WO2021036581A1 - 虚拟对象的控制方法和相关装置 - Google Patents

虚拟对象的控制方法和相关装置 Download PDF

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Publication number
WO2021036581A1
WO2021036581A1 PCT/CN2020/103033 CN2020103033W WO2021036581A1 WO 2021036581 A1 WO2021036581 A1 WO 2021036581A1 CN 2020103033 W CN2020103033 W CN 2020103033W WO 2021036581 A1 WO2021036581 A1 WO 2021036581A1
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WO
WIPO (PCT)
Prior art keywords
virtual object
user interface
virtual
standing state
operation signal
Prior art date
Application number
PCT/CN2020/103033
Other languages
English (en)
French (fr)
Inventor
刘智洪
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to KR1020217031334A priority Critical patent/KR102625233B1/ko
Priority to JP2021558011A priority patent/JP2022527502A/ja
Priority to SG11202110127UA priority patent/SG11202110127UA/en
Priority to KR1020247001068A priority patent/KR20240011871A/ko
Publication of WO2021036581A1 publication Critical patent/WO2021036581A1/zh
Priority to US17/408,362 priority patent/US11833426B2/en
Priority to JP2023171282A priority patent/JP2023171885A/ja
Priority to US18/491,056 priority patent/US20240042317A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

Definitions

  • the embodiments of the application relate to the fields of computer and Internet technology, and particularly relate to the control of virtual objects.
  • players can control virtual objects in the game scene provided by the game match, such as controlling the movement of virtual objects.
  • the user interface of shooting games is provided with buttons for controlling the movement of virtual objects.
  • the user can control the movement of the virtual object by operating the button, such as controlling the virtual object to move in a certain direction in the virtual scene.
  • the embodiments of the present application provide a method and related device for controlling a virtual object, which can be used to solve the technical problem of complicated and low-efficiency operations in the related technology when the virtual object is continuously moved.
  • the technical solution is as follows:
  • an embodiment of the present application provides a method for controlling a virtual object, and the method includes:
  • Displaying a user interface the user interface including a joystick control for controlling the movement of the virtual object;
  • the virtual object is controlled to run automatically in the virtual scene displayed on the user interface.
  • an embodiment of the present application provides a method for controlling a virtual object, and the method includes:
  • Displaying a user interface the user interface including a joystick control for controlling the movement of the virtual object;
  • the virtual object is controlled to automatically run in the virtual scene displayed on the user interface.
  • an embodiment of the present application provides a virtual object control device, the device includes:
  • An interface display module for displaying a user interface, the user interface including a joystick control for controlling the movement of the virtual object;
  • a signal receiving module for receiving a quick click operation signal acting on the target area corresponding to the joystick control
  • the running control module is used to control the virtual object to automatically run in the virtual scene displayed on the user interface according to the quick click operation signal.
  • an embodiment of the present application provides a virtual object control device, the device includes:
  • An interface display module for displaying a user interface, the user interface including a joystick control for controlling the movement of the virtual object;
  • the posture switching module is used to control the virtual object to switch from the non-standing state to a sliding operation signal of the joystick control when the starting position is received when the virtual object is in the non-standing state Standing
  • the running control module is configured to control the virtual object to automatically run in the virtual scene displayed on the user interface after the virtual object is switched to the standing state.
  • an embodiment of the present application provides a mobile terminal.
  • the mobile terminal includes a processor and a memory.
  • the memory stores at least one instruction, at least one program, code set, or instruction set, and the at least one instruction ,
  • the at least one program, the code set or the instruction set is loaded and executed by the processor to realize the control method of the virtual object described above.
  • an embodiment of the present application provides a storage medium, where the storage medium is used to store a computer program, and the computer program is used to execute the virtual object control method in the above aspect.
  • the embodiments of the present application provide a computer program product, which when the computer program product runs on a mobile terminal, causes the mobile terminal to execute the above-mentioned method for controlling virtual objects.
  • the technical solution provided by the embodiment of the present application controls the virtual object in the virtual environment displayed on the user interface by displaying the joystick control in the user interface, when a quick click operation signal acting on the target area corresponding to the joystick control is received Automatic running, which realizes the function of triggering the virtual object to run automatically with one button, without the user continuously clicking or holding down a certain operation control, which improves the operation efficiency.
  • Figure 1 is a schematic diagram of an implementation environment provided by an embodiment of the present application.
  • FIG. 2 is a schematic structural diagram of a terminal provided by an embodiment of the present application.
  • Fig. 3 is a flowchart of a method for controlling virtual objects provided by an embodiment of the present application
  • Figure 4 exemplarily shows a schematic diagram of a user interface
  • FIG. 5 is a flowchart of a method for controlling virtual objects provided by another embodiment of the present application.
  • Fig. 6 is a flowchart of a method for controlling a virtual object provided by another embodiment of the present application.
  • Fig. 7 exemplarily shows a schematic diagram of another user interface
  • FIG. 8 is a flowchart of a sliding operation signal control method provided by an embodiment of the present application.
  • FIG. 9 is a flowchart of a method for controlling a virtual object provided by another embodiment of the present application.
  • Fig. 10 is a schematic diagram of another user interface of the present application.
  • Fig. 11 is a schematic diagram of another user interface of the present application.
  • FIG. 12 is a flowchart of a method for controlling a virtual object provided by another embodiment of the present application.
  • FIG. 13 is a block diagram of a virtual object control device provided by an embodiment of the present application.
  • Fig. 14 is a block diagram of a virtual object control device provided by another embodiment of the present application.
  • FIG. 15 is a block diagram of a virtual object control device provided by another embodiment of the present application.
  • FIG. 16 is a block diagram of a virtual object control device provided by another embodiment of the present application.
  • Fig. 17 is a structural block diagram of a mobile terminal provided by an embodiment of the present application.
  • a virtual scene is a scene displayed (or provided) when the client of an application program (such as a game application) runs on a terminal.
  • the virtual scene refers to a scene created for virtual objects to perform activities (such as game competition). It is a virtual house, a virtual island, a virtual map, etc.
  • the virtual scene may be a simulated scene of the real world, a semi-simulated and semi-fictional scene, or a purely fictitious scene.
  • the virtual scene may be a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, which is not limited in the embodiment of the present application.
  • a virtual object refers to a virtual role controlled by a user account in an application.
  • a virtual object refers to a game character controlled by a user account in the game application.
  • the virtual object may be in the form of a character, an animal, a cartoon, or other forms, which is not limited in the embodiment of the present application.
  • the virtual object can be displayed in a three-dimensional form or a two-dimensional form, which is not limited in the embodiment of the present application.
  • the operations that can be performed by the user account to control the virtual object may also be different.
  • user accounts can control virtual objects to perform operations such as shooting, running, jumping, picking up firearms, replacing firearms, and adding bullets to firearms.
  • FIG. 1 shows a schematic diagram of an implementation environment provided by an embodiment of the present application.
  • the implementation environment may include: a mobile terminal 10 and a server 20.
  • the mobile terminal 10 may be a portable electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia playback device, and a wearable device.
  • the mobile terminal 10 can install a client terminal of a game application program, such as a client terminal of a shooting game application program.
  • the server 20 is used to provide background services for clients of applications (such as game applications) in the mobile terminal 10.
  • the server 20 may be a background server of the above-mentioned application program (such as a game application program).
  • the server 20 may be one server, a server cluster composed of multiple servers, or a cloud computing service center.
  • the mobile terminal 10 and the server 20 can communicate with each other through the network 30.
  • the network 30 may be a wired network or a wireless network.
  • the execution subject of each step may be a mobile terminal.
  • FIG. 2 shows a schematic structural diagram of a mobile terminal provided by an embodiment of the present application.
  • the mobile terminal 10 may include a main board 110, an external output/input device 120, a memory 130, an external interface 140, a touch control system 150, and a power supply 160.
  • the motherboard 110 integrates processing elements such as a processor and a controller.
  • the external output/input device 120 may include a display component (such as a display screen), a sound playback component (such as a speaker), a sound collection component (such as a microphone), various keys, and the like.
  • a display component such as a display screen
  • a sound playback component such as a speaker
  • a sound collection component such as a microphone
  • various keys and the like.
  • the memory 130 stores program codes and data.
  • the external interface 140 may include an earphone interface, a charging interface, a data interface, and the like.
  • the touch control system 150 may be integrated in the display components or keys of the external output/input device 120, and the touch control system 150 is used to detect touch operations performed by the user on the display components or keys.
  • the power supply 160 is used to supply power to other components in the mobile terminal 10.
  • the processor in the motherboard 110 can generate a user interface (such as a game interface) by executing or calling program codes and data stored in the memory, and output/output the generated user interface (such as a game interface) through an external device.
  • the input device 120 performs presentation.
  • the touch system 150 can detect a touch operation performed when the user interacts with the user interface (such as a game interface), and respond to the touch operation.
  • FIG. 3 shows a flowchart of a method for controlling a virtual object provided by an embodiment of the present application.
  • This method can be applied to the mobile terminal introduced above, such as the client of an application (such as a shooting game application) applied to a mobile terminal.
  • the method can include the following steps:
  • step 301 a user interface is displayed, and the user interface includes a joystick control for controlling the movement of the virtual object.
  • the user interface may be a display interface of a game match.
  • the user interface is used to present a virtual environment of the game match to the user.
  • the user interface may include elements in the virtual environment, such as virtual Buildings, virtual props, virtual objects, etc.
  • the user interface also includes some operation controls, such as buttons, sliders, icons, etc., for users to operate.
  • the user interface 40 includes a joystick control 41
  • the joystick control 41 is an operation control used to control the movement of a virtual object.
  • the embodiment of the present application does not limit the display parameters of the rocker control 41, that is, the shape, size, position, and style of the rocker control 41 are not limited.
  • the rocker control 41 may be circular or square; the area of the rocker control 41 may occupy 1/10 of the area of the user interface 40, or it may occupy 1/20 of the area of the user interface 40;
  • the stick control 41 can be located at the lower left corner of the user interface 40 or the lower right corner of the user interface 40; the joystick control 41 can be displayed in a transparent form or in a form of color filling.
  • the display of the joystick control 41 does not obstruct the main display elements of the user interface 40.
  • the user interface includes a first view layer and a second view layer; wherein the display level of the first view layer is higher than the display level of the second view layer.
  • the joystick control is located in the first view layer, and the game screen for displaying the virtual environment of the game match is located in the second view layer.
  • the first view layer may also include other operation controls, such as operation controls used to control the posture of virtual objects, and virtual equipment used to assemble virtual objects.
  • the control operation controls, etc. are not limited in the embodiment of the present application.
  • Step 302 Receive a quick click operation signal acting on the target area corresponding to the joystick control.
  • the target area corresponding to the joystick control refers to the area that overlaps with the joystick control to a certain extent.
  • the mobile terminal can respond to a user's touch operation, such as a tap or press operation. After the user performs a click or press operation on the above-mentioned target area, the mobile terminal will receive a corresponding operation signal.
  • the target area corresponding to the joystick control completely overlaps with the joystick control, that is, the size and shape of the target area corresponding to the joystick control are exactly the same as the size and shape of the joystick control, and the center of the joystick control The position overlaps with the center position of the target area.
  • the target area corresponding to the joystick control includes a joystick control
  • the size of the target area corresponding to the joystick control is larger than the size of the joystick control.
  • the target area 42 is a rectangular area whose size is larger than the size of the joystick control 41.
  • the center position of the joystick control overlaps the center position of the target area.
  • the size of the target area corresponding to the joystick control is smaller than the size of the joystick control.
  • the center position of the joystick control overlaps the center position of the target area.
  • the target area may be an area visible to the user in the user interface, or an area invisible to the user in the user interface.
  • the target area may be a fully transparent area, which is not made in this embodiment of the application. limited.
  • the rapid click operation signal refers to a signal generated by the triggering of multiple consecutive click operations, and in the consecutive multiple click operations, the time interval between two adjacent click operations is less than a preset threshold.
  • the quick click operation signal may be a double click operation signal.
  • the double-click operation signal refers to an operation signal that has two consecutive clicks, and the time interval between the two consecutive clicks is less than a preset threshold.
  • the quick-click operation signal may also be a three-click operation signal, a four-click operation signal, etc., which is not limited in the embodiment of the present application.
  • Step 303 According to the quick click operation signal, control the virtual object to automatically run in the virtual scene displayed on the user interface.
  • the virtual object when the quick click operation signal is received, if the virtual object is in a standing state, the virtual object is controlled to automatically run in the virtual scene in the standing state.
  • the virtual object when the quick click operation signal is received, if the virtual object is in the non-standing state, the virtual object is controlled to automatically run in the virtual scene in the non-standing state.
  • the method further includes: receiving a gesture switching instruction corresponding to the virtual object.
  • the posture switching instruction refers to an operation instruction used to control the posture of the virtual object to switch.
  • the gesture switching instruction may be triggered by the user by operating controls, voice, or gestures. If the virtual object is in the non-standing state, the virtual object is controlled to switch from the non-standing state to the standing state according to the posture switching instruction, and then the virtual object is controlled to automatically run in the virtual scene in the standing state.
  • a gesture switching icon 43 is displayed in the aforementioned user interface. When the user clicks the gesture switching icon 43, the mobile terminal will receive a gesture switching instruction.
  • the posture switching icon 43 may be a squat icon.
  • the speed of automatic running in the non-standing state is lower than the speed of automatic running in the standing state.
  • the speed of the automatic running at this time is 1m/s.
  • the mobile terminal receives the posture switching instruction, the virtual object is controlled to switch from the squatting state to the standing state , And control the virtual object to run automatically in the virtual scene in a standing state, and the speed of the automatic running at this time is 3m/s.
  • first prompt information is displayed in the user interface, and the first prompt information is used for It indicates that the virtual object is in a non-standing state; when the virtual object is in a standing state, second prompt information is displayed in the user interface, and the second prompt information is used to indicate that the virtual object is in a standing state.
  • the first prompt information and the second prompt information may be displayed based on the same icon. For example, as shown in FIG. 4, the first prompt information and the second prompt information are both based on the posture switching icon 43 in the user interface.
  • the posture switching icon 43 is used to indicate whether the virtual object is in a standing state or a squatting state.
  • the first prompt information is displayed.
  • the posture switching icon 43 is highlighted.
  • the second prompt information is displayed.
  • the posture switching icon 43 is unhighlighted.
  • the standing state refers to the state when the virtual object is standing
  • the non-standing state refers to the state when the virtual object is not standing.
  • the non-standing state may be a squatting state, that is, a state when the virtual object is squatting.
  • the direction and speed of the virtual object when running automatically can be preset. For example, the direction of the virtual object when running automatically can be preset to be straight ahead, and the speed is 3m/s, where straight ahead refers to The direction the virtual object faces.
  • the technical solution provided by the embodiments of the present application displays a joystick control in the user interface, and when a quick click operation signal acting on the target area corresponding to the joystick control is received, the virtual object is controlled in the user interface
  • Automatic running in the displayed virtual environment realizes the function of one-click triggering of virtual objects to run automatically, without requiring the user to continuously click or hold down a certain operation control, which improves the operation efficiency.
  • his finger can be released, and then some other operations can be completed by the released finger, such as observing the virtual environment during running, changing equipment during running, and running. Communicate with other users, etc., to bring richer interactive functions.
  • the virtual object before receiving the quick click operation signal of the target area, if the virtual object is in the non-standing state, after the virtual object is triggered to start running automatically in the non-standing state, the virtual object can also be controlled to switch from the non-standing state through the posture switching instruction To the standing state, and then control the virtual object to run automatically in the standing state, providing users with a variety of ways to control the virtual object to run automatically, and further enhance the human-computer interaction experience.
  • the above step 303 includes: obtaining the attribute value corresponding to the quick click operation signal; and determining the virtual object according to the attribute value.
  • the running speed of the object control the virtual object to run automatically at the running speed in the virtual scene.
  • the attribute value refers to the operation parameter corresponding to the quick click operation signal.
  • the attribute value may be the operation time interval, the number of operations, etc., which is not limited in the embodiment of the present application.
  • the attribute value is the click time interval of the double-click operation signal.
  • the click interval time of the double-click operation signal is the smaller the click interval time, the greater the running speed; the longer the click interval time, the lower the running speed .
  • the attribute value of the quick click operation signal may also be the number of clicks.
  • the number of clicks of the quick click operation signal there is a positive correlation between the number of clicks of the quick click operation signal and the running speed of the virtual object, that is, the more the number of clicks, the greater the running speed; the fewer the number of clicks, the lower the running speed.
  • the above step 303 includes: the mobile terminal can detect the operation position of the quick click operation signal; The operating position determines the running direction of the virtual object; controls the virtual object to automatically run in the running direction in the virtual scene.
  • the above target area is evenly divided into four areas, denoted as area 1, area 2, area 3, and area 4.
  • area 1, area 2, area 3, and area 4 The direction corresponding to area 1 is due east, the direction corresponding to area 2 is due south, and the direction corresponding to area 3 is positive.
  • the direction corresponding to west and area 4 is true north.
  • the target area is specifically divided into several areas, and the directions corresponding to each area are not limited.
  • the method for controlling a virtual object may include the following steps:
  • Step 501 Determine whether the virtual object is in a standing state; if yes, perform the following step 502; if not, continue to perform step 501;
  • Step 502 determine whether a quick click operation signal is received; if yes, execute the following step 503; if not, continue to execute step 502;
  • Step 503 Determine whether the quick click operation signal is located in the target area; if yes, perform the following step 504; if not, continue to perform step 503;
  • Step 504 Determine the running speed and running direction of the virtual object according to the attribute value and operation position of the quick click operation signal
  • Step 505 Control the virtual object to automatically run at the running speed and the running direction.
  • the technical solution provided by the embodiments of the present application determines the running speed and running direction of the virtual object automatically according to the attribute value and operation position of the quick click operation signal, thereby giving users more ways to control the virtual object. To better meet the user's operational needs.
  • FIG. 6 shows a flowchart of a virtual object control method provided by another embodiment of the present application.
  • This method can be applied to the mobile terminal introduced above, such as the client of an application (such as a shooting game application) applied to a mobile terminal.
  • the method can include the following steps:
  • step 601 a user interface is displayed, and the user interface includes a joystick control for controlling the movement of the virtual object.
  • Step 602 When the virtual object is in the non-standing state, if a sliding operation signal of the starting position of the joystick control is received, control the virtual object to switch from the non-standing state to the standing state.
  • the method before controlling the virtual object to switch from the non-standing state to the standing state, the method further includes: acquiring the touch position of the sliding operation signal; when the touch position of the sliding operation signal is at the display position of the quick rise icon, The step of controlling the virtual object to switch from the non-standing state to the standing state is performed.
  • the quick rise icon may be highlighted to remind the trigger state to switch successfully, which improves the efficiency of human-computer interaction.
  • the size of the distance threshold is set according to the size of the user interface of the mobile terminal of the application. For example, the distance threshold is set to 5cm when the mobile terminal is a tablet computer, and the distance threshold is set when the mobile terminal is a mobile phone. This setting can flexibly change the distance threshold according to the different sizes of the user interface of the mobile terminal of the application, which further improves the human-computer interaction experience.
  • the method further includes: determining according to the distance The moving speed of the virtual object. There is a negative correlation between the distance and the moving speed, that is, the greater the distance, the smaller the moving speed, and the smaller the distance, the greater the moving speed, that is, as the sliding operation signal The touch position is getting closer and closer to the target position, and the moving speed of the virtual object is getting larger and larger.
  • Step 603 After the virtual object is switched to the standing state, control the virtual object to automatically run in the virtual scene displayed on the user interface.
  • the user interface 70 includes a joystick control 71 and a quick rise icon 73.
  • the joystick control 71 is used to control the movement of a virtual object
  • the quick rise icon 73 is used for Switch the state of the virtual object, and control the virtual object to automatically run in the virtual scene after the state is switched.
  • the joystick control 71 includes a drag icon 72
  • the drag icon 72 is used to change the moving speed and direction of the virtual object.
  • the drag icon 72 may change its position in real time according to the sliding operation signal, and the position change of the drag icon 72 reflects the position change of the virtual object.
  • the center position of the dragging icon coincides with the center position of the touch position of the sliding operation signal.
  • the drag icon 72 also quickly moves to the upper left corner of the user interface, which is reflected in the virtual scene displayed on the user interface as the virtual object quickly moves to the northwest.
  • the quick get up icon 73 is displayed in the user interface 70.
  • FIG. 7(b) when the center position of the drag icon 72 is at the display position of the quick rise icon 73, the virtual object is controlled to quickly stand up and then run automatically, and the quick rise icon 73 is controlled to be highlighted.
  • the user interface 70 includes a squat icon 74, and the squat icon 74 is highlighted when the virtual object is in the squat state.
  • the squat icon 74 is unhighlighted.
  • the technical solution provided by the embodiments of the present application provides a way to control the virtual object to get up quickly and then automatically run when the virtual object is in the non-standing state, avoiding the control in the non-standing state. After the virtual object runs automatically, some operations must be performed to control the virtual object to stand up and run automatically, thereby further improving the efficiency of human-computer interaction and the human-computer interaction experience.
  • the sliding operation signal control method in the embodiment of the present application has the following steps:
  • Step 801 Receive a sliding operation signal
  • Step 802 Calculate the distance between the center position of the sliding operation signal and the center position of the joystick control
  • Step 803 When the distance is greater than the distance threshold, display a fast running icon
  • Step 804 Control the center position of the sliding operation signal to the display position of the fast running icon.
  • the method for controlling a virtual object may include the following steps:
  • Step 901 Control the virtual object to be in a non-standing state
  • Step 902 determine whether a sliding operation signal is received; if yes, perform the following step 903; if not, continue to perform step 902;
  • Step 903 Calculate the distance between the touch position of the sliding operation signal and the target position
  • Step 904 determine whether the distance is greater than the distance threshold; if yes, perform the following step 905; if not, perform the above step 903;
  • Step 905 display the quick stand up icon
  • Step 906 Determine whether the touch position of the sliding operation signal is located at the display position of the quick rise icon; if yes, perform the following step 907; if not, continue to perform step 906;
  • Step 907 Control the virtual object to switch from the non-standing state to the standing state
  • Step 908 Control the virtual object to run automatically.
  • the above method may further include the following steps:
  • a user interface is displayed, and the user interface includes an automatic running icon for controlling the virtual object to run automatically; receiving a trigger signal acting on the automatic running icon; and controlling the virtual object to run automatically according to the trigger signal.
  • an automatic running icon 101 is displayed in the user interface 100, and when a trigger signal corresponding to the automatic running 101 is received, the virtual object is controlled to run automatically.
  • the auto-running icon 101 is highlighted after the virtual object runs automatically, to prompt that the virtual object is in an auto-running state.
  • the trigger signal may be a single click signal or a press signal, which is not limited in the embodiment of the present application.
  • the above method may further include the following steps:
  • the touch position of the sliding operation signal is acquired; when the distance between the center position of the touch position of the sliding operation signal and the center position of the joystick control is greater than the distance
  • the threshold is set, the automatic running icon is displayed; when the touch position of the sliding operation signal is at the display position of the automatic running icon, the virtual object is controlled to run automatically.
  • the aforementioned joystick control includes a drag icon for controlling the movement of the virtual object, and the center position of the drag icon coincides with the center position of the touch position of the sliding operation signal.
  • the auto-running icon is highlighted after the virtual object runs automatically to prompt the user that the virtual object is in an auto-running state.
  • a joystick control 111 is displayed in the user interface 110, and the joystick control 111 includes a drag icon 112, and the position of the drag icon 112 can be changed by receiving a sliding operation signal.
  • FIG. 11(b) when the center position of the touch position of the sliding operation signal coincides with the center position of the joystick control 111, that is, the center position of the touch position of the sliding operation signal and the center position of the drag icon 112 When overlapped, the automatic running icon 113 is displayed in the user interface.
  • the center position of the drag icon 112 is at the display position of the automatic running icon 113, the virtual object is controlled to run automatically, and the automatic running icon 113 is controlled to be highlighted.
  • the method for controlling a virtual object may include the following steps:
  • Step 1201 controlling the virtual object to be in a standing state
  • Step 1202 determine whether a sliding operation signal is received; if yes, perform the following step 1203; if not, continue to perform step 1202;
  • Step 1103 Calculate the distance between the touch position of the sliding operation signal and the target position
  • Step 1104 determine whether the distance is greater than the distance threshold; if yes, perform the following step 1205; if not, perform the foregoing step 1203;
  • Step 1205 display an automatic running icon
  • Step 1206 Determine whether the touch position of the sliding operation signal is located at the display position of the automatic running icon; if yes, execute the following step 1207; if not, continue to execute step 1206;
  • Step 1207 Control the virtual object to run automatically.
  • FIG. 13 shows a block diagram of a virtual object control device provided by an embodiment of the present application.
  • the device has the function of realizing the above-mentioned method example, and the function can be realized by hardware, or by hardware executing corresponding software.
  • the device can be a mobile terminal, or it can be set in the mobile terminal.
  • the device 1300 may include: an interface display module 1310, a signal receiving module 1320, and a running control module 1230.
  • the interface display module 1310 is configured to display a user interface, and the user interface includes a joystick control for controlling the movement of the virtual object.
  • the signal receiving module 1320 is configured to receive a quick click operation signal acting on the target area corresponding to the joystick control.
  • the running control module 1330 is configured to control the virtual object to automatically run in the virtual scene displayed on the user interface according to the quick click operation signal.
  • the signal receiving module 1320 is configured to: receive a quick click operation signal acting on the target area corresponding to the joystick control; or, receive a quick click operation signal acting on the joystick control The pressing operation signal of the corresponding target area.
  • the running control module 1330 includes: a speed control sub-module 1331, configured to: obtain the attribute value corresponding to the quick click operation signal; The running speed of the virtual object; controlling the virtual object to automatically run at the running speed in the virtual scene.
  • the running control module 1330 includes: a direction control sub-module 1332, configured to: detect the operation position corresponding to the quick click operation signal; determine the operation position according to the operation position The running direction of the virtual object; controlling the virtual object to automatically run in the running direction in the virtual scene.
  • the running control module 1330 is further configured to: when the quick click operation signal is received, if the virtual object is in a non-standing state, control the virtual object to be in the non-standing state Run automatically in the virtual scene.
  • the running control module 1330 is further configured to: receive a posture switching instruction corresponding to the virtual object; according to the posture switching instruction, control the virtual object to switch from the non-standing state to standing State; controlling the virtual object to automatically run in the virtual scene in the standing state.
  • the technical solution provided by the embodiments of the present application displays a joystick control in the user interface, and when a quick click operation signal acting on the target area corresponding to the joystick control is received, the virtual object is controlled in the user interface
  • Automatic running in the displayed virtual environment realizes the function of one-click triggering of virtual objects to run automatically, without requiring the user to continuously click or hold down a certain operation control, which improves the operation efficiency.
  • his finger can be released, and then some other operations can be completed by the released finger, such as observing the virtual environment during running, changing equipment during running, and running. Communicate with other users, etc., to bring richer interactive functions.
  • the virtual object before receiving the quick click operation signal of the target area, if the virtual object is in the non-standing state, after the virtual object is triggered to start running automatically in the non-standing state, the virtual object can also be controlled to switch from the non-standing state through the posture switching instruction To the standing state, and then control the virtual object to run automatically in the standing state, providing users with a variety of ways to control the virtual object to run automatically, and further enhance the human-computer interaction experience.
  • FIG. 15 shows a block diagram of a virtual object control device provided by another embodiment of the present application.
  • the device has the function of realizing the above method example, and the function can be realized by hardware, or by hardware executing corresponding software.
  • the device can be a mobile terminal, or it can be set in the mobile terminal.
  • the device 1500 may include: an interface display module 1510, a posture switching module 1520, and a running control module 1530.
  • the interface display module 1510 is configured to display a user interface, and the user interface includes a joystick control for controlling the movement of the virtual object.
  • the posture switching module 1520 is configured to control the virtual object to switch from the non-standing state if the sliding operation signal of the starting position of the joystick control is received when the virtual object is in the non-standing state To the standing state.
  • the running control module 1530 is configured to control the virtual object to automatically run in the virtual scene displayed on the user interface after the virtual object is switched to the standing state.
  • the posture switching module 1520 is further configured to: acquire the touch position of the sliding operation signal; when the touch position of the sliding operation signal is at the display position of the quick rise icon, execute the control station The step of switching the virtual object from the non-standing state to the standing state.
  • the gesture switching module 1520 is further configured to: obtain the distance between the touch position of the sliding operation signal and the target position; when it is detected that the distance is greater than the distance threshold, the user interface The quick stand up icon is displayed in.
  • the posture switching module 1520 is further configured to: determine the moving speed of the virtual object according to the distance, and there is a negative correlation between the distance and the moving speed.
  • the device 1500 further includes an information display module 1540, configured to: when the virtual object is in the non-standing state, display the first A prompt information, the first prompt information is used to indicate that the virtual object is in the non-standing state; when the virtual object is in the standing state, second prompt information is displayed on the user interface, The second prompt information is used to indicate that the virtual object is in the standing state.
  • an information display module 1540 configured to: when the virtual object is in the non-standing state, display the first A prompt information, the first prompt information is used to indicate that the virtual object is in the non-standing state; when the virtual object is in the standing state, second prompt information is displayed on the user interface, The second prompt information is used to indicate that the virtual object is in the standing state.
  • the technical solution provided by the embodiments of the present application provides a way to control the virtual object to get up quickly and then automatically run when the virtual object is in the non-standing state, avoiding the control in the non-standing state. After the virtual object runs automatically, some operations must be performed to control the virtual object to stand up and run automatically, thereby further improving the efficiency of human-computer interaction and the human-computer interaction experience.
  • FIG. 17 shows a structural block diagram of a mobile terminal 1700 according to an embodiment of the present application.
  • the mobile terminal 1700 may be a portable electronic device such as a mobile phone, a tablet computer, a game console, an e-book reader, a multimedia playback device, and a wearable device.
  • the mobile terminal is used to implement the virtual object control method provided in the foregoing embodiment.
  • the mobile terminal may be the mobile terminal 10 in the implementation environment shown in FIG. 1. Specifically:
  • the mobile terminal 1700 includes a processor 1701 and a memory 1702.
  • the processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on.
  • the processor 1701 can be implemented in at least one hardware form among DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), PLA (Programmable Logic Array, Programmable Logic Array) .
  • the processor 1701 may also include a main processor and a coprocessor.
  • the main processor is a processor used to process data in the awake state, also called a CPU (Central Processing Unit, central processing unit); the coprocessor is A low-power processor used to process data in the standby state.
  • the processor 1701 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used to render and draw content that needs to be displayed on the display screen.
  • the processor 1701 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence
  • the memory 1702 may include one or more computer-readable storage media, which may be non-transitory.
  • the memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
  • the non-transitory computer-readable storage medium in the memory 1702 is used to store at least one instruction, at least one program, code set or instruction set, the at least one instruction, at least one program, code set or instruction It is configured to be executed by one or more processors to realize the above-mentioned control method of virtual objects.
  • the mobile terminal 1700 may optionally further include: a peripheral device interface 1703 and at least one peripheral device.
  • the processor 1701, the memory 1702, and the peripheral device interface 1703 may be connected by a bus or a signal line.
  • Each peripheral device can be connected to the peripheral device interface 1703 through a bus, a signal line, or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 1704, a touch display screen 1705, a camera 1706, an audio circuit 1707, a positioning component 1408, and a power supply 1709.
  • FIG. 17 does not constitute a limitation on the mobile terminal 1700, and may include more or fewer components than those shown in the figure, or combine certain components, or adopt different component arrangements.
  • a storage medium is also provided, the storage medium is used to store a computer program, and the computer program is used to execute the above-mentioned method for controlling a virtual object.
  • the computer-readable storage medium may include: read only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), solid state drive (SSD, Solid State Drives), optical disks, and the like.
  • random access memory may include resistive random access memory (ReRAM, Resistance Random Access Memory) and dynamic random access memory (DRAM, Dynamic Random Access Memory).
  • a computer program product which when it runs on a terminal device, causes the terminal device to execute the above-mentioned method for controlling virtual objects.
  • the "plurality” mentioned herein refers to two or more.
  • “And/or” describes the association relationship of the associated objects, indicating that there can be three types of relationships, for example, A and/or B, which can mean: A alone exists, A and B exist at the same time, and B exists alone.
  • the character "/” generally indicates that the associated objects before and after are in an "or” relationship.
  • the numbering of the steps described in this article only exemplarily shows a possible order of execution among the steps. In some other embodiments, the above steps may also be executed out of the order of numbers, such as two differently numbered ones. The steps are executed at the same time, or the two steps with different numbers are executed in the reverse order of the figure, which is not limited in the embodiment of the present application.

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Abstract

一种虚拟对象的控制方法和相关装置,所述方法包括:显示用户界面,该用户界面中包括用于控制虚拟对象移动的摇杆控件(301);接收作用于该摇杆控件对应的目标区域的快速点击操作信号(302);根据该快速点击操作信号,控制该虚拟对象在该用户界面显示的虚拟场景中自动奔跑(303)。所述方法通过在用户界面中显示摇杆控件,当接收到作用于该摇杆控件对应的目标区域的快速点击操作信号时,控制虚拟对象在用户界面显示的虚拟环境中自动奔跑,实现了一键触发虚拟对象进行自动奔跑的功能,而不需要用户连续地点击或者持续按住某一操作控件,提升了操作效率。

Description

虚拟对象的控制方法和相关装置
本申请要求于2019年08月30日提交中国专利局、申请号为201910812631.6、申请名称为“虚拟对象的控制方法、装置、终端及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及计算机和互联网技术领域,特别涉及虚拟对象的控制。
背景技术
目前,在一些移动端的射击类游戏中,玩家可以在游戏对局提供的游戏场景中对虚拟对象进行控制,如控制虚拟对象移动。
在相关技术中,射击类游戏的用户界面中提供有用于控制虚拟对象进行移动的按钮。用户通过操作该按钮即可实现对虚拟对象的移动进行控制,如控制虚拟对象在虚拟场景中向着某一方向移动。
发明内容
本申请实施例提供了一种虚拟对象的控制方法和相关装置,可用于解决相关技术在控制虚拟对象持续移动时,所存在的操作复杂低效的技术问题。所述技术方案如下:
一方面,本申请实施例提供了一种虚拟对象的控制方法,所述方法包括:
显示用户界面,所述用户界面中包括用于控制虚拟对象移动的摇杆控件;
接收作用于所述摇杆控件对应的目标区域的快速点击操作信号;
根据所述快速点击操作信号,控制所述虚拟对象在所述用户界面显示的虚拟场景中自动奔跑。
另一方面,本申请实施例提供了一种虚拟对象的控制方法,所述方法包括:
显示用户界面,所述用户界面中包括用于控制虚拟对象移动的摇杆控件;
在所述虚拟对象处于非站立状态的情况下,若接收到起始位置位于所述摇杆控件的滑动操作信号,则控制所述虚拟对象从所述非站立状态切换至站立状态;
在所述虚拟对象切换至所述站立状态之后,控制所述虚拟对象在所述用户界面显示的虚拟场景中自动奔跑。
另一方面,本申请实施例提供了一种虚拟对象的控制装置,所述装置包括:
界面显示模块,用于显示用户界面,所述用户界面中包括用于控制虚拟对象移动的摇杆控件;
信号接收模块,用于接收作用于所述摇杆控件对应的目标区域的快速点击操作信号;
奔跑控制模块,用于根据所述快速点击操作信号,控制所述虚拟对象在所述用户界面显示的虚拟场景中自动奔跑。
另一方面,本申请实施例提供了一种虚拟对象的控制装置,所述装置包括:
界面显示模块,用于显示用户界面,所述用户界面中包括用于控制虚拟对象移动的摇杆控件;
姿态切换模块,用于在所述虚拟对象处于非站立状态的情况下,若接收到起始位置位于所述摇杆控件的滑动操作信号,则控制所述虚拟对象从所述非站立状态切换至站立状态;
奔跑控制模块,用于在所述虚拟对象切换至所述站立状态之后,控制所述虚拟对象在所述用户界面显示的虚拟场景中自动奔跑。
再一方面,本申请实施例提供了一种移动终端,所述移动终端包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现上述虚拟对象的控制方法。
又一方面,本申请实施例提供一种存储介质,所述存储介质用于存储计算机程序,所述计算机程序用于执行以上方面的虚拟对象的控制方法。
还一方面,本申请实施例提供了一种计算机程序产品,当所述计算机程序产品在移动终端上运行时,使得移动终端执行上述虚拟对象的控制方法。
本申请实施例提供的技术方案,通过在用户界面中显示摇杆控件,当接收到作用于该摇杆控件对应的目标区域的快速点击操作信号时,控制虚拟对象在用户界面显示的虚拟环境中自动奔跑,实现了一键触发虚拟对象进行自动奔跑的功能,而不需要用户连续地点击或者持续按住某一操作控件,提升了操作效率。
附图说明
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本申请一个实施例提供的实施环境的示意图;
图2是本申请一个实施例提供的终端的结构示意图;
图3是本申请一个实施例提供的虚拟对象的控制方法的流程图;
图4示例性示出了一个用户界面的示意图;
图5是本申请另一个实施例提供的虚拟对象的控制方法的流程图;
图6是本申请另一个实施例提供的虚拟对象的控制方法的流程图;
图7示例性示出了另一个用户界面的示意图;
图8是本申请一个实施例提供的滑动操作信号控制方法的流程图;
图9是本申请又一个实施例提供的虚拟对象的控制方法的流程图;
图10是本申请再一个用户界面的示意图;
图11是本申请又一个用户界面的示意图;
图12是本申请又一个实施例提供的虚拟对象的控制方法的流程图;
图13是本申请一个实施例提供的虚拟对象的控制装置的框图;
图14是本申请另一个实施例提供的虚拟对象的控制装置的框图;
图15是本申请又一个实施例提供的虚拟对象的控制装置的框图;
图16是本申请还一个实施例提供的虚拟对象的控制装置的框图;
图17是本申请一个实施例提供的移动终端的结构框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
在对本申请实施例进行介绍说明之前,首先对本申请中涉及的相关名词进行解释说明。
1、虚拟场景
虚拟场景是应用程序(如游戏应用程序)的客户端在终端上运行时显示(或提供)的场景,该虚拟场景是指营造出的供虚拟对象进行活动(如游戏竞技) 的场景,如可以是虚拟房屋、虚拟岛屿、虚拟地图等。该虚拟场景可以是对真实世界的仿真场景,也可以是半仿真半虚构的场景,还可以是纯虚构的场景。虚拟场景可以是二维虚拟场景,也可以是2.5维虚拟场景,或者是三维虚拟场景,本申请实施例对此不作限定。
2、虚拟对象
虚拟对象是指用户帐号在应用程序中控制的虚拟角色。以应用程序为游戏应用程序为例,虚拟对象是指用户帐号在游戏应用程序中控制的游戏角色。虚拟对象可以是人物形态,可以是动物、卡通或者其它形态,本申请实施例对此不作限定。虚拟对象可以三维形式展示,也可以二维形式展示,本申请实施例对此不作限定。
在不同的游戏应用程序中,用户帐号控制虚拟对象所能执行的操作也可能有所不同。例如,在射击类游戏应用程序中,用户帐号可以控制虚拟对象执行射击、奔跑、跳跃、拾取枪械、更换枪械、给枪械添加子弹等操作。
当然,除了游戏应用程序之外,其它类型的应用程序中也可以向用户展示虚拟对象,并给虚拟对象提供相应的功能。例如,AR(Augmented Reality,增强现实)类应用程序、社交类应用程序、互动娱乐类应用程序等,本申请实施例对此不作限定。另外,对于不同的应用程序来说,其所提供的虚拟对象的形态也会有所不同,且相应的功能也会有所不同,这都可以根据实际需求预先进行配置,本申请实施例对此不作限定。
请参考图1,其示出了本申请一个实施例提供的实施环境的示意图。该实施环境可以包括:移动终端10和服务器20。
移动终端10可以是诸如手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备等便携式电子设备。移动终端10中可以安装游戏应用程序的客户端,如射击类游戏应用程序的客户端。
服务器20用于为移动终端10中的应用程序(如游戏应用程序)的客户端提供后台服务。例如,服务器20可以是上述应用程序(如游戏应用程序)的后台服务器。服务器20可以是一台服务器,也可以是由多台服务器组成的服务器集群,或者是一个云计算服务中心。
移动终端10和服务器20之间可通过网络30进行互相通信。该网络30可以是 有线网络,也可以是无线网络。
在本申请方法实施例中,各步骤的执行主体可以是移动终端。请参考图2,其示出了本申请一个实施例提供的移动终端的结构示意图。该移动终端10可以包括:主板110、外部输出/输入设备120、存储器130、外部接口140、触控***150以及电源160。
其中,主板110中集成有处理器和控制器等处理元件。
外部输出/输入设备120可以包括显示组件(比如显示屏)、声音播放组件(比如扬声器)、声音采集组件(比如麦克风)以及各类按键等。
存储器130中存储有程序代码和数据。
外部接口140可以包括耳机接口、充电接口以及数据接口等。
触控***150可以集成在外部输出/输入设备120的显示组件或者按键中,触控***150用于检测用户在显示组件或者按键上执行的触控操作。
电源160用于对移动终端10中的其它各个部件进行供电。
在本申请实施例中,主板110中的处理器可以通过执行或者调用存储器中存储的程序代码和数据生成用户界面(如游戏界面),并将生成的用户界面(如游戏界面)通过外部输出/输入设备120进行展示。在展示用户界面(如游戏界面)的过程中,可以通过触控***150检测用户与用户界面(如游戏界面)进行交互时执行的触控操作,并对该触控操作进行响应。
请参考图3,其示出了本申请一个实施例提供的虚拟对象的控制方法的流程图。该方法可应用于上文介绍的移动终端中,如应用于移动终端的应用程序(如射击类游戏应用程序)的客户端中。该方法可以包括如下几个步骤:
步骤301,显示用户界面,该用户界面中包括用于控制虚拟对象移动的摇杆控件。
以射击类游戏应用程序为例,用户界面可以是游戏对局的显示界面,该用户界面用于向用户呈现游戏对局的虚拟环境,如该用户界面中可以包括虚拟环境中的元素,如虚拟建筑、虚拟道具、虚拟对象等。可选地,该用户界面中还包括一些操作控件,如按钮、滑块、图标等,以供用户进行操作。
在本申请实施例中,如图4所述,用户界面40中包括摇杆控件41,该摇杆控件41是用于控制虚拟对象进行移动的操作控件。本申请实施例对该摇杆控件 41的显示参数不作限定,即对该摇杆控件41的形状、大小、位置和样式等均不作限定。例如该摇杆控件41可以是圆形,也可以是正方形;该摇杆控件41的面积可以占用户界面40的面积的1/10,也可以占用户界面40的面积的1/20;该摇杆控件41可以位于用户界面40的左下角,也可以位于用户界面40的右下角;该摇杆控件41可以透明的形式显示,也可以色彩填充的形式显示。在本申请实施例中,该摇杆控件41的显示不遮挡用户界面40的主要显示元素。
可选地,用户界面包括第一视图层和第二视图层;其中,第一视图层的显示层级高于第二视图层的显示层级。摇杆控件位于第一视图层,用于显示游戏对局的虚拟环境的游戏画面位于第二视图层。当然,第一视图层中除了包括上文介绍的摇杆控件之外,还可以包括其它操作控件,如用于对虚拟对象的姿态进行控制的操作控件、用于对虚拟对象装配的虚拟装备进行控制的操作控件,等等,本申请实施例对此不作限定。
步骤302,接收作用于该摇杆控件对应的目标区域的快速点击操作信号。
摇杆控件对应的目标区域是指与摇杆控件存在一定重叠的区域。在该目标区域,移动终端能够响应于用户的触控操作,如点击或者按压操作。用户执行作用于上述目标区域的点击或者按压操作之后,移动终端会接收到相应的操作信号。
在一个示例中,摇杆控件对应的目标区域与摇杆控件完全重叠,也即摇杆控件对应的目标区域的尺寸和形状,与摇杆控件的尺寸和形状完全相同,且摇杆控件的中心位置与目标区域的中心位置重叠。
在另一个示例中,摇杆控件对应的目标区域包括摇杆控件,且摇杆控件对应的目标区域的尺寸大于摇杆控件的尺寸。例如,如图4所示,目标区域42是一个尺寸大于摇杆控件41的尺寸的矩形区域。可选地,摇杆控件的中心位置与目标区域的中心位置重叠。
在又一个示例中,摇杆控件对应的目标区域的尺寸小于摇杆控件的尺寸。可选地,摇杆控件的中心位置与目标区域的中心位置重叠。
另外,目标区域可以是在用户界面中的一个用户可见的区域,也可以是在用户界面中的一个用户不可见的区域,例如目标区域可以是一个全透明的区域,本申请实施例对此不作限定。
在本申请实施例中,快速点击操作信号是指连续多次点击操作触发生成的信号,且该连续多次点击操作中,相邻两次点击操作的时间间隔小于预设阈值。可选地,该快速点击操作信号可以是双击操作信号。双击操作信号是指连续两次点击,且该连续两次点击的时间间隔小于预设阈值的操作信号。当然,在其它示例中,快速点击操作信号也可以是三击操作信号、四击操作信号等等,本申请实施例对此不作限定。
步骤303,根据该快速点击操作信号,控制虚拟对象在用户界面显示的虚拟场景中自动奔跑。
在一个示例中,在接收到该快速点击操作信号时,若虚拟对象处于站立状态,则控制该虚拟对象以站立状态在虚拟场景中自动奔跑。
在另一个示例中,在接收到该快速点击操作信号时,若虚拟对象处于非站立状态,则控制该虚拟对象以非站立状态在虚拟场景中自动奔跑。
可选地,为了给用户多样化控制虚拟对象的方式,提升人机交互体验,上述步骤303之后,还包括:接收对应于该虚拟对象的姿态切换指令。姿态切换指令是指用于控制虚拟对象的姿态进行切换的操作指令。该姿态切换指令可以是用户通过操作控件、语音或者手势等方式触发。若虚拟对象处于非站立状态,则根据该姿态切换指令,控制该虚拟对象从非站立状态切换至站立状态,然后控制该虚拟对象以站立状态在虚拟场景中自动奔跑。若虚拟对象处于站立状态,则根据该姿态切换指令,控制该虚拟对象从站立状态切换至非站立状态,然后控制该虚拟对象以非站立状态在虚拟场景中自动奔跑。可选地,请参考图4,上述用户界面中显示有姿态切换图标43,当用户点击该姿态切换图标43,移动终端会接收到姿态切换指令。可选地,该姿态切换图标43可以是下蹲图标。
可选地,为了更接近实际环境中对象的奔跑方式,非站立状态下自动奔跑的速度比站立状态下自动奔跑的速度小。例如,当该虚拟对象以下蹲状态在虚拟场景中自动奔跑时,此时自动奔跑的速度是1m/s,若移动终端接收到姿态切换指令,则控制该虚拟对象从下蹲状态切换到站立状态,并且控制该虚拟对象以站立状态在虚拟场景中自动奔跑,此时自动奔跑的速度是3m/s。
可选地,为了提升人机交互体验,给用户便捷了解该虚拟对象的状态,在该虚拟对象处于非站立状态的情况下,在用户界面中显示第一提示信息,该第 一提示信息用于指示该虚拟对象处于非站立状态;在该虚拟对象处于站立状态的情况下,在该用户界面中显示第二提示信息,该第二提示信息用于指示该虚拟对象处于站立状态。可选地,该第一提示信息和该第二提示信息可以基于同一个图标显示。例如,如图4所示,该第一提示信息和该第二提示信息均基于用户界面中的姿态切换图标43,该姿态切换图标43用于指示虚拟对象处于站立状态还是下蹲状态,当虚拟对象处于下蹲状态时,显示第一提示信息,如该姿态切换图标43高亮显示,当虚拟对象处于站立状态时,显示第二提示信息,如该姿态切换图标43取消高亮显示。
另外,在本申请实施例中,站立状态是指虚拟对象站立时的状态,非站立状态是指虚拟对象非站立时的状态。在一种可能的实施方式中,非站立状态可以是下蹲状态,即虚拟对象下蹲时的状态。在本申请实施例中,虚拟对象自动奔跑时的方向和速度可以预先进行设定,例如,可以预先设定虚拟对象自动奔跑时的方向是正前方,速度是3m/s,其中,正前方是指虚拟对象面对的方向。
综上所述,本申请实施例提供的技术方案,通过在用户界面中显示摇杆控件,当接收到作用于该摇杆控件对应的目标区域的快速点击操作信号时,控制虚拟对象在用户界面显示的虚拟环境中自动奔跑,实现了一键触发虚拟对象进行自动奔跑的功能,而不需要用户连续地点击或者持续按住某一操作控件,提升了操作效率。并且,用户在触发虚拟对象开始自动奔跑之后,其手指就可以释放,进而通过该释放的手指完成一些其它操作,如在奔跑过程中对虚拟环境进行观察、在奔跑过程中更换装备、在奔跑过程中和其它用户进行交流等,带来更加丰富的交互功能。
另外,在接收到目标区域的快速点击操作信号之前,若虚拟对象处于非站立状态,则在触发虚拟对象以非站立状态开始自动奔跑之后,还可以通过姿态切换指令控制虚拟对象从非站立状态切换至站立状态,然后控制虚拟对象以站立状态进行自动奔跑,给用户提供了多样化控制虚拟对象自动奔跑的方式,进一步提升了人机交互体验。
在一种可能的实施方式中,为了提升人机交互体验以及对虚拟对象的自动奔跑控制的灵活性,上述步骤303,包括:获取快速点击操作信号对应的属性值;根据该属性值,确定虚拟对象的奔跑速度;控制虚拟对象在虚拟场景中按 照该奔跑速度进行自动奔跑。
在本申请实施例中,属性值是指快速点击操作信号对应的操作参数,例如,属性值可以是操作时间间隔、操作次数等,本申请实施例对此不作限定。
示例性地,当该快速点击操作信号是双击操作信号时,属性值为该双击操作信号的点击时间间隔。可选地,双击操作信号的点击间隔时间与虚拟对象的奔跑速度之间呈负相关关系,即该点击间隔时间越小,该奔跑速度越大;该点击间隔时间越长,该奔跑速度越小。
示例性地,快速点击操作信号的属性值还可以是点击次数。可选地,快速点击操作信号的点击次数与虚拟对象的奔跑速度之间呈正相关关系,即点击次数越多,该奔跑速度越大;点击次数越少,该奔跑速度越小。
在另一种可能的实施方式中,为进一步提升人机交互体验以及对虚拟对象的自动奔跑控制的灵活性,上述步骤303,包括:移动终端可以通过检测该快速点击操作信号的操作位置;根据该操作位置,确定虚拟对象的奔跑方向;控制虚拟对象在虚拟场景中按照该奔跑方向进行自动奔跑。例如,上述目标区域均匀等分为四个区域,记为区域1、区域2、区域3和区域4,且区域1对应的方向是正东、区域2对应的方向是正南、区域3对应的方向是正西、区域4对应的方向是正北,当检测到该快速点击操作信号的操作位置位于区域2时,即确定虚拟对象的奔跑方向是正南,则控制虚拟对象在虚拟场景中按照正南方向进行自动奔跑。本申请实施例中对目标区域具体划分为几个区域,各个区域分别对应什么方向均不作限定。
在实际应用中,可以结合使用上述两种方式,从而实现对虚拟对象的奔跑速度和奔跑方向同时进行控制。
在又一种可能的实施方式中,结合参考图5,本申请实施例提供的虚拟对象的控制方法可以包括如下几个步骤:
步骤501,判断虚拟对象是否处于站立状态;若是,则执行下述步骤502;若否,则继续执行步骤501;
步骤502,判断是否接收到快速点击操作信号;若是,则执行下述步骤503;若否,则继续执行步骤502;
步骤503,判断该快速点击操作信号是否位于目标区域内;若是,则执行 下述步骤504;若否,则继续执行步骤503;
步骤504,根据该快速点击操作信号的属性值和操作位置,确定虚拟对象的奔跑速度和奔跑方向;
步骤505,控制虚拟对象以该奔跑速度和该奔跑方向进行自动奔跑。
综上所述,本申请实施例提供的技术方案,通过根据快速点击操作信号的属性值和操作位置,确定虚拟对象自动奔跑的奔跑速度和奔跑方向,从而给用户更多控制虚拟对象的方式,更好地满足用户的操作需求。
请参考图6,其示出了本申请另一个实施例提供的虚拟对象的控制方法的流程图。该方法可应用于上文介绍的移动终端中,如应用于移动终端的应用程序(如射击类游戏应用程序)的客户端中。该方法可以包括如下几个步骤:
步骤601,显示用户界面,该用户界面中包括用于控制虚拟对象移动的摇杆控件。
步骤602,在该虚拟对象处于非站立状态的情况下,若接收到起始位置位于该摇杆控件的滑动操作信号,则控制该虚拟对象从非站立状态切换至站立状态。
在示例性实施例中,控制该虚拟对象从非站立状态切换至站立状态之前,还包括:获取该滑动操作信号的触摸位置;当该滑动操作信号的触摸位置位于快速起身图标的显示位置时,执行控制所述虚拟对象从非站立状态切换至站立状态的步骤。可选地,当滑动操作信号的触摸位置位于快速起身图标的显示位置时,该快速起身图标可以高亮显示,以提醒触发状态切换成功,提升了人机交互效率。
在示例性实施例中,获取该滑动操作信号的触摸位置之后,还包括:获取该滑动操作信号的触摸位置与目标位置之间的距离;当检测到该距离大于距离阈值时,在用户界面中显示快速起身图标。其中,目标位置是指上述摇杆控件的中心位置。本申请实施例中,距离阈值的大小是根据应用的移动终端的用户界面的大小设置的,例如,当移动终端为平板电脑时设置的距离阈值为5cm,当移动终端为手机时设置的距离阈值为3cm,这种设置可以根据应用的移动终端的用户界面的不同大小而灵活改变距离阈值,进一步提升了人机交互体验。
在示例性实施例中,为了提供更多可以控制虚拟对象的方式,进一步提升人机交互体验,获取该滑动操作信号的触摸位置与目标位置之间的距离之后,还包括:根据该距离,确定虚拟对象的移动速度,该距离与该移动速度之间呈负相关关系,即该距离越大,该移动速度越小,该距离越小,该移动速度越大,也即随着该滑动操作信号的触摸位置越来越接近目标位置,虚拟对象的移动速度也越来越大。
步骤603,在该虚拟对象切换至站立状态之后,控制该虚拟对象在用户界面显示的虚拟场景中自动奔跑。
在示例性实施例中,如图7(a)所示,用户界面70中包括摇杆控件71和快速起身图标73,该摇杆控件71用于控制虚拟对象移动,该快速起身图标73用于切换该虚拟对象的状态,并且控制该虚拟对象状态切换之后在虚拟场景中自动奔跑。可选地,该摇杆控件71中包含拖动图标72,该拖动图标72用于改变虚拟对象的移动速度和方向。可选地,为了提升人机交互体验,该拖动图标72可以根据滑动操作信号实时改变位置,该拖动图标72的位置变换反映虚拟对象的位置变换。可选地,该拖动图标的中心位置,与滑动操作信号的触摸位置的中心位置重合。例如,当滑动操作信号是快速往用户界面左上角滑动时,该拖动图标72也快速往用户界面左上角移动,反映到用户界面显示的虚拟场景中为该虚拟对象快速往西北方向移动。另外,当该拖动图标的中心位置与摇杆控件的中心位置之间的距离大于距离阈值时,在用户界面70中显示快速起身图标73。如图7(b)所示,当拖动图标72的中心位置位于快速起身图标73的显示位置时,控制虚拟对象快速起身后自动奔跑,并控制快速起身图标73高亮显示。可选地,如图7(a)所示,用户界面70中包括下蹲图标74,当虚拟对象处于下蹲状态时,该下蹲图标74高亮显示。可选地,如图7(b)所示,当拖动图标72的中心位置位于快速起身图标73的显示位置时,控制虚拟对象快速起身自动奔跑后,该下蹲图标74取消高亮显示。
综上所述,本申请实施例提供的技术方案,通过提供一种在虚拟对象处于非站立状态时,控制虚拟对象先快速起身,然后进行自动奔跑的方式,避免了在控制处于非站立状态的虚拟对象进行自动奔跑后,还要进行一些操作才能控制虚拟对象起身自动奔跑,从而进一步提升了人机交互效率和人机交互体验。
在一种可能的实施方式中,结合参考图8,本申请实施例中的滑动操作信号的控制方法有如下几个步骤:
步骤801,接收到滑动操作信号;
步骤802,计算滑动操作信号的中心位置与摇杆控件中心位置之间的距离;
步骤803,当该距离大于距离阈值时,显示快速奔跑图标;
步骤804,控制滑动操作信号的中心位置至快速奔跑图标的显示位置。
在一种可能的实施方式中,结合参考图9,本申请实施例提供的虚拟对象的控制方法可以包括如下几个步骤:
步骤901,控制虚拟对象处于非站立状态;
步骤902,判断是否接收到滑动操作信号;若是,则执行下述步骤903;若否,则继续执行步骤902;
步骤903,计算滑动操作信号的触摸位置与目标位置之间的距离;
步骤904,判断该距离是否大于距离阈值;若是,则执行下述步骤905;若否,则执行上述步骤903;
步骤905,显示快速起身图标;
步骤906,判断滑动操作信号的触摸位置是否位于该快速起身图标的显示位置;若是,则执行下述步骤907;若否,则继续执行步骤906;
步骤907,控制虚拟对象从非站立状态切换至站立状态;
步骤908,控制虚拟对象自动奔跑。
在一种可能的实施方式中,上述方法还可以包括如下步骤:
显示用户界面,该用户界面中包括用于控制虚拟对象自动奔跑的自动奔跑图标;接收作用于该自动奔跑图标的触发信号;根据该触发信号控制该虚拟对象自动奔跑。
例如,如图10所示,在用户界面100中显示有自动奔跑图标101,当接收到对应于该自动奔跑101的触发信号时,控制虚拟对象自动奔跑。可选地,该自动奔跑图标101在虚拟对象自动奔跑之后高亮显示,以提示该虚拟对象处于自动奔跑状态。可选地,该触发信号可以是单击信号,也可以是按压信号,本申请实施例对此不作限定。
在另一种可能的实施方式中,上述方法还可以包括如下步骤:
若接收到起始位置位于上述摇杆控件的滑动操作信号,则获取该滑动操作信号的触摸位置;当该滑动操作信号的触摸位置的中心位置与摇杆控件的中心位置之间的距离大于距离阈值时,显示自动奔跑图标;当该滑动操作信号的触摸位置位于自动奔跑图标的显示位置时,控制该虚拟对象自动奔跑。
可选地,上述摇杆控件中包含用于控制虚拟对象移动的拖动图标,该拖动图标的中心位置与该滑动操作信号的触摸位置的中心位置重合。
可选地,该自动奔跑图标在虚拟对象自动奔跑后高亮显示,以提示用户该虚拟对象处于自动奔跑状态。
例如,如图11(a)所示,在用户界面110中显示摇杆控件111,该摇杆控件111中包含拖动图标112,通过接收滑动操作信号可以改变拖动图标112的位置。如图11(b)所示,当滑动操作信号的触摸位置的中心位置与该摇杆控件111的中心位置重合,即该滑动操作信号的触摸位置的中心位置与该拖动图标112的中心位置重合时,在用户界面中显示自动奔跑图标113。当该拖动图标112的中心位置位于该自动奔跑图标113的显示位置时,控制虚拟对象自动奔跑,且控制该自动奔跑图标113高亮显示。
在一种可能的实施方式中,结合参考图12,本申请实施例提供的虚拟对象的控制方法可以包括如下几个步骤:
步骤1201,控制虚拟对象处于站立状态;
步骤1202,判断是否接收到滑动操作信号;若是,则执行下述步骤1203;若否,则继续执行步骤1202;
步骤1103,计算滑动操作信号的触摸位置与目标位置之间的距离;
步骤1104,判断该距离是否大于距离阈值;若是,则执行下述步骤1205;若否,则执行上述步骤1203;
步骤1205,显示自动奔跑图标;
步骤1206,判断滑动操作信号的触摸位置是否位于该自动奔跑图标的显示位置;若是,则执行下述步骤1207;若否,则继续执行步骤1206;
步骤1207,控制虚拟对象自动奔跑。
下述为本申请装置实施例,可以用于执行本申请方法实施例。对于本申请装置实施例中未披露的细节,请参照本申请方法实施例。
请参考图13,其示出了本申请一个实施例提供的虚拟对象的控制装置的框图。该装置具有实现上述方法示例的功能,所述功能可以由硬件实现,也可以由硬件执行相应的软件实现。该装置可以是移动终端,也可以设置在移动终端中。该装置1300可以包括:界面显示模块1310、信号接收模块1320和奔跑控制模块1230。
界面显示模块1310,用于显示用户界面,所述用户界面中包括用于控制虚拟对象移动的摇杆控件。
信号接收模块1320,用于接收作用于所述摇杆控件对应的目标区域的快速点击操作信号。
奔跑控制模块1330,用于根据所述快速点击操作信号,控制所述虚拟对象在所述用户界面显示的虚拟场景中自动奔跑。
在示例性实施例中,如图14所示,所述信号接收模块1320用于:接收作用于所述摇杆控件对应的目标区域的快速点击操作信号;或者,接收作用于所述摇杆控件对应的目标区域的按压操作信号。
在示例性实施例中,如图14所示,所述奔跑控制模块1330包括:速度控制子模块1331,用于:获取所述快速点击操作信号对应的属性值;根据所述属性值,确定所述虚拟对象的奔跑速度;控制所述虚拟对象在所述虚拟场景中按照所述奔跑速度进行自动奔跑。
在示例性实施例中,如图14所示,所述奔跑控制模块1330包括:方向控制子模块1332,用于:检测所述快速点击操作信号对应的操作位置;根据所述操作位置,确定所述虚拟对象的奔跑方向;控制所述虚拟对象在所述虚拟场景中按照所述奔跑方向进行自动奔跑。
在示例性实施例中,所述奔跑控制模块1330还用于:在接收到所述快速点击操作信号时,若所述虚拟对象处于非站立状态,则控制所述虚拟对象以所述非站立状态在所述虚拟场景中自动奔跑。
在示例性实施例中,所述奔跑控制模块1330还用于:接收对应于所述虚拟对象的姿态切换指令;根据所述姿态切换指令,控制所述虚拟对象从所述非站立状态切换至站立状态;控制所述虚拟对象以所述站立状态在所述虚拟场景中自动奔跑。
综上所述,本申请实施例提供的技术方案,通过在用户界面中显示摇杆控件,当接收到作用于该摇杆控件对应的目标区域的快速点击操作信号时,控制虚拟对象在用户界面显示的虚拟环境中自动奔跑,实现了一键触发虚拟对象进行自动奔跑的功能,而不需要用户连续地点击或者持续按住某一操作控件,提升了操作效率。并且,用户在触发虚拟对象开始自动奔跑之后,其手指就可以释放,进而通过该释放的手指完成一些其它操作,如在奔跑过程中对虚拟环境进行观察、在奔跑过程中更换装备、在奔跑过程中和其它用户进行交流等,带来更加丰富的交互功能。
另外,在接收到目标区域的快速点击操作信号之前,若虚拟对象处于非站立状态,则在触发虚拟对象以非站立状态开始自动奔跑之后,还可以通过姿态切换指令控制虚拟对象从非站立状态切换至站立状态,然后控制虚拟对象以站立状态进行自动奔跑,给用户提供了多样化控制虚拟对象自动奔跑的方式,进一步提升了人机交互体验。
请参考图15,其示出了本申请另一个实施例提供的虚拟对象的控制装置的框图。该装置具有实现上述方法示例的功能,所述功能可以由硬件实现,也可以由硬件执行相应的软件实现。该装置可以是移动终端,也可以设置在移动终端中。该装置1500可以包括:界面显示模块1510、姿态切换模块1520和奔跑控制模块1530。
界面显示模块1510,用于显示用户界面,所述用户界面中包括用于控制虚拟对象移动的摇杆控件。
姿态切换模块1520,用于在所述虚拟对象处于非站立状态的情况下,若接收到起始位置位于所述摇杆控件的滑动操作信号,则控制所述虚拟对象从所述非站立状态切换至站立状态。
奔跑控制模块1530,用于在所述虚拟对象切换至所述站立状态之后,控制所述虚拟对象在所述用户界面显示的虚拟场景中自动奔跑。
在示例性实施例中,所述姿态切换模块1520还用于:获取所述滑动操作信号的触摸位置;当所述滑动操作信号的触摸位置位于快速起身图标的显示位置时,执行所述控制所述虚拟对象从所述非站立状态切换至站立状态的步骤。
在示例性实施例中,所述姿态切换模块1520还用于:获取所述滑动操作信 号的触摸位置与目标位置之间的距离;当检测到所述距离大于距离阈值时,在所述用户界面中显示所述快速起身图标。
在示例性实施例中,所述姿态切换模块1520,还用于:根据所述距离,确定所述虚拟对象的移动速度,所述距离与所述移动速度之间呈负相关关系。
在示例性实施例中,如图16所示,所述装置1500还包括信息显示模块1540,用于:在所述虚拟对象处于所述非站立状态的情况下,在所述用户界面中显示第一提示信息,所述第一提示信息用于指示所述虚拟对象处于所述非站立状态;在所述虚拟对象处于所述站立状态的情况下,在所述用户界面中显示第二提示信息,所述第二提示信息用于指示所述虚拟对象处于所述站立状态。
综上所述,本申请实施例提供的技术方案,通过提供一种在虚拟对象处于非站立状态时,控制虚拟对象先快速起身,然后进行自动奔跑的方式,避免了在控制处于非站立状态的虚拟对象进行自动奔跑后,还要进行一些操作才能控制虚拟对象起身自动奔跑,从而进一步提升了人机交互效率和人机交互体验。
需要说明的是,上述实施例提供的装置,在实现其功能时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的装置与方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
请参考图17,其示出了本申请一个实施例提供的移动终端1700的结构框图。该移动终端1700可以是诸如手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备等便携式电子设备。该移动终端用于实施上述实施例中提供的虚拟对象的控制方法。该移动终端可以是图1所示实施环境中的移动终端10。具体来讲:
通常,移动终端1700包括有:处理器1701和存储器1702。
处理器1701可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1701可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1701也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下 的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1701可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1701还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1702可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1702还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1702中的非暂态的计算机可读存储介质用于存储至少一个指令,至少一段程序、代码集或指令集,所述至少一条指令、至少一段程序、代码集或指令集,且经配置以由一个或者一个以上处理器执行,以实现上述虚拟对象的控制方法。
在一些实施例中,移动终端1700还可选包括有:***设备接口1703和至少一个***设备。处理器1701、存储器1702和***设备接口1703之间可以通过总线或信号线相连。各个***设备可以通过总线、信号线或电路板与***设备接口1703相连。具体地,***设备包括:射频电路1704、触摸显示屏1705、摄像头1706、音频电路1707、定位组件1408和电源1709中的至少一种。
本领域技术人员可以理解,图17中示出的结构并不构成对移动终端1700的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
在示例性实施例中,还提供了一种存储介质,所述存储介质用于存储计算机程序,所述计算机程序用于执行上述虚拟对象的控制方法。
可选地,该计算机可读存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、固态硬盘(SSD,Solid State Drives)或光盘等。其中,随机存取记忆体可以包括电阻式随机存取记忆体(ReRAM,Resistance Random Access Memory)和动态随机存取存储器(DRAM,Dynamic Random Access Memory)。
在示例性实施例中,还提供一种计算机程序产品,当其在终端设备上运行 时,使得终端设备执行上述虚拟对象的控制方法。
应当理解的是,在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。另外,本文中描述的步骤编号,仅示例性示出了步骤间的一种可能的执行先后顺序,在一些其它实施例中,上述步骤也可以不按照编号顺序来执行,如两个不同编号的步骤同时执行,或者两个不同编号的步骤按照与图示相反的顺序执行,本申请实施例对此不作限定。
以上所述仅为本申请的示例性实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (15)

  1. 一种虚拟对象的控制方法,所述方法由终端设备执行,所述方法包括:
    显示用户界面,所述用户界面中包括用于控制虚拟对象移动的摇杆控件;
    接收作用于所述摇杆控件对应的目标区域的快速点击操作信号;
    根据所述快速点击操作信号,控制所述虚拟对象在所述用户界面显示的虚拟场景中自动奔跑。
  2. 根据权利要求1所述的方法,所述根据所述快速点击操作信号,控制所述虚拟对象在所述用户界面显示的虚拟场景中自动奔跑,包括:
    获取所述快速点击操作信号对应的属性值;
    根据所述属性值,确定所述虚拟对象的奔跑速度;
    控制所述虚拟对象在所述虚拟场景中按照所述奔跑速度进行自动奔跑。
  3. 根据权利要求1所述的方法,所述根据所述快速点击操作信号,控制所述虚拟对象在所述用户界面显示的虚拟场景中自动奔跑,包括:
    检测所述快速点击操作信号对应的操作位置;
    根据所述操作位置,确定所述虚拟对象的奔跑方向;
    控制所述虚拟对象在所述虚拟场景中按照所述奔跑方向进行自动奔跑。
  4. 根据权利要求1至3任一项所述的方法,所述根据所述快速点击操作信号,控制所述虚拟对象在所述用户界面显示的虚拟场景中自动奔跑,包括:
    在接收到所述快速点击操作信号时,若所述虚拟对象处于非站立状态,则控制所述虚拟对象以所述非站立状态在所述虚拟场景中自动奔跑。
  5. 根据权利要求4所述的方法,所述控制所述虚拟对象以所述非站立状态在所述虚拟场景中自动奔跑之后,还包括:
    接收对应于所述虚拟对象的姿态切换指令;
    根据所述姿态切换指令,控制所述虚拟对象从所述非站立状态切换至站立状态;
    控制所述虚拟对象以所述站立状态在所述虚拟场景中自动奔跑。
  6. 一种虚拟对象的控制方法,所述方法包括:
    显示用户界面,所述用户界面中包括用于控制虚拟对象移动的摇杆控件;
    在所述虚拟对象处于非站立状态的情况下,若接收到起始位置位于所述摇 杆控件的滑动操作信号,则控制所述虚拟对象从所述非站立状态切换至站立状态;
    在所述虚拟对象切换至所述站立状态之后,控制所述虚拟对象在所述用户界面显示的虚拟场景中自动奔跑。
  7. 根据权利要求6所述的方法,所述控制所述虚拟对象从所述非站立状态切换至站立状态之前,还包括:
    获取所述滑动操作信号的触摸位置;
    当所述滑动操作信号的触摸位置位于快速起身图标的显示位置时,执行所述控制所述虚拟对象从所述非站立状态切换至站立状态的步骤。
  8. 根据权利要求7所述的方法,所述获取所述滑动操作信号的触摸位置之后,还包括:
    获取所述滑动操作信号的触摸位置与目标位置之间的距离;
    当检测到所述距离大于距离阈值时,在所述用户界面中显示所述快速起身图标。
  9. 根据权利要求8所述的方法,所述获取所述滑动操作信号的触摸位置与目标位置之间的距离之后,还包括:
    根据所述距离确定所述虚拟对象的移动速度,所述距离与所述移动速度之间呈负相关关系。
  10. 根据权利要求6至9任一项所述的方法,所述方法还包括:
    在所述虚拟对象处于所述非站立状态的情况下,在所述用户界面中显示第一提示信息,所述第一提示信息用于指示所述虚拟对象处于所述非站立状态;
    在所述虚拟对象处于所述站立状态的情况下,在所述用户界面中显示第二提示信息,所述第二提示信息用于指示所述虚拟对象处于所述站立状态。
  11. 一种虚拟对象的控制装置,所述装置包括:
    界面显示模块,用于显示用户界面,所述用户界面中包括用于控制虚拟对象移动的摇杆控件;
    信号接收模块,用于接收作用于所述摇杆控件对应的目标区域的快速点击操作信号;
    奔跑控制模块,用于根据所述快速点击操作信号,控制所述虚拟对象在所 述用户界面显示的虚拟场景中自动奔跑。
  12. 一种虚拟对象的控制装置,所述装置包括:
    界面显示模块,用于显示用户界面,所述用户界面中包括用于控制虚拟对象移动的摇杆控件;
    姿态切换模块,用于在所述虚拟对象处于非站立状态的情况下,若接收到起始位置位于所述摇杆控件的滑动操作信号,则控制所述虚拟对象从所述非站立状态切换至站立状态;
    奔跑控制模块,用于在所述虚拟对象切换至所述站立状态之后,控制所述虚拟对象在所述用户界面显示的虚拟场景中自动奔跑。
  13. 一种移动终端,所述移动终端包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行,以实现如权利要求1至5任一项所述的虚拟对象的控制方法,或实现如权利要求6至10任一项所述的虚拟对象的控制方法。
  14. 一种存储介质,所述存储介质用于存储计算机程序,所述计算机程序用于执行权利要求1至5任一项所述的虚拟对象的控制方法,或执行如权利要求6至10任一项所述的虚拟对象的控制方法。
  15. 一种包括指令的计算机程序产品,当其在计算机上运行时,使得所述计算机执行权利要求1至5任一项所述的虚拟对象的控制方法,或执行如权利要求6至10任一项所述的虚拟对象的控制方法。
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