WO2021203831A1 - 虚拟对象控制方法、装置、计算机设备和存储介质 - Google Patents

虚拟对象控制方法、装置、计算机设备和存储介质 Download PDF

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Publication number
WO2021203831A1
WO2021203831A1 PCT/CN2021/076223 CN2021076223W WO2021203831A1 WO 2021203831 A1 WO2021203831 A1 WO 2021203831A1 CN 2021076223 W CN2021076223 W CN 2021076223W WO 2021203831 A1 WO2021203831 A1 WO 2021203831A1
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WIPO (PCT)
Prior art keywords
panel
button
object selection
user interface
virtual object
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PCT/CN2021/076223
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English (en)
French (fr)
Inventor
徐昌斌
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腾讯科技(深圳)有限公司
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Priority to JP2022535887A priority Critical patent/JP7404541B2/ja
Publication of WO2021203831A1 publication Critical patent/WO2021203831A1/zh
Priority to US17/818,453 priority patent/US20230120147A1/en

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    • AHUMAN NECESSITIES
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    • AHUMAN NECESSITIES
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    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
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    • G06F2203/048Indexing scheme relating to G06F3/048
    • G06F2203/04803Split screen, i.e. subdividing the display area or the window area into separate subareas

Definitions

  • This application relates to the field of computer technology, in particular to a virtual object control method, device, computer equipment and storage medium.
  • the user can interact with virtual objects controlled by the other party (such as other users or computer programs) by controlling one or more virtual objects.
  • the user selects a tactic or skill on the user interface, and then The user interface selects the virtual object to execute the tactic or skill, so as to control the virtual object to interact with the virtual object controlled by the opponent.
  • the virtual object that the user needs to control is occluded by the virtual object of the own camp or the opponent camp in the user interface, the virtual object to be controlled cannot be selected, thereby reducing the interaction effect.
  • a virtual object control method, device, computer equipment, and storage medium are provided.
  • a virtual object control method executed by a terminal, the method including:
  • the interaction button on the interaction control panel When the interaction button on the interaction control panel is triggered and the interaction button is associated with the object selection panel, the interaction mode corresponding to the triggered interaction button is acquired, and the interaction control panel is set in the user interface Replace with the object selection panel;
  • a virtual object control device includes:
  • the obtaining module is used to obtain the panel display instruction generated by triggering on the user interface
  • a display module for displaying an interactive control panel on the user interface in response to the panel display instruction
  • An update module configured to replace the interactive control panel with the object selection panel in the user interface when the interactive button on the interactive control panel is triggered and the interactive button is associated with the object selection panel;
  • the selection module is used to select the virtual object to be controlled through the object selection panel;
  • the control module is used to control the selected virtual object to interact according to the interaction mode corresponding to the interaction button.
  • a computer device includes a memory and a processor, the memory stores a computer program, and the processor implements the following steps when the processor executes the computer program:
  • the interaction button on the interaction control panel When the interaction button on the interaction control panel is triggered and the interaction button is associated with the object selection panel, the interaction mode corresponding to the triggered interaction button is acquired, and the interaction control panel is set in the user interface Replace with the object selection panel;
  • a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the following steps are implemented:
  • the interaction button on the interaction control panel When the interaction button on the interaction control panel is triggered and the interaction button is associated with the object selection panel, the interaction mode corresponding to the triggered interaction button is acquired, and the interaction control panel is set in the user interface Replace with the object selection panel;
  • a virtual object control method includes:
  • the selected virtual object is controlled to interact according to the interaction mode on the interaction control panel.
  • a virtual object control device characterized in that the device includes:
  • the obtaining module is used to obtain the panel display instruction generated by triggering on the user interface
  • a display module for displaying an object selection panel on the user interface in response to the panel display instruction
  • the update module is configured to replace the object selection panel with the object selection panel in the user interface when the virtual object selection button on the object selection panel is triggered and the virtual object selection button is associated with an interactive control panel Interactive control panel;
  • the selection module is used to select the virtual object to be controlled corresponding to the virtual object selection button;
  • the control module is used to control the selected virtual object for interaction according to the interaction mode on the interaction control panel.
  • a computer device includes a memory and a processor, the memory stores a computer program, and the processor implements the following steps when the processor executes the computer program:
  • the selected virtual object is controlled to interact according to the interaction mode on the interaction control panel.
  • a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the following steps are implemented:
  • the selected virtual object is controlled to interact according to the interaction mode on the interaction control panel.
  • Figure 1 is an application environment diagram of a virtual object control method in an embodiment
  • FIG. 2 is a schematic flowchart of a virtual object control method in an embodiment
  • Figure 3 is a schematic diagram showing an interactive control panel in a basketball game in an embodiment
  • FIG. 4 is a schematic diagram showing the interactive control panel according to the number of tactics in an embodiment
  • FIG. 5 is a schematic diagram showing the buttons of executable and non-executable tactics in the interactive control panel in an embodiment
  • FIG. 6 is a schematic diagram of displaying the interactive control panel according to the designated position and the position of the panel display button in the user interface in an embodiment
  • FIG. 7 is a schematic diagram of triggering the corresponding interactive control button when the panel display button slides and the interactive control panel is displayed in an embodiment
  • FIG. 8 is a schematic diagram showing an object selection panel on a user interface in an embodiment
  • FIG. 9 is a schematic flowchart of a virtual object control method in another embodiment.
  • FIG. 10 is a schematic diagram of triggering the corresponding object selection button when the panel display button slides and the object selection panel is displayed in an embodiment
  • FIG. 11 is a schematic diagram of switching from the first object selection panel to the interactive control panel and then to the second object selection panel in an embodiment
  • FIG. 12 is a schematic flowchart of a virtual object control method in another embodiment
  • FIG. 13 is a schematic diagram of switching from the tactical roulette to the player selection roulette when the switching conditions are met in an embodiment
  • FIG. 14 is a schematic diagram of executing the corresponding logic function when the user releases the finger in advance in an embodiment
  • 15 is a schematic diagram of whether the tactical roulette is associated with the player selection roulette in an embodiment
  • Figure 16 is a structural block diagram of a virtual object control device in an embodiment
  • Figure 17 is a structural block diagram of a virtual object control device in another embodiment
  • Figure 18 is a structural block diagram of a virtual object control device in another embodiment
  • Fig. 19 is a diagram of the internal structure of a computer device in an embodiment.
  • the virtual object control method provided in this application can be applied to the application environment as shown in FIG. 1.
  • the terminal 102, the server 104, and the terminal 106 communicate through a network.
  • the terminal 102 obtains the panel display instruction generated by triggering on the user interface; in response to the panel display instruction, displays the interactive control panel on the user interface; when the interactive button on the interactive control panel is triggered and the interactive button is associated with the object selection panel, Replace the interactive control panel with the object selection panel in the user interface; select the virtual object to be controlled through the object selection panel; control the selected virtual object and the virtual object controlled by the terminal 106 according to the interactive mode corresponding to the interactive button (that is, the opponent player controls Or, according to the interactive mode corresponding to the interactive button, control the selected virtual object to interact with the virtual object controlled by the program in the server 104 (that is, a non-player-controlled role); or, according to the interactive button corresponding
  • the interactive mode controls the selected virtual object to interact with the virtual object controlled by the program in the terminal 102 (that is
  • the terminal 102 is a terminal held by the end user, and the terminal 106 is a terminal held by the opposite user.
  • the terminal 102 and the terminal 104 can be, but are not limited to, various personal computers, notebook computers, smart phones, tablet computers, and portable wearable devices.
  • the server 104 can be implemented as an independent server or a server cluster composed of multiple servers.
  • a method for controlling virtual objects is provided. Taking the method applied to the terminal 102 in FIG. 1 as an example for description, the method includes the following steps:
  • S202 Acquire a panel display instruction generated by triggering on the user interface.
  • the user interface is the interface used by the user when performing interactive tasks.
  • Interactive tasks can be virtual sports games, shooting games or magic games.
  • the virtual object can be controlled through the user interface, such as controlling the player to perform interactive actions such as shooting, passing or back hitting.
  • the above trigger can be triggered by touching or sliding.
  • the terminal displays a user interface, and displays a virtual environment screen in the user interface, and the virtual environment screen displays virtual objects of different camps.
  • the virtual environment screen refers to a virtual environment screen generated by a computer.
  • the virtual environment can be a game scene.
  • the virtual environment provides a multimedia virtual world.
  • the user can control virtual objects through the controls on the user interface, or directly control the operable virtual objects in the virtual environment, and observe the objects in the virtual environment from the perspective of the virtual object. Characters, landscapes, etc., as well as interactions between virtual objects and other virtual objects in the virtual environment (such as characters controlled by other players, or characters not controlled by players).
  • the virtual environment is usually a two-dimensional or multi-dimensional virtual environment generated by an application program in a computer device such as a terminal, and then displayed through hardware (such as a screen) in the terminal to obtain a visual virtual environment picture.
  • the terminal may be a mobile terminal such as a smart phone, a tablet computer, or an e-book reader; or, the terminal may also be a personal computer device such as a notebook computer or a stationary computer.
  • the above-mentioned virtual objects of different camps may refer to virtual objects that are movable in a virtual environment and controlled by the local user, and virtual objects that are controlled by an opponent user or a computer program (that is, not controlled by a player).
  • the virtual object controlled by the local end can be one or more.
  • Each of the aforementioned virtual objects has its own shape and volume in the virtual environment, and occupies a part of the space in the virtual environment.
  • the aforementioned camps may include: the own camp to which the local user belongs and the opponent camp (or enemy camp) to which the opponent user belongs, or the own camp to which the local user belongs and the opponent camp (or enemy camp) to which the non-player belongs.
  • S202 may specifically include: the terminal obtains a panel display instruction generated by triggering on a panel display button of the user interface.
  • a panel display instruction will be generated to display the interactive control panel on the user interface.
  • the step of acquiring the panel display instruction generated by triggering on the panel display button of the user interface may specifically include: the terminal acquires the panel display instruction generated when the panel display button of the user interface is touched; Or, obtain the panel display instruction generated when the panel display button of the user interface slides.
  • the terminal calculates the touch duration when a touch is made on the panel display button, and if the touch duration reaches the preset touch duration, it means that the user is performing a long press operation, and S204 is executed. If the touch duration does not reach the preset touch duration, the terminal acquires the interaction mode used when the interaction was performed last time, and controls the virtual object currently controlled to interact in accordance with the acquired interaction mode.
  • the preset touch duration when the user touches on the panel display button of the user interface, it is detected whether the duration of the touch reaches the preset touch duration, and if the preset touch duration is reached, it indicates that the user wants to open the interactive control panel. If the preset touch time is not reached, it means that the user wants to perform the interaction mode of the last interaction, or it means that the user's current operation is a misoperation.
  • the interactive control panel may be a wheeled control panel or other types of control panels.
  • the interactive control panel may be a tactical roulette or a spell roulette.
  • the interactive control panel is provided with interactive buttons of different interactive modes. When one of the interactive buttons is selected, the interactive mode corresponding to the interactive button can be used to control the virtual object to interact.
  • the corresponding interactive methods are also different. For example, in virtual sports games, the interactive methods can be pick-and-roll tactics, defense tactics, and foul tactics.
  • the terminal determines the number of interactive modes, and determines the interactive button area of the interactive control panel according to the number of interactive modes. For example, as shown in Figure 4, if four tactics are determined, the interactive control panel to be displayed is divided into four interactive button areas, and a function to cancel the display of the interactive control panel is also divided in the interactive control panel. Areas, such as tactic 1, tactic 2, tactic 3, tactic 4, and cancel function five areas.
  • the user may have a corresponding level when controlling virtual objects (the number of virtual objects can be one or more) to perform interactive tasks.
  • the interaction modes of different levels that is, the higher the level, the higher the level.
  • the interactive buttons corresponding to multiple interactive modes are displayed.
  • the terminal determines the user's level. When determining whether the user can use the interactive mode corresponding to the interactive button in the interactive control panel according to the level, if it is determined that the user cannot When a certain interactive mode is used, the interactive buttons corresponding to the interactive mode are displayed in different display modes in the interactive control panel to prompt the user that the interactive mode is unavailable.
  • the level of the above-mentioned user may be an ordinary level and a membership level, and the membership level is higher than the ordinary level.
  • the membership level can be further subdivided into different levels of membership, such as gold level and diamond level, etc. There is no specific restriction on how to set the membership level.
  • the above-mentioned user level may be the level accumulated by the user in the process of performing interactive tasks.
  • the button of Tactic 4 in the interactive control panel is displayed in a different color from other buttons. As shown in Figure 5, when the user clicks on Tactic 2 Button, the player can perform the action corresponding to tactic 2; when the user clicks the button of tactic 4, the player cannot perform the action corresponding to tactic 4.
  • different levels can have different ability values corresponding to their interaction modes. For example, the higher the level, the greater the ability value corresponding to the interaction mode, that is, the same interaction mode is used, and the higher the level has the interaction
  • S204 may specifically include: the terminal displays the interactive control panel on the user interface in the form of a pop-up window or floating layer at a position where the button is displayed on the panel or at a designated position in the user interface.
  • the interactive control panel if the interactive control panel is displayed on the user interface in a floating layer, the interactive control panel and other backgrounds can be semi-transparent.
  • the terminal may display an interactive control panel at a designated position of the user interface (the upper middle position in FIG. 6).
  • the terminal can also display the interactive control panel at the position of the panel display button.
  • the user can set the position for displaying the interactive control panel on the setting page by himself, for example, set it in the upper left, lower left, upper right, upper right, or middle position of FIG. 6.
  • the object selection panel displays multiple virtual object identification buttons (the button is the virtual object selection button), and the user can click or touch the corresponding virtual object selection button to select the one that needs to perform the interaction corresponding to the interaction button.
  • the object selection panel may be a player selection roulette or a role selection roulette.
  • the aforementioned association may refer to an association relationship between the interaction button and the object selection panel, and the association relationship may be a link relationship. For example, by triggering the interaction button, it can be linked to the object selection panel to display the object selection panel in the user interface.
  • the above replacement may refer to the process of panel switching display.
  • the above step of replacing the interactive control panel with the object selection panel in the user interface may specifically include: switching the interactive control panel to the object selection panel to be displayed in the user interface The object selection panel is displayed.
  • the terminal obtains the sliding direction and/or end position of the sliding; and triggers the interactive control panel according to the sliding direction and/or end position.
  • the interactive button get the interactive mode corresponding to the triggered interactive button, so that the user does not need to click or touch the corresponding interactive button on the interactive control panel again to select the corresponding interactive mode, which reduces the user's operation and can quickly control Virtual objects perform corresponding interactions to improve user experience.
  • the panel display instruction is generated by sliding on the panel display button of the user interface
  • the terminal displays the interactive control panel
  • it does not need to receive the user's touch operation again, and only needs to obtain the end position of the sliding, according to The end position can determine which interactive button on the interactive control panel is triggered.
  • the user slides on the panel display button. If the user slides to the upper right, it can be determined that the button of Tactic 2 is triggered. In addition, the user slides on the panel display button, and if the end position is on the button of tactic 2 in FIG. 7, it is determined that the button of tactic 2 is triggered.
  • S206 may specifically include: the terminal obtains the operation instruction generated by the interaction button in the interactive control panel when the interaction button is triggered; when the operation instruction is obtained, judges whether the interaction button is associated with the object selection panel; if the interaction button is associated with the object selection The panel determines the first sustaining duration when the interactive button is triggered; when the first sustaining duration reaches the first preset duration, the interactive control panel is replaced with the object selection panel in the user interface.
  • the first maintenance duration may be the duration of the interaction when the interactive button is triggered.
  • the first maintenance duration may be the duration of the user touching the interaction button.
  • the terminal needs to receive the user's touch instruction again when displaying the interactive control panel.
  • the terminal determines that the interactive button on the interactive control panel is triggered. If the panel display instruction is generated by sliding on the panel display button of the user interface, the terminal does not need to receive the user's touch operation again when displaying the interactive control panel, and only needs to obtain the end position of the sliding, and the interaction can be determined according to the end position Which interactive button on the control panel is triggered. For example, if the end position is on the button of tactic 2 in Fig. 7, the button of tactic 2 is triggered.
  • the above step of replacing the interactive control panel with the object selection panel in the user interface may specifically include: the terminal cancels the display of the interactive control panel in the user interface, and displays the object selection panel in the user interface.
  • the display position of the object selection panel may be the same as the display position of the interactive control panel.
  • the terminal determines whether the interactive button is associated with the object selection panel. If the interactive button is associated with the object selection panel, the terminal will perform animation prompts on the edge of the interactive control panel; obtain the object selection panel data; render the object selection panel data to obtain the object selection panel; when the first maintenance duration reaches the first preset duration When, execute S204.
  • the animation prompt can be to play a ripple animation, that is, to play an animation that simulates water ripple; in addition, it can also be another form of animation, such as a flashing moving circle surrounding the interactive control panel.
  • the terminal obtains animation data, calls a rendering tool to render the animation data, obtains the corresponding animation, and then plays the animation around the interactive control panel.
  • the terminal obtains the object selection panel data, calls the rendering tool to render the object selection panel data, obtains the object selection panel, then obtains the position of the interactive control panel, and cancels the animation, and at the same time displays the object selection panel at this position .
  • the terminal calls WebGL (Web Graphics Library), or OpenGL ES (Open Graphics Library for Embedded Systems, open graphics library for embedded systems), or OpenGL ES2.0 version for ripple animation data and object selection panel data Perform rendering and get ripple animation and object selection panels respectively.
  • WebGL Web Graphics Library
  • OpenGL ES Open Graphics Library for Embedded Systems, open graphics library for embedded systems
  • OpenGL ES2.0 version for ripple animation data and object selection panel data Perform rendering and get ripple animation and object selection panels respectively.
  • S206 may specifically include: the terminal cancels the display of the interactive control panel, and displays the object selection panel in a pop-up window or floating layer at the position of the interactive control panel or at a designated position in the user interface.
  • User Interface may specifically include: the terminal cancels the display of the interactive control panel, and displays the object selection panel in a pop-up window or floating layer at the position of the interactive control panel or at a designated position in the user interface.
  • the object selection panel and other backgrounds can be semi-transparent.
  • the terminal may display the object selection panel at a designated position of the user interface (the upper middle position in FIG. 8).
  • the terminal can also display the object selection panel at the position of the panel display button.
  • the object selection buttons include: PG button, SG button, SF button, PF button and C button.
  • PG stands for point guard in basketball
  • SG stands for shooting guard
  • SF stands for small forward
  • PF stands for power forward
  • C stands for center.
  • the user can set the position of the display object selection panel on the setting page by himself, for example, set it in the upper left, lower left, upper right, upper right, or middle position of FIG. 8.
  • the virtual object to be controlled may refer to the virtual object to be controlled by the user, and the virtual object may be an object that performs other interactive tasks on the field, or an object that is resting off the field.
  • the virtual object to be controlled can be a player playing on the field; in addition, it can also be a player off the field. When a player off the field is selected, the selected player can play on the field for the game.
  • the terminal selects the virtual object to be controlled displayed in the user interface by triggering the virtual object selection button on the object selection panel. For example, as shown in Figure 8, the user triggers the PG button in the object selection panel, which means that the virtual object to be controlled is the point guard in the game.
  • S208 may specifically include: the terminal determines the triggered virtual object selection button in the object selection panel; obtains the virtual object identifier corresponding to the triggered virtual object selection button; from the multiple virtual objects, according to the virtual object Identifies and selects the virtual object to be controlled.
  • the step of selecting the virtual object to be controlled from the plurality of virtual objects according to the virtual object identifier includes: the terminal selects the virtual object to be controlled according to the virtual object identifier from the plurality of virtual objects displayed on the user interface. Object.
  • the user triggers the PG button in the object selection panel, then the PG player ID corresponding to the PG button is obtained, and the point guard playing in the game is selected according to the PG player ID.
  • the terminal calculates the second sustaining duration after the end triggering; when the second sustaining duration reaches the second preset duration, and each object in the object selection panel When none of the virtual object selection buttons are triggered, the displayed object selection panel is cancelled in the user interface.
  • the terminal may determine the display position of the object selection panel before canceling the display of the object selection panel. When the display of the object selection panel is cancelled, the terminal may display the interactive control panel at the display position.
  • the terminal controls the selected virtual object to interact with the virtual object of the opposing camp according to the interaction mode corresponding to the interaction button.
  • the terminal displays the interactive control panel in the user interface, and click the corresponding foul tactics button on the interactive control panel. Take foul tactics. Then, the terminal displays the object selection panel, and the user selects the corresponding player selection button on the object selection panel, thereby selecting the player to perform the foul tactic, and then fouls the opposing player through the selected player.
  • the terminal when the interactive button on the interactive control panel is triggered, but the interactive button is not associated with the object selection panel, the terminal obtains the interactive mode corresponding to the triggered interactive button; controls the default virtual The objects interact.
  • the default virtual object may be a virtual object currently controlled by the user. For example, taking a basketball game as an example, the user currently controls the offense of the player holding the ball. During the offensive process, when encountering the defense of the opposing player, the pick-and-roll tactics can be used to get rid of the defense of the opposing player.
  • the specific process may be: the user clicks the panel display button, and then the terminal displays the interactive control panel in the user interface, and clicks the corresponding pick-and-roll tactics button on the interactive control panel, so that the pick-and-roll tactics can be adopted. Then, the terminal displays the object selection panel, and the user clicks the corresponding virtual object selection button on the object selection panel to select the player to perform the pick-and-roll tactics, and perform the pick-and-roll through the selected players.
  • an interactive control panel is displayed on the user interface, and the user can trigger the interactive button on the interactive control panel to select a corresponding interactive mode.
  • the interactive button is triggered and the interactive button is associated with the object selection panel, the object selection panel is displayed, and the virtual object to be controlled is selected through the object selection panel for interaction, so that the user does not need to click the virtual object to be selected on the user interface
  • the selection can effectively avoid the problem that the virtual object to be controlled is occluded and cannot be selected, and the interaction effect is improved.
  • the virtual object interacts with each other, which effectively avoids the problem of misoperation, speeds up the selection rate of virtual objects, and also improves the accuracy of virtual object selection, which is conducive to improving the efficiency of interaction.
  • the virtual object to be controlled can be quickly and accurately selected for interaction through the object selection panel, which avoids the problem of wrong selection due to the movement of the virtual object.
  • a method for controlling virtual objects is provided. Taking the method applied to the terminal 102 in FIG. 1 as an example for description, the method includes the following steps:
  • S902 Acquire a panel display instruction generated by triggering on the user interface.
  • the user interface is the interface used by the user when performing interactive tasks.
  • Interactive tasks can be virtual sports games, shooting games or magic games.
  • the virtual object can be controlled through the user interface, such as controlling the player to perform interactive actions such as shooting, passing or back hitting.
  • the terminal displays a user interface, and displays a virtual environment screen in the user interface, and the virtual environment screen displays virtual objects of different camps.
  • the virtual environment screen refers to a virtual environment screen generated by a computer.
  • the virtual environment can be a game scene.
  • the virtual environment provides a multimedia virtual world.
  • the user can control virtual objects through the controls on the user interface, or directly control the operable virtual objects in the virtual environment, and observe the objects in the virtual environment from the perspective of the virtual object. Characters, landscapes, etc., as well as interactions between virtual objects and other virtual objects in the virtual environment (such as characters controlled by other players, or characters not controlled by players).
  • the virtual environment is usually a two-dimensional or multi-dimensional virtual environment generated by an application program in a computer device such as a terminal, and then displayed through hardware (such as a screen) in the terminal to obtain a visual virtual environment picture.
  • the terminal may be a mobile terminal such as a smart phone, a tablet computer, or an e-book reader; or, the terminal may also be a personal computer device such as a notebook computer or a stationary computer.
  • the above-mentioned virtual objects of different camps may refer to virtual objects that are movable in a virtual environment and controlled by the local user, and virtual objects that are controlled by an opponent user or a computer program (that is, not controlled by a player).
  • the virtual object controlled by the local end can be one or more.
  • Each of the aforementioned virtual objects has its own shape and volume in the virtual environment, and occupies a part of the space in the virtual environment.
  • the aforementioned camps may include: the own camp to which the local user belongs and the opponent camp (or enemy camp) to which the opponent user belongs, or the own camp to which the local user belongs and the opponent camp (or enemy camp) to which the non-player belongs.
  • S902 may specifically include: the terminal acquires a panel display instruction generated by triggering on a panel display button of the user interface.
  • a panel display instruction will be generated to display the object selection panel on the user interface.
  • the step of acquiring the panel display instruction generated by triggering on the panel display button of the user interface may specifically include: the terminal acquires the panel display instruction generated when the panel display button of the user interface is touched; Or, obtain the panel display instruction generated when the panel display button of the user interface slides.
  • the terminal calculates the touch duration when a touch is made on the panel display button, and if the touch duration reaches the preset touch duration, it means that the user is performing a long press operation, and S904 is executed. If the touch duration does not reach the preset touch duration, the terminal acquires the interaction mode used when the interaction was performed last time, and controls the virtual object currently controlled to interact in accordance with the acquired interaction mode.
  • the preset touch duration reaches the preset touch duration, it means that the user wants to open the object selection panel. If the preset touch duration is not reached, it indicates that the user wants to perform the interaction mode of the last interaction, or it indicates that the user's current operation is an incorrect operation.
  • the object selection panel can be a wheel-type control panel or other types of control panels, on which a number of buttons with virtual object identifications are displayed (the button is the virtual object selection button), and the user can click or touch the corresponding
  • the virtual object selection button is used to select the virtual object that needs to perform the interaction corresponding to the interactive button.
  • the terminal obtains the sliding direction and/or end position of the sliding; and triggers the object selection on the panel according to the sliding direction and/or end position Virtual object selection button; get the interactive mode corresponding to the triggered virtual object selection button, so that the user does not need to click or touch the corresponding virtual object selection button on the object selection panel again to select the corresponding virtual object, which reduces the user’s Operation, so that the corresponding virtual object that needs to be controlled can be quickly selected to perform the corresponding interaction and improve the user experience.
  • the panel display instruction is generated by sliding on the panel display button of the user interface, when the terminal displays the object selection panel, it does not need to receive the user's touch operation again, and only needs to obtain the end position of the sliding.
  • the end position can determine which virtual object selection button on the object selection panel is triggered.
  • the user slides on the panel display button. If the user slides to the upper right, it can be determined that the player 2 button is triggered. In addition, the user slides on the panel display button, and if the end position is located on the button of player 2 in FIG. 10, it is determined that the button of player 2 is triggered.
  • S904 may specifically include: the terminal displays the object selection panel on the user interface in the form of a pop-up window or floating layer at a position where the button is displayed on the panel or at a designated position in the user interface.
  • the object selection panel and other backgrounds can be semi-transparent.
  • the terminal may display the object selection panel at a designated position of the user interface (the upper middle position in FIG. 8).
  • the terminal can also display the object selection panel at the position of the panel display button.
  • the object selection buttons include: PG button, SG button, SF button, PF button and C button.
  • PG stands for point guard in basketball
  • SG stands for shooting guard
  • SF stands for small forward
  • PF stands for power forward
  • C stands for center.
  • the user can set the position of the display object selection panel on the setting page by himself, for example, set it in the upper left, lower left, upper right, upper right, or middle position of FIG. 8.
  • the terminal determines the number of candidate virtual objects, and determines the virtual object selection button area of the interactive control panel according to the number of virtual objects. For example, as shown in Figure 10, if it is determined that there are 4 players on the field, the interactive control panel to be displayed is divided into 4 virtual object selection button areas, and an interactive control panel is also divided to cancel the display object Select the functional areas of the panel, such as tactic 1, tactic 2, tactic 3, tactic 4, and cancel function.
  • the interactive control panel may be a wheel-type control panel or other types of control panels.
  • the interactive control panel is provided with interactive buttons of different interactive modes. When one of the interactive buttons is selected, the interactive mode corresponding to the interactive button can be used to control the virtual object to interact.
  • the corresponding interactive methods are also different. For example, in virtual sports games, the interactive methods can be pick-and-roll tactics, defense tactics, and foul tactics.
  • the above-mentioned association may refer to an association relationship between the virtual object selection button and the interactive control panel.
  • the association relationship may be a link relationship. For example, by triggering the virtual object selection button, it can be linked to the interactive control panel to display the interactive control in the user interface. panel.
  • the above replacement may refer to the process of panel switching and display.
  • the above step of replacing the object selection panel with an interactive control panel in the user interface may specifically include: switching the object selection panel to an interactive control panel to be displayed in the user interface.
  • the interactive control panel is displayed.
  • the terminal determines the number of interactive modes, and determines the interactive button area of the interactive control panel according to the number of interactive modes. For example, as shown in Figure 4, if four tactics are determined, the interactive control panel to be displayed is divided into four interactive button areas, and a function to cancel the display of the interactive control panel is also divided in the interactive control panel. Areas, such as tactic 1, tactic 2, tactic 3, tactic 4, and cancel function five areas.
  • the user may have a corresponding level when controlling virtual objects (the number of virtual objects can be one or more) to perform interactive tasks.
  • the interaction modes of different levels that is, the higher the level, the higher the level.
  • the interactive buttons corresponding to multiple interactive modes are displayed.
  • the terminal determines the user's level. When determining whether the user can use the interactive mode corresponding to the interactive button in the interactive control panel according to the level, if it is determined that the user cannot When a certain interactive mode is used, the interactive buttons corresponding to the interactive mode are displayed in different display modes in the interactive control panel to prompt the user that the interactive mode is unavailable.
  • the level of the above-mentioned user may be an ordinary level and a membership level, and the membership level is higher than the ordinary level.
  • the membership level can be further subdivided into different levels of membership, such as gold level and diamond level, etc. There is no specific restriction on how to set the membership level.
  • the above-mentioned user level may be the level accumulated by the user in the process of performing interactive tasks.
  • the button of Tactic 4 in the interactive control panel is displayed in a different color from other buttons. As shown in Figure 5, when the user clicks on Tactic 2 Button, the player can perform the action corresponding to tactic 2; when the user clicks the button of tactic 4, the player cannot perform the action corresponding to tactic 4.
  • different levels can have different ability values corresponding to their interaction modes. For example, the higher the level, the greater the ability value corresponding to the interaction mode, that is, the same interaction mode is used, and the higher the level has the interaction
  • the terminal selects the virtual object to be controlled according to the triggered virtual object selection button. For example, as shown in Figure 8, when the user triggers the PG button in the object selection panel, it means that the virtual object to be controlled is the point guard in the game.
  • S908 may specifically include: when the virtual object selection button on the object selection panel is triggered, the terminal obtains the virtual object identifier corresponding to the triggered virtual object selection button; Among the objects, the virtual object to be controlled is selected according to the virtual object identifier.
  • the user triggers the PG button in the object selection panel, then the PG player ID corresponding to the PG button is obtained, and the point guard playing in the game is selected according to the PG player ID.
  • the terminal can also cancel the display of the interactive control panel. Specifically, when the interactive control button in the interactive control panel ends triggering, the terminal calculates the second maintenance duration after the end trigger; when the second maintenance duration reaches the second preset duration, and each virtual object selection button in the object selection panel When none is triggered, the interactive control panel displayed in the user interface is cancelled. For example, the user touches the PG button in the object selection panel and selects the point guard who is playing in the game. When the user stops the touch operation on the object selection panel, and the second hold time for stopping the touch operation reaches the second preset When the time is long, cancel the display of the interactive control panel in the user interface.
  • the terminal may determine the display position of the interactive control panel before canceling the display of the interactive control panel. When the display of the interactive control panel is cancelled, the terminal may display the interactive control panel at the display position.
  • S910 Control the selected virtual object for interaction according to the interaction mode on the interaction control panel.
  • the terminal controls the selected virtual object to interact with the virtual object of the opposing camp according to the interaction mode corresponding to the triggered interactive button.
  • the terminal displays the object selection panel in the user interface, and click the corresponding player selection button on the object selection panel. Choose the corresponding player. Then, the terminal displays an interactive control panel, and the user selects the corresponding foul tactics button on the interactive control panel to determine the tactics the player will adopt, and then foul the opponent player through the selected player.
  • the currently displayed interactive control panel is replaced with another object selection panel in the user interface, so that the user The counterparty virtual object is selected through the other object selection panel, so that the selected counterparty virtual object can be interacted with the selected counterparty virtual object in an interaction manner corresponding to the triggered interaction control button through the selected one's own virtual object.
  • the other object selection panel may be a selection panel used to select virtual objects in the opponent's camp.
  • the user can select his own object B through the first object selection panel, then select Magic 2 through the interactive control panel, and finally select the opponent's object b on the second object selection panel. After selecting the object b of the opponent's camp, the user can attack the object b of the opponent's camp with Magic 2 through his own object B.
  • the object selection panel is displayed on the user interface, and the user can trigger the virtual object selection button on the object selection panel to select the object to be controlled Virtual object.
  • the virtual object selection button is triggered and the virtual object selection button is associated with an interactive control panel
  • the interactive control panel is displayed, and the corresponding interactive mode is selected through the interactive control panel to control the virtual object for interaction, so that the user does not need to interact with the user interface. Click on the virtual object to be selected for selection, which can effectively avoid the problem that the virtual object to be controlled is blocked and cannot be selected, and the interactive effect is improved.
  • Identify the user's trigger operation and then determine whether the trigger operation is in the response area of the roulette display button, such as long-pressing or sliding in the exclamation point area in Figure 3. If the finger keeps pressing and sliding to the corresponding button from another position, the trigger operation is determined to be an invalid behavior, and no function is triggered, that is, no response is made. If the finger triggers directly in the response area of the roulette display button, the trigger operation is a valid behavior.
  • the trigger operation is a valid behavior
  • the above-mentioned tactical roulette contains several blocks. After the tactical roulette is displayed, there is always a tactical button that will be selected. The selected state of the tactical wheel will change with the sliding of the user's finger. In addition, the area corresponding to each tactical button on the tactical wheel may be grayed out, indicating that the tactical button corresponding to this area is temporarily unavailable.
  • the text of the roulette block is used to describe the specific name of the tactic, as shown in Figure 4, such as tactic 1, tactic 2, tactic 3, tactic 4, etc.
  • the user When the user performs a trigger operation in the response area of the roulette display button, for example, the user performs a long press on the exclamation point area in Figure 3, if the user ends the trigger operation before the set time window is reached, this The tactical roulette will not be displayed at the time, and the corresponding function can be judged according to the actual needs of the product, such as using the last tactic (such as tactic 4) to attack or defend.
  • a trigger operation in the response area of the roulette display button for example, the user performs a long press on the exclamation point area in Figure 3
  • the user ends the trigger operation before the set time window is reached this The tactical roulette will not be displayed at the time, and the corresponding function can be judged according to the actual needs of the product, such as using the last tactic (such as tactic 4) to attack or defend.
  • tactic such as tactic 4
  • the user performs a trigger operation on the tactical button of the tactical roulette. As shown in Figure 3, if the object of the trigger operation is the Q3 tactical button, then it is judged whether the Q3 tactical button is associated with the player selection roulette. If it is associated with the player selection wheel Play the animation around the tactical roulette, and then display the player to choose the roulette.
  • the player selection roulette is displayed, as shown in Figure 13.
  • the selected state will switch from the button of tactic 1 to the button of tactic 2. If the button of tactic 2 is associated with the player selection roulette, it is judged that the user is in the button of tactic 2. Whether the long press time on the button is greater than or equal to 1s, if so, the player chooses the roulette.
  • the user performs a trigger operation on the tactical button of the tactical roulette.
  • the object of the trigger operation is the Q3 tactical button
  • the Q3 tactical button is associated with the player selection roulette, if not associated with the player selection wheel
  • the corresponding tactics will be executed by the default player. For example, the user sets the default player for Q3 tactics, and when the Q3 tactical button is When triggered, the default player is directly called to execute Q3 tactics.
  • the selected state of the tactical button When judging the trigger operation, if the user's finger slides, the selected state of the tactical button will switch, for example, the selected state will switch from the Q3 tactical button to the Q4 tactical button.
  • tactical buttons on the tactical roulette some of them can be associated with the player selection roulette, and some of them are not associated with the player selection roulette (that is, the directly corresponding tactics, the default player performs the corresponding tactics), such as Shown in Figure 15.
  • Figure 12 shows the tactical roulette first, and then the player selection roulette (the button on the player selection roulette can also be associated with other roulettes). In addition, you can set the player selection roulette to be displayed according to the actual situation, and then display the tactical roulette (the buttons on the tactical roulette can also be associated with other roulettes). The corresponding steps of player selection and tactics operation can be referred to Content in Figure 12.
  • a virtual object control device may adopt a software module or a hardware module, or a combination of the two may become a part of computer equipment.
  • the device specifically includes: an acquisition module 1602, display module 1604, update module 1606, selection module 1608, and control module 1610, of which:
  • the obtaining module 1602 is used to obtain the panel display instruction generated by triggering on the user interface
  • the display module 1604 is used to display the interactive control panel on the user interface in response to the panel display instruction;
  • the update module 1606 is used to replace the interactive control panel with the object selection panel in the user interface when the interactive button on the interactive control panel is triggered and the interactive button is associated with the object selection panel;
  • the selection module 1608 is used to select the virtual object to be controlled through the object selection panel;
  • the control module 1610 is configured to control the selected virtual object to interact according to the interaction mode corresponding to the interaction button.
  • the obtaining module 1602 is also used to obtain the panel display instruction generated by triggering on the panel display button of the user interface;
  • the display module 1604 is also used to display the interactive control panel on the user interface in the form of pop-up windows or floating layers at the position where the buttons are displayed on the panel or at the designated position in the user interface.
  • the obtaining module 1602 is also used to obtain a panel display instruction generated when the panel display button of the user interface is touched; or, obtain a panel display instruction generated when the panel display button of the user interface slides.
  • the device further includes: a trigger module 1612; wherein:
  • the obtaining module 1602 is also used for obtaining the sliding direction and/or end position of the sliding if the panel display instruction is an instruction generated when the panel display button is slid;
  • the trigger module 1612 is used to trigger the interactive buttons on the interactive control panel according to the sliding direction and/or the end position;
  • the acquiring module 1602 is also used to acquire the interaction mode corresponding to the triggered interaction button.
  • the device further includes: a processing module 1614; wherein:
  • the processing module 1614 is used to calculate the touch duration when touching on the panel display button; if the touch duration reaches the preset touch duration, execute the step of displaying the interactive control panel on the user interface;
  • the acquiring module 1602 is also used for acquiring the interaction mode used in the last interaction if the touch duration does not reach the preset touch duration;
  • the control module 1610 is also used to control the currently controlled virtual object to interact according to the acquired interaction mode.
  • the display module 1604 is also used to obtain the operation instruction generated by the interactive button in the interactive control panel; when the operation instruction is obtained, determine whether the interactive button is associated with the object selection panel; if the interactive button is associated with the object Select the panel to determine the first sustaining duration when the interactive button is triggered; when the first sustaining duration reaches the first preset duration, the interactive control panel is replaced with the object selection panel in the user interface.
  • the device further includes: a playing module 1616 and a rendering module 1618; wherein:
  • the playing module 1616 is used to perform animation prompts on the edge of the interactive control panel if the interactive button is associated with the object selection panel;
  • the obtaining module 1602 is also used to obtain object selection panel data
  • the rendering module 1618 is used to render the object selection panel data to obtain the object selection panel;
  • the display module 1604 is further configured to replace the interactive control panel with the object selection panel in the user interface when the first maintenance duration reaches the first preset duration.
  • the display module 1604 is also used to determine the triggered virtual object selection button in the object selection panel; obtain the virtual object identifier corresponding to the triggered virtual object selection button; The object identification selects the virtual object to be controlled.
  • the processing module 1614 is further configured to calculate the second maintenance duration after the end trigger when the triggered virtual object selection button in the object selection panel ends the trigger;
  • the display module 1604 is further configured to cancel the display of the displayed object selection panel in the user interface when the second maintenance duration reaches the second preset duration and all the virtual object selection buttons in the object selection panel are not triggered.
  • the acquiring module 1602 is also used to acquire the interaction mode corresponding to the triggered interaction button when the interaction button on the interaction control panel is triggered but the interaction button is not associated with the object selection panel;
  • the control module 1610 is also configured to control the default virtual object for interaction according to the acquired interaction mode.
  • an interactive control panel is displayed on the user interface, and the user can trigger the interactive button on the interactive control panel to select a corresponding interactive mode.
  • the interactive button is triggered and the interactive button is associated with the object selection panel, the object selection panel is displayed, and the virtual object to be controlled is selected through the object selection panel for interaction, so that the user does not need to click the virtual object to be selected on the user interface
  • the selection can effectively avoid the problem that the virtual object to be controlled is occluded and cannot be selected, and the interaction effect is improved.
  • a virtual object control device is provided.
  • the device can adopt a software module or a hardware module, or a combination of the two can become a part of computer equipment.
  • the device specifically includes: an acquisition module 1802, display module 1804, update module 1806, selection module 1808, and control module 1810, where:
  • the obtaining module 1802 is used to obtain the panel display instruction generated by triggering on the user interface
  • the display module 1804 is used to display the object selection panel on the user interface in response to the panel display instruction;
  • the update module 1806 is used to replace the object selection panel with the interactive control panel in the user interface when the virtual object selection button on the object selection panel is triggered and the virtual object selection button is associated with the interactive control panel;
  • the selection module 1808 is used to select the virtual object to be controlled corresponding to the virtual object selection button;
  • the control module 1810 is used to control the selected virtual object to interact according to the interactive mode on the interactive control panel.
  • the object selection panel is displayed on the user interface, and the user can trigger the virtual object selection button on the object selection panel to select the object to be controlled Virtual object.
  • the virtual object selection button is triggered and the virtual object selection button is associated with an interactive control panel
  • the interactive control panel is displayed, and the corresponding interactive mode is selected through the interactive control panel to control the virtual object for interaction, so that the user does not need to interact with the user interface Click on the virtual object to be selected for selection, which can effectively avoid the problem that the virtual object to be controlled is blocked and cannot be selected, and the interactive effect is improved.
  • Each module in the above virtual object control device can be implemented in whole or in part by software, hardware, and a combination thereof.
  • the above-mentioned modules may be embedded in the form of hardware or independent of the processor in the computer equipment, or may be stored in the memory of the computer equipment in the form of software, so that the processor can call and execute the operations corresponding to the above-mentioned modules.
  • a computer device is provided.
  • the computer device may be a server, and its internal structure diagram may be as shown in FIG. 19.
  • the computer equipment includes a processor, a memory, and a network interface connected through a system bus. Among them, the processor of the computer device is used to provide calculation and control capabilities.
  • the memory of the computer device includes a non-volatile storage medium and an internal memory.
  • the non-volatile storage medium stores an operating system, a computer program, and a database.
  • the internal memory provides an environment for the operation of the operating system and computer programs in the non-volatile storage medium.
  • the database of the computer equipment is used to store various data related to virtual object control.
  • the network interface of the computer device is used to communicate with an external terminal through a network connection.
  • the computer program is executed by the processor to realize a virtual object control method.
  • a computer device is provided.
  • the computer device may be a terminal, and its internal structure diagram may be as shown in FIG. 19.
  • the computer equipment includes a processor, a memory, a communication interface, a display screen and an input device connected through a system bus.
  • the processor of the computer device is used to provide calculation and control capabilities.
  • the memory of the computer device includes a non-volatile storage medium and an internal memory.
  • the non-volatile storage medium stores an operating system and a computer program.
  • the internal memory provides an environment for the operation of the operating system and computer programs in the non-volatile storage medium.
  • the communication interface of the computer device is used to communicate with an external terminal in a wired or wireless manner, and the wireless manner can be implemented through WIFI, an operator's network, NFC (near field communication) or other technologies.
  • the computer program is executed by the processor to realize a virtual object control method.
  • the display screen of the computer equipment can be a liquid crystal display screen or an electronic ink display screen, and the input device of the computer equipment can be a touch layer covered on the display screen, or it can be a button, a trackball or a touchpad set on the housing of the computer equipment , It can also be an external keyboard, touchpad, or mouse.
  • FIG. 19 is only a block diagram of part of the structure related to the solution of the present application, and does not constitute a limitation on the computer device to which the solution of the present application is applied.
  • the specific computer device may Including more or fewer parts than shown in the figure, or combining some parts, or having a different arrangement of parts.
  • a computer device including a memory and a processor, and a computer program is stored in the memory, and the processor implements the steps in the foregoing method embodiments when the processor executes the computer program.
  • a computer-readable storage medium is provided, and a computer program is stored, and when the computer program is executed by a processor, the steps in the foregoing method embodiments are implemented.
  • a computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium; When the computer-readable storage medium reads and executes the computer instructions, the computer device is caused to execute the steps in the foregoing method embodiments.
  • Non-volatile memory may include read-only memory (Read-Only Memory, ROM), magnetic tape, floppy disk, flash memory, or optical storage.
  • Volatile memory may include random access memory (RAM) or external cache memory.
  • RAM can be in various forms, such as static random access memory (Static Random Access Memory, SRAM) or dynamic random access memory (Dynamic Random Access Memory, DRAM), etc.

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Abstract

一种虚拟对象控制方法、装置、计算机设备和存储介质,包括:获取在用户界面上触发所产生的面板展示指令(S202);响应于面板展示指令,在用户界面展示交互控制面板(S204);当交互控制面板上的交互按钮被触发、且交互按钮关联了对象选择面板时,在用户界面中将交互控制面板替换为对象选择面板(S206);通过对象选择面板选取待控制的虚拟对象(S208);根据交互按钮对应的交互方式控制所选取的虚拟对象进行交互(S210)。本发明能够实现通过游戏面板选择虚拟对象以及交互方式的功能。

Description

虚拟对象控制方法、装置、计算机设备和存储介质
本申请要求于2020年04月09日提交中国专利局,申请号为2020102730752,发明名称为“虚拟对象控制方法、装置、计算机设备和存储介质”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
本申请涉及计算机技术领域,特别是涉及一种虚拟对象控制方法、装置、计算机设备和存储介质。
背景技术
在交互式的虚拟场景中,用户可以通过控制一个或多个虚拟对象与对方(如其他用户或计算机程序)控制的虚拟对象进行互动,例如用户在用户界面上选择一种战术或技能,然后在该用户界面上选择所要执行该战术或技能的虚拟对象,以便控制该虚拟对象与对方控制的虚拟对象进行交互。然而,当用户需要控制的虚拟对象在用户界面中被己方阵营或对方阵营的虚拟对象遮挡时,将无法选择到所要控制的虚拟对象,从而降低交互效果。
发明内容
根据本申请的各种实施例,提供了一种虚拟对象控制方法、装置、计算机设备和存储介质。
一种虚拟对象控制方法,由终端执行,所述方法包括:
获取在用户界面上触发所产生的面板展示指令;
响应于所述面板展示指令,在所述用户界面展示交互控制面板;
当所述交互控制面板上的交互按钮被触发、且所述交互按钮关联了对象选择面板时,获取与被触发的交互按钮对应的交互方式,以及在所述用户界面中将所述交互控制面板替换为所述对象选择面板;
当所述对象选择面板上的虚拟对象选择按钮被触发时,选取待控制的与被触发的所述虚拟对象选择按钮对应的虚拟对象;
根据所述交互方式控制所选取的虚拟对象进行交互。
一种虚拟对象控制装置,所述装置包括:
获取模块,用于获取在用户界面上触发所产生的面板展示指令;
展示模块,用于响应于所述面板展示指令,在所述用户界面展示交互控制面板;
更新模块,用于当所述交互控制面板上的交互按钮被触发、且所述交互按钮关联了对象选择面板时,在所述用户界面中将所述交互控制面板替换为所述对象选择面板;
选取模块,用于通过所述对象选择面板选取待控制的虚拟对象;
控制模块,用于根据所述交互按钮对应的交互方式控制所选取的虚拟对象进行交互。
一种计算机设备,包括存储器和处理器,所述存储器存储有计算机程序,所述处理器执行所述计算机程序时实现以下步骤:
获取在用户界面上触发所产生的面板展示指令;
响应于所述面板展示指令,在所述用户界面展示交互控制面板;
当所述交互控制面板上的交互按钮被触发、且所述交互按钮关联了对象选择面板时,获取与被触发的交互按钮对应的交互方式,以及在所述用户界面中将所述交互控制面板替换为所述对象选择面板;
当所述对象选择面板上的虚拟对象选择按钮被触发时,选取待控制的与被触发的所述虚拟对象选择按钮对应的虚拟对象;
根据所述交互方式控制所选取的虚拟对象进行交互。
一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现以下步骤:
获取在用户界面上触发所产生的面板展示指令;
响应于所述面板展示指令,在所述用户界面展示交互控制面板;
当所述交互控制面板上的交互按钮被触发、且所述交互按钮关联了对象选 择面板时,获取与被触发的交互按钮对应的交互方式,以及在所述用户界面中将所述交互控制面板替换为所述对象选择面板;
当所述对象选择面板上的虚拟对象选择按钮被触发时,选取待控制的与被触发的所述虚拟对象选择按钮对应的虚拟对象;
根据所述交互方式控制所选取的虚拟对象进行交互。
一种虚拟对象控制方法,所述方法包括:
获取在用户界面上触发所产生的面板展示指令;
响应于所述面板展示指令,在所述用户界面展示对象选择面板;
当所述对象选择面板上的虚拟对象选择按钮被触发、且所述虚拟对象选择按钮关联了交互控制面板时,在所述用户界面中将所述对象选择面板替换为所述交互控制面板;以及,
选取与所述虚拟对象选择按钮对应的待控制的虚拟对象;
根据所述交互控制面板上的交互方式控制所选取的虚拟对象进行交互。
一种虚拟对象控制装置,其特征在于,所述装置包括:
获取模块,用于获取在用户界面上触发所产生的面板展示指令;
展示模块,用于响应于所述面板展示指令,在所述用户界面展示对象选择面板;
更新模块,用于当所述对象选择面板上的虚拟对象选择按钮被触发、且所述虚拟对象选择按钮关联了交互控制面板时,在所述用户界面中将所述对象选择面板替换为所述交互控制面板;以及,
选取模块,用于选取与所述虚拟对象选择按钮对应的待控制的虚拟对象;
控制模块,用于根据所述交互控制面板上的交互方式控制所选取的虚拟对象进行交互。
一种计算机设备,包括存储器和处理器,所述存储器存储有计算机程序,所述处理器执行所述计算机程序时实现以下步骤:
获取在用户界面上触发所产生的面板展示指令;
响应于所述面板展示指令,在所述用户界面展示对象选择面板;
当所述对象选择面板上的虚拟对象选择按钮被触发、且所述虚拟对象选择按钮关联了交互控制面板时,在所述用户界面中将所述对象选择面板替换为所述交互控制面板;以及,
选取与所述虚拟对象选择按钮对应的待控制的虚拟对象;
根据所述交互控制面板上的交互方式控制所选取的虚拟对象进行交互。
一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现以下步骤:
获取在用户界面上触发所产生的面板展示指令;
响应于所述面板展示指令,在所述用户界面展示对象选择面板;
当所述对象选择面板上的虚拟对象选择按钮被触发、且所述虚拟对象选择按钮关联了交互控制面板时,在所述用户界面中将所述对象选择面板替换为所述交互控制面板;以及,
选取与所述虚拟对象选择按钮对应的待控制的虚拟对象;
根据所述交互控制面板上的交互方式控制所选取的虚拟对象进行交互。
一种计算机程序产品或计算机程序,所述计算机程序产品或计算机程序包括计算机指令,所述计算机指令存储在计算机可读存储介质中;计算机设备的处理器从所述计算机可读存储介质读取并执行所述计算机指令时,使得所述计算机设备执行上述虚拟对象控制方法的步骤。
本申请的一个或多个实施例的细节在下面的附图和描述中提出。本申请的其它特征和优点将从说明书、附图以及权利要求书变得明显。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1为一个实施例中虚拟对象控制方法的应用环境图;
图2为一个实施例中虚拟对象控制方法的流程示意图;
图3为一个实施例中在篮球比赛的游戏中展示交互控制面板的示意图;
图4为一个实施例中按照战术的数量展示交互控制面板的示意图;
图5为一个实施例中交互控制面板中可执行和不可执行战术的按钮显示示意图;
图6为一个实施例中在用户界面中按照指定位置和面板展示按钮的位置展示交互控制面板的示意图;
图7为一个实施例中在面板展示按钮滑动、且展示交互控制面板时触发对应交互控制按钮的示意图;
图8为一个实施例中在用户界面上展示对象选择面板的示意图;
图9为另一个实施例中虚拟对象控制方法的流程示意图;
图10为一个实施例中在面板展示按钮滑动、且展示对象选择面板时触发对应对象选择按钮的示意图;
图11为一个实施例中从第一个对象选择面板转到交互控制面板、再转到第二个对象选择面板的示意图;
图12为另一个实施例中虚拟对象控制方法的流程示意图;
图13为一个实施例中当满足切换条件时从战术轮盘切换到球员选择轮盘的示意图;
图14为一个实施例中当用户提前放开手指时,执行对应的逻辑功能的示意图;
图15为一个实施例中战术轮盘是否关联球员选择轮盘的示意图;
图16为一个实施例中虚拟对象控制装置的结构框图;
图17为另一个实施例中虚拟对象控制装置的结构框图;
图18为另一个实施例中虚拟对象控制装置的结构框图;
图19为一个实施例中计算机设备的内部结构图。
具体实施方式
为了使本申请的目的、技术方案及优点更加清楚明白,以下结合附图及实施例,对本申请进行进一步详细说明。应当理解,此处描述的具体实施例仅仅用以解释本申请,并不用于限定本申请。
本申请提供的虚拟对象控制方法,可以应用于如图1所示的应用环境中。其中,终端102、服务器104和终端106之间通过网络进行通信。终端102获取在用户界面上触发所产生的面板展示指令;响应于面板展示指令,在用户界面展示交互控制面板;当交互控制面板上的交互按钮被触发、且交互按钮关联了对象选择面板时,在用户界面中将交互控制面板替换为对象选择面板;通过对象选择面板选取待控制的虚拟对象;根据交互按钮对应的交互方式控制所选取的虚拟对象与终端106控制的虚拟对象(即对方玩家控制的角色)进行交互;或者,根据交互按钮对应的交互方式控制所选取的虚拟对象与服务器104中程序所控制的虚拟对象进行交互(即非玩家控制的角色);又或者,根据交互按钮对应的交互方式控制所选取的虚拟对象与终端102中程序控制的虚拟对象(即非玩家控制的角色)进行交互。
其中,终端102为本端用户所持有的终端,终端106为对方用户所持有的终端。终端102和终端104可以但不限于是各种个人计算机、笔记本电脑、智能手机、平板电脑和便携式可穿戴设备,服务器104可以用独立的服务器或者是多个服务器组成的服务器集群来实现。
在一个实施例中,如图2所示,提供了一种虚拟对象控制方法,以该方法应用于图1中的终端102为例进行说明,包括以下步骤:
S202,获取在用户界面上触发所产生的面板展示指令。
其中,用户界面为用户在进行交互任务时所使用的界面。交互任务可以是虚拟的体育类游戏、枪击类游戏或者魔法类游戏。例如,如图3所示,用户在玩游戏时,通过该用户界面中可以对虚拟对象进行控制,如控制球员进行投篮、传球或背打等交互动作。上述触发可以通过触摸或滑动来触发。
在一个实施例中,终端显示用户界面,并在该用户界面中展示虚拟环境画面,该虚拟环境画面中显示有不同阵营的虚拟对象。
其中,虚拟环境画面是指用计算机生成的一种虚拟环境的画面。虚拟环境可以是游戏场景。虚拟环境提供了一个多媒体的虚拟世界,用户可通过用户界面上的控件来控制虚拟对象,或直接对虚拟环境中可操作的虚拟对象进行控制,并以虚拟对象的视角观察虚拟环境中的物体、人物、风景等,以及通过虚拟对象和虚 拟环境中的其它虚拟对象(如其他玩家控制的角色,或非玩家控制的角色)等进行互动。
虚拟环境通常由终端等计算机设备中的应用程序生成的二维或多维虚拟环境,然后通过终端中的硬件(比如屏幕)进行展示,得到可视的虚拟环境画面。该终端可以是智能手机、平板电脑或者电子书阅读器等移动终端;或者,该终端也可以是笔记本电脑或者固定式计算机的个人计算机设备。
上述不同阵营的虚拟对象可以指:在虚拟环境中可活动的由本端用户控制的虚拟对象,以及由对方用户控制或计算机程序控制(即非玩家控制)的虚拟对象。其中,本端控制的虚拟对象可以是一个或多个。对方用户控制或计算机程序控制的虚拟对象也可以是一个或多个。
上述每个虚拟对象在虚拟环境中具有自身的形状和体积,占据虚拟环境中的一部分空间。上述的阵营可以包括:本端用户所属的己方阵营和对方用户所属的对手阵营(或敌方阵营),或者本端用户所属的己方阵营和非玩家所属的对手阵营(或敌方阵营)。
在一个实施例中,S202具体可以包括:终端获取在用户界面的面板展示按钮上进行触发所产生的面板展示指令。
例如,用户点击图3中用户界面的面板展示按钮,将会生成一个面板展示指令,以便在用户界面上展示交互控制面板。
在一个实施例中,上述获取在用户界面的面板展示按钮上进行触发所产生的面板展示指令的步骤,具体可以包括:终端获取在用户界面的面板展示按钮上进行触摸时产生的面板展示指令;或者,获取在用户界面的面板展示按钮进行滑动时产生的面板展示指令。
在一个实施例中,终端计算在面板展示按钮上进行触摸时的触摸时长,若触摸时长达到预设触摸时长时,表示用户在执行长按操作,则执行S204。若触摸时长未达到预设触摸时长,终端获取上一次执行交互时所采用的交互方式,并控制当前所控制的虚拟对象按照所获取的交互方式进行交互。
例如,当用户在用户界面的面板展示按钮上触摸时,检测该触摸的时长是否达预设触摸时长,若达到预设触摸时长,表示用户想要打开交互控制面板。若未 达到预设触摸时长,表示用户想要执行上一次交互时的交互方式,又或者表示用户的本次操作为误操作。
S204,响应于面板展示指令,在用户界面展示交互控制面板。
其中,交互控制面板可以是轮式类型的控制面板或者其它类型的控制面板,例如,交互控制面板可以是战术轮盘、法术轮盘。在交互控制面板上设置有不同交互方式的交互按钮,当选择其中一种交互按钮时,可以使用该交互按钮对应的交互方式控制虚拟对象进行交互。在不同的交互任务中,对应的交互方式也不同,例如,在虚拟的体育类游戏中,交互方式可以是挡拆战术、协防战术和犯规战术等。
对于轮式类型的交互控制面板,可以参考图3中所示的交互控制面板,在该控制面板中设置了Q3、Q4、POST、ISO和PUNCH战术等五种战术。
在一个实施例中,终端确定交互方式的数量,根据交互方式的数量来确定交互控制面板的交互按钮区域。例如,如图4所示,若确定有4种战术时,将所要展示的交互控制面板划分出4个交互按钮区域,此外还会在交互控制面板划分出一个用于取消展示交互控制面板的功能区域,如战术1、战术2、战术3、战术4和取消功能等五个区域。
在一个实施例中,用户在控制虚拟对象(虚拟对象的数量可以是一个或多个)执行交互任务过程中,可以具有对应的等级,不同等级的交互方式存在差异,即等级越高,所具有的交互方式越丰富。在展示的交互控制面板中显示有多种交互方式对应的交互按钮,终端确定用户的等级,当根据该等级确定用户是否可以使用该交互控制面板中交互按钮所对应的交互方式,若确定用户无法使用某一种交互方式时,则在交互控制面板中以不同显示方式显示该交互方式对应的交互按钮,以提示用户该交互方式不可使用。
其中,上述用户的等级可以是普通等级和会员等级,会员等级高于普通等级。会员等级中还可以进一步细分为不同级别的会员等级,如黄金等级和钻石等级等,具体如何设置会员等级这里不做具体限定。此外,上述用户的等级可以是用户在进行交互任务过程中所积累的等级。
以比赛类游戏为例进行说明,用户所处的等级无法使用战术4,那么交互控 制面板中战术4的按钮,其显示的颜色与其它按钮不同,如图5所示,当用户点击战术2的按钮,球员可以执行战术2对应的动作;当用户点击战术4的按钮,球员则无法执行战术4对应的动作。
此外,不同的等级,其交互方式所对应的能力值也可以具有差异,如等级越高,其交互方式所对应的能力值也越大,即使用同一种交互方式,等级越高所具有的交互性越强,举例来说,用户在魔法类游戏中,敌我双方采用相同的魔法进行战斗时,等级越高的一方其杀伤力或攻击力越强。
在一个实施例中,S204具体可以包括:终端在面板展示按钮的位置处或在用户界面中的指定位置处,将交互控制面板以弹窗或浮层的方式展示于用户界面。
其中,若以浮层方式将交互控制面板展示于用户界面时,交互控制面板和其它背景可以是半透明的。
例如,如图6所示,终端可以在用户界面的指定位置(如图6的中上位置)处展示交互控制面板。终端还可以在面板展示按钮的位置处展示交互控制面板。
在一个实施例中,对于展示交互控制面板的位置,用户可以在设置页面自行设置,如设置在图6的左上、左下、右上、右上或中间等位置。
S206,当交互控制面板上的交互按钮被触发、且交互按钮关联了对象选择面板时,获取与被触发的交互按钮对应的交互方式,以及在用户界面中将交互控制面板替换为对象选择面板。
其中,对象选择面板上显示有多个虚拟对象标识的按钮(该按钮即为虚拟对象选择按钮),用户可以通过点击或触摸对应的虚拟对象选择按钮,以选择需要执行与交互按钮对应的交互的虚拟对象。例如,该对象选择面板可以是球员选择轮盘或角色选择轮盘。
上述的关联可以指交互按钮与对象选择面板之间存在关联关系,该关联关系可以是链接关系,如通过触发交互按钮可以链接到对象选择面板,以在用户界面中显示该对象选择面板。
上述的替换可以指面板切换显示的过程,对应地,上述在用户界面中将交互控制面板替换为对象选择面板的步骤,具体可以包括:将交互控制面板切换为对 象选择面板,以在用户界面中显示该对象选择面板。
在一个实施例中,若面板展示指令是在面板展示按钮进行滑动时所产生的指令,则终端获取滑动时的滑动方向和/或结束位置;根据滑动方向和/或结束位置触发交互控制面板上的交互按钮;获取被触发的交互按钮对应的交互方式,从而用户无需再一次在交互控制面板上点击或触摸对应的交互按钮来选择相应的交互方式,较少了用户的操作,从而可以快速控制虚拟对象执行对应的交互,提升用户体验。
在一个实施例中,若面板展示指令是在用户界面的面板展示按钮上进行滑动所产生,则终端在展示交互控制面板时,无需重新接收用户的触摸操作,只需获取滑动的结束位置,根据该结束位置可以确定交互控制面板上的哪个交互按钮被触发。
例如,如图7所示,用户在面板展示按钮上进行滑动,若用户向右上方进行滑动,则可以确定战术2的按钮被触发。此外,用户在面板展示按钮上进行滑动,若结束位置位于图7的战术2的按钮上,则确定战术2的按钮被触发。
在一个实施例中,S206具体可以包括:终端获取交互控制面板中交互按钮被触发产生的操作指令;当获取到操作指令时,判断交互按钮是否关联了对象选择面板;若交互按钮关联了对象选择面板,确定交互按钮被触发时的第一维持时长;当第一维持时长达到第一预设时长时,在用户界面中将交互控制面板替换为对象选择面板。
其中,第一维持时长可以触发交互按钮时所维持的时长,例如用户在触摸交互按钮时,第一维持时长可以是用户触摸该交互按钮的时长。
举例来说,若面板展示指令是在用户界面的面板展示按钮上进行触摸所产生,则终端在展示交互控制面板时,需要重新接收用户的触摸指令。当接收到在交互控制面板上的交互按钮上触摸所产生的触摸指令时,终端确定交互控制面板上的交互按钮被触发。若面板展示指令是在用户界面的面板展示按钮上进行滑动所产生,则终端在展示交互控制面板时,无需重新接收用户的触摸操作,只需获取滑动的结束位置,根据该结束位置可以确定交互控制面板上的哪个交互按钮被触发。例如,结束位置位于图7的战术2的按钮上,则战术2的按钮被 触发。
在一个实施例中,上述在用户界面中将交互控制面板替换为对象选择面板的步骤,具体可以包括:终端在用户界面中将交互控制面板取消展示,并在用户界面中展示对象选择面板。其中,对象选择面板的展示位置可以是与交互控制面板的展示位置相同。
在一个实施例中,当交互控制面板上的交互按钮被触发时,终端判断该交互按钮是否关联了对象选择面板。若交互按钮关联了对象选择面板,终端在交互控制面板的边缘进行动画提示;获取对象选择面板数据;对对象选择面板数据进行渲染,得到对象选择面板;当第一维持时长达到第一预设时长时,执行S204。
其中,该动画提示可以是播放波纹动画,即播放模拟水波纹的动画;此外,也可以是其它形式的动画,如环绕交互控制面板周围的闪光动圈。
在一个实施例中,终端获取动画数据,调用渲染工具对动画数据进行渲染,得到对应的动画,然后在交互控制面板的周围播放该动画。
在一个实施例中,终端获取对象选择面板数据,调用渲染工具对对象选择面板数据进行渲染,得到对象选择面板,然后获取交互控制面板的位置,并取消播放动画,同时该位置出显示对象选择面板。
例如,终端调用WebGL(Web Graphics Library,网络图形库),或OpenGL ES(Open Graphics Library for Embedded Systems,嵌入式***开放式图形库),或OpenGL ES2.0版本对波纹动画数据以及对象选择面板数据进行渲染,分别得到波纹动画和对象选择面板。
在一个实施例中,S206具体可以包括:终端取消展示交互控制面板,并且在交互控制面板的位置处或在用户界面中的指定位置处,将对象选择面板以弹窗或浮层的方式展示于用户界面。
其中,若以浮层方式将对象选择面板展示于用户界面时,对象选择面板和其它背景可以是半透明的。
例如,如图8所示,终端可以在用户界面的指定位置(如图8的中上位置)处展示对象选择面板。终端还可以在面板展示按钮的位置处展示对象选择面板。其中,在图8中,对象选择按钮包括:PG按钮、SG按钮、SF按钮、PF按钮和 C按钮。PG表示篮球运动中的控球后卫,SG表示得分后卫,SF表示小前锋,PF表示大前锋,C表示中锋。
在一个实施例中,对于展示对象选择面板的位置,用户可以在设置页面自行设置,如设置在图8的左上、左下、右上、右上或中间等位置。
S208,当对象选择面板上的虚拟对象选择按钮被触发时,选取待控制的与被触发的虚拟对象选择按钮对应的虚拟对象。
其中,待控制的虚拟对象可以指用户所要控制的虚拟对象,该虚拟对象可以是在在场上执行其它交互任务的对象,也可以是在场下休息的对象。例如,对于体育类游戏,该待控制的虚拟对象可以是在场上进行比赛的球员;此外,也可以是在场下的球员,当选择在场下的球员时,被选择的球员可以上场进行比赛。
在一个实施例中,终端通过触发对象选择面板上的虚拟对象选择按钮选择展示于用户界面中的所要控制的虚拟对象。例如,如图8所示,用户触发对象选择面板中的PG按钮,则表示所要控制的虚拟对象为游戏中的控球后卫。
在一个实施例中,S208具体可以包括:终端确定对象选择面板中被触发的虚拟对象选择按钮;获取被触发的虚拟对象选择按钮所对应的虚拟对象标识;从多个虚拟对象中,按照虚拟对象标识选取待控制的虚拟对象。
在一个实施例中,上述从多个虚拟对象中,按照虚拟对象标识选取待控制的虚拟对象的步骤包括:终端从展示于用户界面的多个虚拟对象中,按照虚拟对象标识选取待控制的虚拟对象。
例如,如图8所示,用户触发对象选择面板中的PG按钮,则获取与PG按钮对应的PG球员标识,根据该PG球员标识选取在游戏中进行比赛的控球后卫。
在一个实施例中,当对象选择面板中的虚拟对象选择按钮结束触发时,终端计算结束触发后的第二维持时长;当第二维持时长达到第二预设时长、且对象选择面板中的各虚拟对象选择按钮均未被触发时,在用户界面中将展示的对象选择面板取消展示。
在一个实施例中,在对象选择面板取消展示之前,终端可以确定对象选择面板的展示位置。当对象选择面板取消展示时,终端可以在该展示位置处展示交互控制面板。
S210,根据交互按钮对应的交互方式控制所选取的虚拟对象进行交互。
在一个实施例中,终端根据交互按钮对应的交互方式,控制所选取的虚拟对象与对方阵营的虚拟对象进行交互。
例如,以篮球比赛的游戏为例,若对方球员持球进攻时,可以点击面板展示按钮,然后终端在用户界面中展示交互控制面板,在该交互控制面板上点击对应的犯规战术按钮,从而可以采取犯规战术。然后,终端显示对象选择面板,用户在对象选择面板上选择对应的球员选择按钮,从而选择所要执行犯规战术的球员,然后通过选择的球员对对方球员进行犯规。
在一个实施例中,当交互控制面板上的交互按钮被触发、但交互按钮未关联对象选择面板时,则终端获取被触发的交互按钮对应的交互方式;按照所获取的交互方式控制默认的虚拟对象进行交互。其中,默认的虚拟对象可以是用户当前所控制的虚拟对象。例如,以篮球比赛的游戏为例,用户当前控制持球球员进攻,在进攻过程中,遇到对方球员的防守,此时可以采用挡拆战术来摆脱对方球员的防守。具体过程可以是:用户点击面板展示按钮,然后终端在用户界面中展示交互控制面板,在该交互控制面板上点击对应的挡拆战术按钮,从而可以采取挡拆战术。然后,终端显示对象选择面板,用户在对象选择面板上点击对应的虚拟对象选择按钮,从而选择所要执行挡拆战术的球员,通过选择的球员进行挡拆。
上述实施例中,通过在用户界面上设置面板展示的按钮,当接收到面板展示指令时,在用户界面展示交互控制面板,用户可以触发该交互控制面板上的交互按钮以选择对应的交互方式。此外,在触发交互按钮、且该交互按钮关联了对象选择面板时,显示对象选择面板,通过该对象选择面板选取待控制的虚拟对象进行交互,从而用户无需在用户界面上点击所要选择的虚拟对象来进行选择,可以有效避免因所要控制的虚拟对象被遮挡而无法进行选择的问题,提高了交互效果。此外,即便虚拟对象因在用户界面中显示过小和数量过多的情况下,用户也无需通过放大显示倍数来选择待控制的虚拟对象,只需要通过对象选择面板即可快速准确地选取待控制的虚拟对象进行交互,有效地避免了误操作的问题,而且还加快了虚拟对象的选择速率,也提高了虚拟对象选择的准确性,有利于提高交互效率。而且,即便各虚拟对象在用户界面中均处于移动状态,通过对象选择 面板也能快速准确地选取待控制的虚拟对象进行交互,避免了因虚拟对象的移动而产生错选的问题。最后,通过设置交互控制面板和对象选择面板,即使在节奏快的人机交互场景中,也能快速准确地选择或切换至所需的交互方式和所要控制的虚拟对象,而且还避免了在用户界面中设置过多的交互按钮而影响用户操作和视觉效果。
在一个实施例中,如图9所示,提供了一种虚拟对象控制方法,以该方法应用于图1中的终端102为例进行说明,包括以下步骤:
S902,获取在用户界面上触发所产生的面板展示指令。
其中,用户界面为用户在进行交互任务时所使用的界面。交互任务可以是虚拟的体育类游戏、枪击类游戏或者魔法类游戏。例如,如图3所示,用户在玩游戏时,通过该用户界面中可以对虚拟对象进行控制,如控制球员进行投篮、传球或背打等交互动作。
在一个实施例中,终端显示用户界面,并在该用户界面中展示虚拟环境画面,该虚拟环境画面中显示有不同阵营的虚拟对象。
其中,虚拟环境画面是指用计算机生成的一种虚拟环境的画面。虚拟环境可以是游戏场景。虚拟环境提供了一个多媒体的虚拟世界,用户可通过用户界面上的控件来控制虚拟对象,或直接对虚拟环境中可操作的虚拟对象进行控制,并以虚拟对象的视角观察虚拟环境中的物体、人物、风景等,以及通过虚拟对象和虚拟环境中的其它虚拟对象(如其他玩家控制的角色,或非玩家控制的角色)等进行互动。
虚拟环境通常由终端等计算机设备中的应用程序生成的二维或多维虚拟环境,然后通过终端中的硬件(比如屏幕)进行展示,得到可视的虚拟环境画面。该终端可以是智能手机、平板电脑或者电子书阅读器等移动终端;或者,该终端也可以是笔记本电脑或者固定式计算机的个人计算机设备。
上述不同阵营的虚拟对象可以指:在虚拟环境中可活动的由本端用户控制的虚拟对象,以及由对方用户控制或计算机程序控制(即非玩家控制)的虚拟对象。其中,本端控制的虚拟对象可以是一个或多个。对方用户控制或计算机程序控制的虚拟对象也可以是一个或多个。
上述每个虚拟对象在虚拟环境中具有自身的形状和体积,占据虚拟环境中的一部分空间。上述的阵营可以包括:本端用户所属的己方阵营和对方用户所属的对手阵营(或敌方阵营),或者本端用户所属的己方阵营和非玩家所属的对手阵营(或敌方阵营)。
在一个实施例中,S902具体可以包括:终端获取在用户界面的面板展示按钮上进行触发所产生的面板展示指令。
例如,用户点击图3中用户界面的面板展示按钮,将会生成一个面板展示指令,以便在用户界面上展示对象选择面板。
在一个实施例中,上述获取在用户界面的面板展示按钮上进行触发所产生的面板展示指令的步骤,具体可以包括:终端获取在用户界面的面板展示按钮上进行触摸时产生的面板展示指令;或者,获取在用户界面的面板展示按钮进行滑动时产生的面板展示指令。
在一个实施例中,终端计算在面板展示按钮上进行触摸时的触摸时长,若触摸时长达到预设触摸时长时,表示用户在执行长按操作,则执行S904。若触摸时长未达到预设触摸时长,终端获取上一次执行交互时所采用的交互方式,并控制当前所控制的虚拟对象按照所获取的交互方式进行交互。
例如,当用户在用户界面的面板展示按钮上触摸时,检测该触摸的时长是否达预设触摸时长,若达到预设触摸时长,表示用户想要打开对象选择面板。若未达到预设触摸时长,表示用户想要执行上一次交互时的交互方式,又或者表示用户的本次操作为误操作。
S904,响应于面板展示指令,在用户界面展示对象选择面板。
其中,对象选择面板可以是轮式类型的控制面板或者其它类型的控制面板,其上显示有多个虚拟对象标识的按钮(该按钮即为虚拟对象选择按钮),用户可以通过点击或触摸对应的虚拟对象选择按钮,以选择需要执行与交互按钮对应的交互的虚拟对象。
在一个实施例中,若面板展示指令是在面板展示按钮进行滑动时所产生的指令,则终端获取滑动时的滑动方向和/或结束位置;根据滑动方向和/或结束位置触发对象选择面板上的虚拟对象选择按钮;获取被触发的虚拟对象选择按钮 对应的交互方式,从而用户无需再一次在对象选择面板上点击或触摸对应的虚拟对象选择按钮来选择相应的虚拟对象,较少了用户的操作,从而可以快速选择对应的需要控制的虚拟对象,以执行对应的交互,提升用户体验。
在一个实施例中,若面板展示指令是在用户界面的面板展示按钮上进行滑动所产生,则终端在展示对象选择面板时,无需重新接收用户的触摸操作,只需获取滑动的结束位置,根据该结束位置可以确定对象选择面板上的哪个虚拟对象选择按钮被触发。
例如,以比赛类游戏为例,如图10所示,用户在面板展示按钮上进行滑动,若用户向右上方进行滑动,则可以确定球员2的按钮被触发。此外,用户在面板展示按钮上进行滑动,若结束位置位于图10的球员2的按钮上,则确定球员2的按钮被触发。
在一个实施例中,S904具体可以包括:终端在面板展示按钮的位置处或在用户界面中的指定位置处,将对象选择面板以弹窗或浮层的方式展示于用户界面。
其中,若以浮层方式将对象选择面板展示于用户界面时,对象选择面板和其它背景可以是半透明的。
例如,如图8所示,终端可以在用户界面的指定位置(如图8的中上位置)处展示对象选择面板。终端还可以在面板展示按钮的位置处展示对象选择面板。其中,在图8中,对象选择按钮包括:PG按钮、SG按钮、SF按钮、PF按钮和C按钮。PG表示篮球运动中的控球后卫,SG表示得分后卫,SF表示小前锋,PF表示大前锋,C表示中锋。
在一个实施例中,对于展示对象选择面板的位置,用户可以在设置页面自行设置,如设置在图8的左上、左下、右上、右上或中间等位置。
在一个实施例中,终端确定候选的虚拟对象的数量,根据虚拟对象的数量来确定交互控制面板的虚拟对象选择按钮区域。例如,如图10所示,若确定场上有4个球员时,将所要展示的交互控制面板划分出4个虚拟对象选择按钮区域,此外还会在交互控制面板划分出一个用于取消展示对象选择面板的功能区域,如战术1、战术2、战术3、战术4和取消功能等五个区域。
S906,当对象选择面板上的虚拟对象选择按钮被触发、且虚拟对象选择按钮关联了交互控制面板时,在用户界面中将对象选择面板替换为交互控制面板。
其中,交互控制面板可以是轮式类型的控制面板或者其它类型的控制面板。在交互控制面板上设置有不同交互方式的交互按钮,当选择其中一种交互按钮时,可以使用该交互按钮对应的交互方式控制虚拟对象进行交互。在不同的交互任务中,对应的交互方式也不同,例如,在虚拟的体育类游戏中,交互方式可以是挡拆战术、协防战术和犯规战术等。
上述的关联可以指虚拟对象选择按钮与交互控制面板之间存在关联关系,该关联关系可以是链接关系,如通过触发虚拟对象选择按钮可以链接到交互控制面板,以在用户界面中显示该交互控制面板。
上述的替换可以指面板切换显示的过程,对应地,上述在用户界面中将对象选择面板替换为交互控制面板的步骤,具体可以包括:将对象选择面板切换为交互控制面板,以在用户界面中显示该交互控制面板。
对于轮式类型的交互控制面板,可以参考图3中所示的交互控制面板,在该控制面板中设置了Q3、Q4、POST、ISO和PUNCH战术等五种战术。
在一个实施例中,终端确定交互方式的数量,根据交互方式的数量来确定交互控制面板的交互按钮区域。例如,如图4所示,若确定有4种战术时,将所要展示的交互控制面板划分出4个交互按钮区域,此外还会在交互控制面板划分出一个用于取消展示交互控制面板的功能区域,如战术1、战术2、战术3、战术4和取消功能等五个区域。
在一个实施例中,用户在控制虚拟对象(虚拟对象的数量可以是一个或多个)执行交互任务过程中,可以具有对应的等级,不同等级的交互方式存在差异,即等级越高,所具有的交互方式越丰富。在展示的交互控制面板中显示有多种交互方式对应的交互按钮,终端确定用户的等级,当根据该等级确定用户是否可以使用该交互控制面板中交互按钮所对应的交互方式,若确定用户无法使用某一种交互方式时,则在交互控制面板中以不同显示方式显示该交互方式对应的交互按钮,以提示用户该交互方式不可使用。
其中,上述用户的等级可以是普通等级和会员等级,会员等级高于普通等级。 会员等级中还可以进一步细分为不同级别的会员等级,如黄金等级和钻石等级等,具体如何设置会员等级这里不做具体限定。此外,上述用户的等级可以是用户在进行交互任务过程中所积累的等级。
以比赛类游戏为例进行说明,用户所处的等级无法使用战术4,那么交互控制面板中战术4的按钮,其显示的颜色与其它按钮不同,如图5所示,当用户点击战术2的按钮,球员可以执行战术2对应的动作;当用户点击战术4的按钮,球员则无法执行战术4对应的动作。
此外,不同的等级,其交互方式所对应的能力值也可以具有差异,如等级越高,其交互方式所对应的能力值也越大,即使用同一种交互方式,等级越高所具有的交互性越强,举例来说,用户在魔法类游戏中,敌我双方采用相同的魔法进行战斗时,等级越高的一方其杀伤力或攻击力越强。
S908,选取与虚拟对象选择按钮对应的待控制的虚拟对象。
在一个实施例中,当对象选择面板上的虚拟对象选择按钮被触发时,终端根据触发的虚拟对象选择按钮选择所要控制的虚拟对象。例如,如图8所示,当用户触发对象选择面板中的PG按钮,则表示所要控制的虚拟对象为游戏中的控球后卫。
在一个实施例中,S908具体可以包括:当对象选择面板上的虚拟对象选择按钮被触发时,终端获取被触发的虚拟对象选择按钮所对应的虚拟对象标识;从展示于用户界面的多个虚拟对象中,按照虚拟对象标识选取待控制的虚拟对象。
例如,如图8所示,用户触发对象选择面板中的PG按钮,则获取与PG按钮对应的PG球员标识,根据该PG球员标识选取在游戏中进行比赛的控球后卫。
在一个实施例中,S908之后,终端还可以对交互控制面板进行取消展示。具体地,当交互控制面板中的交互控制按钮结束触发时,终端计算结束触发后的第二维持时长;当第二维持时长达到第二预设时长、且对象选择面板中的各虚拟对象选择按钮均未被触发时,在用户界面中将展示的交互控制面板取消展示。例如,用户触摸了对象选择面板中的PG按钮,选择了在游戏中进行比赛的控球后卫,当用户停止在对象选择面板的触摸操作、且停止触摸操作的第二维持时长达到第二预设时长时,在用户界面中将展示的交互控制面板取消展示。
在一个实施例中,在交互控制面板取消展示之前,终端可以确定交互控制面板的展示位置。当交互控制面板取消展示时,终端可以在该展示位置处展示交互控制面板。
S910,根据交互控制面板上的交互方式控制所选取的虚拟对象进行交互。
在一个实施例中,当交互控制面板中的交互按钮被触发时,终端根据被触发的交互按钮对应的交互方式,控制所选取的虚拟对象与对方阵营的虚拟对象进行交互。
例如,以篮球比赛的游戏为例,若对方球员持球进攻时,可以点击面板展示按钮,然后终端在用户界面中展示对象选择面板,在该对象选择面板上点击对应的球员选择按钮,从而可以选择对应的球员。然后,终端显示交互控制面板,用户在交互控制面板上选择对应的犯规战术按钮,从而确定球员所要采取的采取战术,然后通过选择的球员对对方球员进行犯规。
在一个实施例中,当交互控制面板上的交互控制按钮被触发、且交互控制按钮关联了其它对象选择面板时,在用户界面中将当前显示的交互控制面板替换为其它对象选择面板,以便用户通过该其它对象选择面板选择对方虚拟对象,从而通过选择的己方虚拟对象采用所触发交互控制按钮对应的交互方式对所选择的对方虚拟对象进行交互。
其中,该其它对象选择面板可以是用于选择对方阵营中的虚拟对象的选择面板。
例如,如图11所示,用户可以通过第一个对象选择面板选择己方的对象B,然后通过交互控制面板选择魔法2,最后在第二个对象选择面板上选择对方阵营的对象b。在选择了对方阵营的对象b之后,从而用户可以通过己方的对象B使用魔法2对对方阵营的对象b进行攻击。
上述实施例中,通过在用户界面上设置面板展示的按钮,当接收到面板展示指令时,在用户界面展示对象选择面板,用户可以触发该对象选择面板上的虚拟对象选择按钮以选择待控制的虚拟对象。此外,在触发虚拟对象选择按钮、且该虚拟对象选择按钮关联了交互控制面板时,显示交互控制面板,通过该交互控制面板选取对应的交互方式控制该虚拟对象进行交互,从而用户无需在用户界面 上点击所要选择的虚拟对象来进行选择,可以有效避免因所要控制的虚拟对象被遮挡而无法进行选择的问题,提高了交互效果。
作为一个示例,以篮球比赛的游戏为例,如图12所示,具体内容如下所述:
识别用户的触发操作,然后判断该触发操作是否处于轮盘展示按钮的响应区,如在图3上的感叹号区域进行长按或滑动。若手指从其它位置保持长按并滑动到对应的按钮,则确定该触发操作为非有效行为,不会触发任何功能,即不做响应。若手指直接在轮盘展示按钮的响应区进行触发时,则该触发操作为有效行为。
当确定该触发操作为有效行为时,进一步检测该触发操作是长按操作或者是滑动操作。若该触发操作为滑动操作时,判断滑动的距离是否达到预设阈值,若达到预设阈值,则展示对应的战术轮盘(即用于选择战术的轮盘)。若该触发操作为长按操作时,判断长按时长是否达到预设时长,若达到预设时长,则展示对应的战术轮盘。
其中,上述的战术轮盘包含若干区块,在显示战术轮盘后,始终有一个战术按钮会是选中状态。战术轮盘的选中状态会随着用户手指的滑动而变化,另外战术轮盘上各战术按钮对应的区域可能存在灰态,表示该区域对应的战术按钮暂时不可用。轮盘区块的文字用以描述该战术的具体名称,如图4所示,如战术1、战术2、战术3、战术4等。
用户在轮盘展示按钮的响应区执行触发操作的过程中,例如用户在图3的感叹号区域上进行长按的过程中,若设定的时间窗到达之前,用户结束了该触发操作,则此时不会显示战术轮盘,可以根据产品实际需求判断对应的功能,例如采用上一次的战术(如战术4)进行进攻或防守。
在展示战术轮盘之后,根据展示战术轮盘上所触发的战术按钮是否关联了其它轮盘(如球员选择轮盘),分以下两种情况进行阐述:
情况1,关联了球员选择轮盘。
用户在该战术轮盘的战术按钮上执行触发操作,如图3所示,若触发操作的对象为Q3战术按钮,则判断该Q3战术按钮是否关联了球员选择轮盘,若关 联了球员选择轮盘,则在战术轮盘的周围播放动画,然后显示球员选择轮盘。
其中,在显示球员选择轮盘之前,还会进行有效行为判断:
a)用户在该战术轮盘的战术按钮上执行触发操作时,若该触发操作为长按操作,则判断该长按操作对应的长按时长是否达到预设时长,若达到预设时长,则显示球员选择轮盘。
例如,若长按时长达到1s时,则显示球员选择轮盘,如图13所示。
b)用户在该战术轮盘的战术按钮上执行触发操作时,若该触发操作为长按操作,当长按时长未达到预设时长时,用户便释放了该触发操作,则根据产品实际需求绑定对应的功能。如图14所示,不执行任何战术;或者,通过最近的球员执行战术2,例如战术2为协防战术,则控制离持球球员最近的球员来执行战术2;或者,用户设定战术2的默认执行球员,当战术2按钮被触发时,则直接呼叫该默认的球员执行战术2。
c)用户在该战术轮盘的战术按钮上执行触发操作时,若该触发操作为滑动操作,则判断滑动时是否滑动到战术轮盘上的其它战术按钮上,若滑动到其它战术按钮上,即选中态发生了切换(该其它战术按钮处于选中态),则继续判断该其它战术按钮是否关联了球员选择轮盘,若关联了球员选择轮盘,则会继续判断用户在该其它战术按钮上的长按时长,若长按时长达到预设时长,则显示球员选择轮盘。
例如,用户从战术1的按钮滑动到战术2的按钮,则选中态从战术1的按钮切换到战术2的按钮,若战术2的按钮关联了球员选择轮盘,则判断用户在战术2的按钮上的长按时长是否大于或等于1s,若是,则显示球员选择轮盘。
情况2,未关联其它轮盘。
用户在该战术轮盘的战术按钮上执行触发操作,如图3所示,若触发操作的对象为Q3战术按钮,则判断该Q3战术按钮是否关联了球员选择轮盘,若未关联球员选择轮盘,则对该触发操作进行判断(即有效行为判断),若用户释放该战术按钮时,则通过默认的球员执行相应的战术,例如用户设定Q3战术的默认执行球员,当Q3战术按钮被触发时,则直接呼叫该默认的球员执行Q3战术。
在对该触发操作进行判断时,若用户的手指进行了滑动,则战术按钮的选中 状态将会发生切换,如选中状态从Q3战术按钮切换到Q4战术按钮。
需要说明的是,对于战术轮盘上的战术按钮,其中一部分可以关联球员选择轮盘,其中一部分不关联球员选择轮盘(即直接对应的战术,由默认的球员来执行相应的战术),如图15所示。
图12为先展示战术轮盘,然后再展示球员选择轮盘(该球员选择轮盘上的按钮还可以关联其它轮盘)。此外,也可以根据实际情况设置先展示球员选择轮盘,然后再展示战术轮盘(该战术轮盘上的按钮还可以关联其它轮盘),对应的选球员操作和选战术操作的步骤可以参考图12中的内容。
应该理解的是,虽然图2、9、12的流程图中的各个步骤按照箭头的指示依次显示,但是这些步骤并不是必然按照箭头指示的顺序依次执行。除非本文中有明确的说明,这些步骤的执行并没有严格的顺序限制,这些步骤可以以其它的顺序执行。而且,图2、9、12中的至少一部分步骤可以包括多个步骤或者多个阶段,这些步骤或者阶段并不必然是在同一时刻执行完成,而是可以在不同的时刻执行,这些步骤或者阶段的执行顺序也不必然是依次进行,而是可以与其它步骤或者其它步骤中的步骤或者阶段的至少一部分轮流或者交替地执行。
在一个实施例中,如图16所示,提供了一种虚拟对象控制装置,该装置可以采用软件模块或硬件模块,或者是二者的结合成为计算机设备的一部分,该装置具体包括:获取模块1602、展示模块1604、更新模块1606、选取模块1608和控制模块1610,其中:
获取模块1602,用于获取在用户界面上触发所产生的面板展示指令;
展示模块1604,用于响应于面板展示指令,在用户界面展示交互控制面板;
更新模块1606,用于当交互控制面板上的交互按钮被触发、且交互按钮关联了对象选择面板时,在用户界面中将交互控制面板替换为对象选择面板;
选取模块1608,用于通过对象选择面板选取待控制的虚拟对象;
控制模块1610,用于根据交互按钮对应的交互方式控制所选取的虚拟对象进行交互。
上述实施例中,获取模块1602,还用于获取在用户界面的面板展示按钮上 进行触发所产生的面板展示指令;
展示模块1604,还用于在面板展示按钮的位置处或在用户界面中的指定位置处,将交互控制面板以弹窗或浮层的方式展示于用户界面。
上述实施例中,获取模块1602,还用于获取在用户界面的面板展示按钮上进行触摸时产生的面板展示指令;或者,获取在用户界面的面板展示按钮进行滑动时产生的面板展示指令。
上述实施例中,如图17,该装置还包括:触发模块1612;其中:
获取模块1602,还用于若面板展示指令是在面板展示按钮进行滑动时所产生的指令,则获取滑动时的滑动方向和/或结束位置;
触发模块1612,用于根据滑动方向和/或结束位置触发交互控制面板上的交互按钮;
获取模块1602,还用于获取被触发的交互按钮对应的交互方式。
在一个实施例中,如图17所示,该装置还包括:处理模块1614;其中:
处理模块1614,用于计算在面板展示按钮上进行触摸时的触摸时长;若触摸时长达到预设触摸时长,则执行在用户界面展示交互控制面板的步骤;
获取模块1602,还用于若触摸时长未达到预设触摸时长,获取上一次执行交互时所采用的交互方式;
控制模块1610,还用于控制当前所控制的虚拟对象按照所获取的交互方式进行交互。
在一个实施例中,展示模块1604,还用于获取交互控制面板中交互按钮被触发产生的操作指令;当获取到操作指令时,判断交互按钮是否关联了对象选择面板;若交互按钮关联了对象选择面板,确定交互按钮被触发时的第一维持时长;当第一维持时长达到第一预设时长时,在用户界面中将交互控制面板替换为对象选择面板。
在一个实施例中,如图17所示,该装置还包括:播放模块1616和渲染模块1618;其中:
播放模块1616,用于若交互按钮关联了对象选择面板,在交互控制面板的边缘进行动画提示;
获取模块1602,还用于获取对象选择面板数据;
渲染模块1618,用于对对象选择面板数据进行渲染,得到对象选择面板;
展示模块1604,还用于当第一维持时长达到第一预设时长时,在用户界面中将交互控制面板替换为对象选择面板。
在一个实施例中,展示模块1604,还用于确定对象选择面板中被触发的虚拟对象选择按钮;获取被触发的虚拟对象选择按钮所对应的虚拟对象标识;从多个虚拟对象中,按照虚拟对象标识选取待控制的虚拟对象。
在一个实施例中,处理模块1614,还用于当对象选择面板中被触发的虚拟对象选择按钮结束触发时,计算结束触发后的第二维持时长;
展示模块1604,还用于当第二维持时长达到第二预设时长、且对象选择面板中的各虚拟对象选择按钮均未被触发时,在用户界面中将展示的对象选择面板取消展示。
在一个实施例中,获取模块1602,还用于当交互控制面板上的交互按钮被触发、但交互按钮未关联对象选择面板时,则获取被触发的交互按钮对应的交互方式;
控制模块1610,还用于按照所获取的交互方式控制默认的虚拟对象进行交互。
上述实施例中,通过在用户界面上设置面板展示的按钮,当接收到面板展示指令时,在用户界面展示交互控制面板,用户可以触发该交互控制面板上的交互按钮以选择对应的交互方式。此外,在触发交互按钮、且该交互按钮关联了对象选择面板时,显示对象选择面板,通过该对象选择面板选取待控制的虚拟对象进行交互,从而用户无需在用户界面上点击所要选择的虚拟对象来进行选择,可以有效避免因所要控制的虚拟对象被遮挡而无法进行选择的问题,提高了交互效果。
在一个实施例中,如图18所示,提供了一种虚拟对象控制装置,该装置可以采用软件模块或硬件模块,或者是二者的结合成为计算机设备的一部分,该装置具体包括:获取模块1802、展示模块1804、更新模块1806、选取模块1808 和控制模块1810,其中:
获取模块1802,用于获取在用户界面上触发所产生的面板展示指令;
展示模块1804,用于响应于面板展示指令,在用户界面展示对象选择面板;
更新模块1806,用于当对象选择面板上的虚拟对象选择按钮被触发、且虚拟对象选择按钮关联了交互控制面板时,在用户界面中将对象选择面板替换为交互控制面板;
选取模块1808,用于选取与虚拟对象选择按钮对应的待控制的虚拟对象;
控制模块1810,用于根据交互控制面板上的交互方式控制所选取的虚拟对象进行交互。
上述实施例中,通过在用户界面上设置面板展示的按钮,当接收到面板展示指令时,在用户界面展示对象选择面板,用户可以触发该对象选择面板上的虚拟对象选择按钮以选择待控制的虚拟对象。此外,在触发虚拟对象选择按钮、且该虚拟对象选择按钮关联了交互控制面板时,显示交互控制面板,通过该交互控制面板选取对应的交互方式控制该虚拟对象进行交互,从而用户无需在用户界面上点击所要选择的虚拟对象来进行选择,可以有效避免因所要控制的虚拟对象被遮挡而无法进行选择的问题,提高了交互效果。
关于虚拟对象控制装置的具体限定可以参见上文中对于虚拟对象控制方法的限定,在此不再赘述。上述虚拟对象控制装置中的各个模块可全部或部分通过软件、硬件及其组合来实现。上述各模块可以硬件形式内嵌于或独立于计算机设备中的处理器中,也可以以软件形式存储于计算机设备中的存储器中,以便于处理器调用执行以上各个模块对应的操作。
在一个实施例中,提供了一种计算机设备,该计算机设备可以是服务器,其内部结构图可以如图19所示。该计算机设备包括通过***总线连接的处理器、存储器和网络接口。其中,该计算机设备的处理器用于提供计算和控制能力。该计算机设备的存储器包括非易失性存储介质、内存储器。该非易失性存储介质存储有操作***、计算机程序和数据库。该内存储器为非易失性存储介质中的操作***和计算机程序的运行提供环境。该计算机设备的数据库用于存储各种与虚拟对象控制相关的数据。该计算机设备的网络接口用于与外部的终端通过网络 连接通信。该计算机程序被处理器执行时以实现一种虚拟对象控制方法。
在一个实施例中,提供了一种计算机设备,该计算机设备可以是终端,其内部结构图可以如图19所示。该计算机设备包括通过***总线连接的处理器、存储器、通信接口、显示屏和输入装置。其中,该计算机设备的处理器用于提供计算和控制能力。该计算机设备的存储器包括非易失性存储介质、内存储器。该非易失性存储介质存储有操作***和计算机程序。该内存储器为非易失性存储介质中的操作***和计算机程序的运行提供环境。该计算机设备的通信接口用于与外部的终端进行有线或无线方式的通信,无线方式可通过WIFI、运营商网络、NFC(近场通信)或其他技术实现。该计算机程序被处理器执行时以实现一种虚拟对象控制方法。该计算机设备的显示屏可以是液晶显示屏或者电子墨水显示屏,该计算机设备的输入装置可以是显示屏上覆盖的触摸层,也可以是计算机设备外壳上设置的按键、轨迹球或触控板,还可以是外接的键盘、触控板或鼠标等。
本领域技术人员可以理解,图19中示出的结构,仅仅是与本申请方案相关的部分结构的框图,并不构成对本申请方案所应用于其上的计算机设备的限定,具体的计算机设备可以包括比图中所示更多或更少的部件,或者组合某些部件,或者具有不同的部件布置。
在一个实施例中,还提供了一种计算机设备,包括存储器和处理器,存储器中存储有计算机程序,该处理器执行计算机程序时实现上述各方法实施例中的步骤。
在一个实施例中,提供了一种计算机可读存储介质,存储有计算机程序,该计算机程序被处理器执行时实现上述各方法实施例中的步骤。
在一个实施例中,提供了一种计算机程序产品或计算机程序,所述计算机程序产品或计算机程序包括计算机指令,所述计算机指令存储在计算机可读存储介质中;计算机设备的处理器从所述计算机可读存储介质读取并执行所述计算机指令时,使得所述计算机设备执行上述各方法实施例中的步骤。
本领域普通技术人员可以理解实现上述实施例方法中的全部或部分流程,是可以通过计算机程序来指令相关的硬件来完成,所述的计算机程序可存储于 一非易失性计算机可读取存储介质中,该计算机程序在执行时,可包括如上述各方法的实施例的流程。其中,本申请所提供的各实施例中所使用的对存储器、存储、数据库或其它介质的任何引用,均可包括非易失性和易失性存储器中的至少一种。非易失性存储器可包括只读存储器(Read-Only Memory,ROM)、磁带、软盘、闪存或光存储器等。易失性存储器可包括随机存取存储器(Random Access Memory,RAM)或外部高速缓冲存储器。作为说明而非局限,RAM可以是多种形式,比如静态随机存取存储器(Static Random Access Memory,SRAM)或动态随机存取存储器(Dynamic Random Access Memory,DRAM)等。
以上实施例的各技术特征可以进行任意的组合,为使描述简洁,未对上述实施例中的各个技术特征所有可能的组合都进行描述,然而,只要这些技术特征的组合不存在矛盾,都应当认为是本说明书记载的范围。
以上所述实施例仅表达了本申请的几种实施方式,其描述较为具体和详细,但并不能因此而理解为对发明专利范围的限制。应当指出的是,对于本领域的普通技术人员来说,在不脱离本申请构思的前提下,还可以做出若干变形和改进,这些都属于本申请的保护范围。因此,本申请专利的保护范围应以所附权利要求为准。

Claims (20)

  1. 一种虚拟对象控制方法,由终端执行,其特征在于,所述方法包括:
    获取在用户界面上触发所产生的面板展示指令;
    响应于所述面板展示指令,在所述用户界面展示交互控制面板;
    当所述交互控制面板上的交互按钮被触发、且所述交互按钮关联了对象选择面板时,获取与被触发的交互按钮对应的交互方式,以及在所述用户界面中将所述交互控制面板替换为所述对象选择面板;
    当所述对象选择面板上的虚拟对象选择按钮被触发时,选取待控制的与被触发的所述虚拟对象选择按钮对应的虚拟对象;
    根据所述交互方式控制所选取的虚拟对象进行交互。
  2. 根据权利要求1所述的方法,其特征在于,所述获取在用户界面上触发所产生的面板展示指令包括:
    获取在所述用户界面的面板展示按钮上进行触发所产生的面板展示指令;
    所述在所述用户界面展示交互控制面板包括:
    在所述面板展示按钮的位置处或在所述用户界面中的指定位置处,将交互控制面板以弹窗或浮层的方式展示于所述用户界面。
  3. 根据权利要求2所述的方法,其特征在于,所述获取在所述用户界面的面板展示按钮上进行触发所产生的面板展示指令包括:
    获取在所述用户界面的面板展示按钮上进行触摸时产生的面板展示指令;或者,
    获取在所述用户界面的面板展示按钮进行滑动时产生的面板展示指令。
  4. 根据权利要求3所述的方法,其特征在于,所述方法还包括:
    若所述面板展示指令是在所述面板展示按钮进行滑动时所产生的指令,则获取滑动时的滑动方向和/或结束位置;
    根据所述滑动方向和/或结束位置触发所述交互控制面板上的交互按钮;
    获取被触发的所述交互按钮对应的交互方式。
  5. 根据权利要求3所述的方法,其特征在于,所述方法还包括:
    计算在所述面板展示按钮上进行触摸时的触摸时长;
    若所述触摸时长达到预设触摸时长,则执行所述在所述用户界面展示交互控制面板的步骤;
    若所述触摸时长未达到预设触摸时长,获取上一次执行交互时所采用的交互方式,并控制当前所控制的虚拟对象按照所获取的交互方式进行交互。
  6. 根据权利要求1所述的方法,其特征在于,所述当所述交互控制面板上的交互按钮被触发、且所述交互按钮关联了对象选择面板时,在所述用户界面中将所述交互控制面板替换为所述对象选择面板包括:
    获取所述交互控制面板中交互按钮被触发产生的操作指令;
    当获取到所述操作指令时,判断所述交互按钮是否关联了对象选择面板;
    若所述交互按钮关联了所述对象选择面板,确定所述交互按钮被触发时的第一维持时长;
    当所述第一维持时长达到第一预设时长时,在所述用户界面中将所述交互控制面板替换为所述对象选择面板。
  7. 根据权利要求6所述的方法,其特征在于,所述方法还包括:
    若所述交互按钮关联了所述对象选择面板,在所述交互控制面板的边缘进行动画提示;
    获取对象选择面板数据;
    对所述对象选择面板数据进行渲染,得到对象选择面板;
    当所述第一维持时长达到第一预设时长时,执行所述在所述用户界面中将所述交互控制面板替换为所述对象选择面板的步骤。
  8. 根据权利要求1所述的方法,其特征在于,所述通过所述对象选择面板选取待控制的虚拟对象包括:
    确定所述对象选择面板中被触发的虚拟对象选择按钮;
    获取被触发的所述虚拟对象选择按钮所对应的虚拟对象标识;
    从多个虚拟对象中,按照所述虚拟对象标识选取待控制的虚拟对象。
  9. 根据权利要求8所述的方法,其特征在于,所述方法还包括:
    当所述对象选择面板中被触发的所述虚拟对象选择按钮结束触发时,计算 结束触发后的第二维持时长;
    当所述第二维持时长达到第二预设时长、且所述对象选择面板中的各虚拟对象选择按钮均未被触发时,在所述用户界面中将展示的所述对象选择面板取消展示。
  10. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    当所述交互控制面板上的交互按钮被触发、但所述交互按钮未关联对象选择面板时,则
    获取被触发的所述交互按钮对应的交互方式;
    按照所获取的交互方式控制默认的虚拟对象进行交互。
  11. 一种虚拟对象控制方法,由终端执行,其特征在于,所述方法包括:
    获取在用户界面上触发所产生的面板展示指令;
    响应于所述面板展示指令,在所述用户界面展示对象选择面板;
    当所述对象选择面板上的虚拟对象选择按钮被触发、且所述虚拟对象选择按钮关联了交互控制面板时,在所述用户界面中将所述对象选择面板替换为所述交互控制面板;以及,
    选取与所述虚拟对象选择按钮对应的待控制的虚拟对象;
    根据所述交互控制面板上的交互方式控制所选取的虚拟对象进行交互。
  12. 根据权利要求11所述的方法,其特征在于,所述获取在用户界面上触发所产生的面板展示指令包括:
    获取在所述用户界面的面板展示按钮上进行触发所产生的面板展示指令;
    所述在所述用户界面展示对象选择面板包括:
    在所述面板展示按钮的位置处或在所述用户界面中的指定位置处,将所述对象选择面板以弹窗或浮层的方式展示于用户界面。
  13. 根据权利要求12所述的方法,其特征在于,所述获取在所述用户界面的面板展示按钮上进行触发所产生的面板展示指令包括:
    获取在所述用户界面的面板展示按钮上进行触摸时产生的面板展示指令;或者,
    获取在所述用户界面的面板展示按钮进行滑动时产生的面板展示指令。
  14. 根据权利要求13所述的方法,其特征在于,所述方法还包括:
    若所述面板展示指令是在所述面板展示按钮进行滑动时所产生的指令,则获取滑动时的滑动方向和/或结束位置;
    根据所述滑动方向和/或结束位置触发所述对象选择面板上的虚拟对象选择按钮;
    获取被触发的所述虚拟对象选择按钮对应的交互方式。
  15. 根据权利要求11所述的方法,其特征在于,所述选取与所述虚拟对象选择按钮对应的待控制的虚拟对象之后,所述方法还包括:
    当所述交互控制面板中的交互控制按钮结束触发时,计算结束触发后的第二维持时长;
    当所述第二维持时长达到第二预设时长、且所述对象选择面板中的各虚拟对象选择按钮均未被触发时,则
    在所述用户界面中将展示的交互控制面板取消展示。
  16. 根据权利要求15所述的方法,其特征在于,所述方法还包括:
    确定所述交互控制面板在消展示之前的展示位置;
    当所述交互控制面板取消展示时,在所述展示位置处展示所述交互控制面板。
  17. 一种虚拟对象控制装置,其特征在于,所述装置包括:
    获取模块,用于获取在用户界面上触发所产生的面板展示指令;
    展示模块,用于响应于所述面板展示指令,在所述用户界面展示交互控制面板;
    更新模块,用于当所述交互控制面板上的交互按钮被触发、且所述交互按钮关联了对象选择面板时,在所述用户界面中将所述交互控制面板替换为所述对象选择面板;
    选取模块,用于通过所述对象选择面板选取待控制的虚拟对象;
    控制模块,用于根据所述交互按钮对应的交互方式控制所选取的虚拟对象 进行交互。
  18. 一种虚拟对象控制装置,其特征在于,所述装置包括:
    获取模块,用于获取在用户界面上触发所产生的面板展示指令;
    展示模块,用于响应于所述面板展示指令,在所述用户界面展示对象选择面板;
    更新模块,用于当所述对象选择面板上的虚拟对象选择按钮被触发、且所述虚拟对象选择按钮关联了交互控制面板时,在所述用户界面中将所述对象选择面板替换为所述交互控制面板;以及,
    选取模块,用于选取与所述虚拟对象选择按钮对应的待控制的虚拟对象;
    控制模块,用于根据所述交互控制面板上的交互方式控制所选取的虚拟对象进行交互。
  19. 一种计算机设备,包括存储器和处理器,所述存储器存储有计算机程序,其特征在于,所述处理器执行所述计算机程序时实现权利要求1至16中任一项所述方法的步骤。
  20. 一种计算机可读存储介质,存储有计算机程序,其特征在于,所述计算机程序被处理器执行时实现权利要求1至16中任一项所述的方法的步骤。
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