer device, characterized in that it comprises a processor and a memory for storing at least one section of a computer program, which is loaded by the processor and which performs the virtual object control method according to any of claims 1 to 9.
12. A computer readable storage medium, characterized in that the computer readable storage medium is for storing at least one segment of a computer program for executing the virtual object control method according to any one of claims 1 to 9.
13. A computer program product comprising a computer program which, when executed by a processor, implements the virtual object control method of any one of claims 1 to 9.
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