WO2022237079A1 - 虚拟对象的控制方法、装置、计算机设备及存储介质 - Google Patents
虚拟对象的控制方法、装置、计算机设备及存储介质 Download PDFInfo
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- A—HUMAN NECESSITIES
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
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Definitions
- the present application relates to the field of computer technology, and in particular to a virtual object control method, device, computer equipment and storage medium.
- MOBA Multiplayer Online Battle Arena
- MOBA Multiplayer Online Battle Arena
- the user can control the virtual object to release skills, such as displacement skills, teleportation skills, etc., so that the virtual object moves based on the skills to change the position of the virtual object in the virtual scene.
- the embodiments of the present application provide a virtual object control method, device, computer equipment, and storage medium, so that the virtual object actually attacked matches the virtual object expected to be attacked by the user, and the efficiency of human-computer interaction is significantly improved. Described technical scheme is as follows:
- a method for controlling a virtual object comprising:
- the first virtual object When the first virtual object reaches the target position, the first virtual object is controlled to release the second skill toward the target virtual object.
- a device for controlling a virtual object comprising:
- a first control module configured to control the movement of the first virtual object to a target position in response to a trigger operation on a first skill, where the first skill is used to change the position of the first virtual object;
- a first display module configured to search based on the target position to obtain a target virtual object in response to a trigger operation on the second skill during the effective period of the first skill;
- a second control module configured to control the first virtual object to release the second skill to the target virtual object when the first virtual object reaches the target position.
- the first display module is configured to highlight the searched target virtual object.
- the first display module is configured to determine the target position on the movement path corresponding to the first skill in response to a trigger operation on the first skill; control the first virtual The object moves toward the target location.
- the first display module is configured to, in response to a trigger operation on the first skill, correct the end position of the moving path if there is an obstacle in the moving path , to get the target position.
- the first display module is configured to display the movement path in response to a trigger operation on the first skill.
- the first display module is configured to, in response to a trigger operation on the first skill, determine the position where the end position corresponding to the first skill is unreachable by the virtual object. the target position, where the target position is a reachable position of the virtual object; and control the movement of the first virtual object to the target position.
- the first display module is configured to correct the end position to obtain the target position when the end position is unreachable by the virtual object.
- the first display module is configured to display the end position in response to a trigger operation on the first skill.
- the first display module is configured to determine the second skill with the target position as a search center in response to a trigger operation on the second skill during A skill search range corresponding to the skill; search within the skill search range to obtain the target virtual object.
- the first display module is configured to display the skill search range.
- the device also includes:
- a second display module configured to display a skill indication mark of the second skill in response to a trigger operation on the second skill during the effective period of the first skill, the skill indication mark pointing from the target position The location of the target virtual object.
- the second display module is configured to generate a substitute object corresponding to the first virtual object at the target position, and the substitute object is an invisible object; based on the position of the target virtual object, The orientation of the substitute object is determined; based on the orientation of the substitute object, a skill indicator of the second skill is displayed.
- the device also includes:
- a determining module configured to update the target position to the current position of the first virtual object when the process of moving the first virtual object is interrupted.
- the device also includes:
- An updating module configured to update the target position in real time according to the position of the second virtual object when the first skill is used to move the first virtual object to the position of the second virtual object.
- a computer device in another aspect, includes a processor and a memory, the memory is used to store at least one piece of computer program, the at least one piece of computer program is loaded and executed by the processor to implement the present application Operations performed by the virtual object control method in the embodiment.
- a computer-readable storage medium is provided, and at least one section of computer program is stored in the computer-readable storage medium, and the at least one section of computer program is loaded and executed by a processor to implement the The action performed by the virtual object's control method.
- a computer program product comprising computer program code stored in a computer readable storage medium.
- the processor of the computer device reads the computer program code from the computer-readable storage medium, and the processor executes the computer program code, so that the computer device executes the virtual object control method provided in various optional implementation manners of the above aspects.
- the search is performed based on the target position indicated by the first skill, so that the target virtual object can be searched, and then the target virtual object can be searched on the first skill.
- a virtual object finishes moving and reaches the target position control the first virtual object to release the second skill to the target virtual object, so that the actual attacking virtual object matches the user's expected attacking virtual object, which significantly improves the efficiency of human-computer interaction .
- FIG. 1 is a schematic diagram of an implementation environment of a virtual object control method provided according to an embodiment of the present application
- FIG. 2 is a flow chart of a method for controlling a virtual object according to an embodiment of the present application
- Fig. 3 is a flow chart of another virtual object control method provided according to an embodiment of the present application.
- Fig. 4 is a schematic diagram of a skill search range provided according to an embodiment of the present application.
- FIG. 5 is a class diagram structure diagram of a search tree provided by an embodiment of the present application.
- FIG. 6 is a schematic diagram of a virtual object control method provided according to an embodiment of the present application.
- Fig. 7 is a flow chart of searching for enemies according to an embodiment of the present application.
- Fig. 8 is a block diagram of a virtual object control device provided according to an embodiment of the present application.
- Fig. 9 is a block diagram of another virtual object control device provided according to an embodiment of the present application.
- Fig. 10 is a structural block diagram of a terminal provided according to an embodiment of the present application.
- the term "at least one" means one or more, and the meaning of "multiple” means two or more.
- a plurality of virtual objects means two or more virtual objects.
- Virtual scene it is a virtual scene displayed (or provided) when the application program is running on the terminal.
- the virtual scene is a simulation environment of the real world, or a half-simulation and half-fictional virtual environment, or a purely fictitious virtual environment.
- the virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and this embodiment of the present application does not limit the dimensions of the virtual scene.
- the virtual scene includes sky, land, ocean, etc.
- the land includes environmental elements such as deserts and cities, and the user can control virtual objects to move in the virtual scene.
- the virtual scene is used for a virtual scene battle between at least two virtual objects, and there are virtual resources available for the at least two virtual objects in the virtual scene.
- the virtual scene includes two symmetrical areas, and the virtual objects belonging to the two hostile camps respectively occupy one of the areas, and take destroying the target building/stronghold/base/crystal deep in the opponent's area as the victory goal, Among them, the symmetrical areas are, for example, the lower left corner area and the upper right corner area, and the left middle area and the right middle area, etc.
- Virtual object refers to the movable object in the virtual scene.
- the movable object is a virtual character, virtual animal, animation character, etc., such as: characters, animals, plants, oil barrels, walls, stones, etc. displayed in a virtual scene.
- the virtual object is a virtual avatar representing the user in the virtual scene.
- multiple virtual objects are included in the virtual scene, each virtual object has its own shape and volume in the virtual scene, and occupies a part of space in the virtual scene.
- the virtual object is a 3D stereoscopic model, which is a 3D character based on 3D human skeleton technology, and the same virtual object wears different skins Show a different external image.
- the virtual object is implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in this embodiment of the present application.
- the virtual object is a player character controlled by an operation on the client, or an AI (Artificial Intelligence, artificial intelligence) set in a virtual scene battle through training, or an NPC set in a virtual scene interaction (Non-Player Character, non-player character).
- the virtual object is a virtual character competing in a virtual scene.
- the number of virtual objects participating in the interaction in the virtual scene is preset, or dynamically determined according to the number of clients participating in the interaction.
- NPC objects refer to virtual objects that are not controlled by users, and can include various forms such as virtual creatures, virtual items, and virtual ghosts.
- the NPC object may belong to a certain user camp participating in the confrontation, or may not belong to any user camp participating in the confrontation (that is, a neutral virtual object).
- Neutral virtual objects NPC objects that do not belong to any user camp participating in the confrontation can be commonly referred to as "neutral virtual objects".
- Neutral virtual objects can conduct confrontation with virtual objects of any user camp participating in the confrontation.
- neutral virtual objects can attack virtual objects of any user camp participating in the confrontation, and can also be attacked by any user camp participating Virtual object attack, for example, the neutral virtual object includes the first virtual object and the second virtual object involved in the embodiment of the present application.
- Neutral virtual objects are usually used as a competitive resource that can be seized, and provide beneficial effects for the capturing party. For example, neutral virtual objects are contested by various user camps participating in the confrontation in a confrontational manner, and the neutral virtual objects are first defeated (or killed) The faction that the user belongs to can obtain the buff effect provided by the neutral virtual object.
- MOBA Multiplayer Online Battle Arena
- It is a game that provides several strongholds in a virtual scene, and users in different camps control virtual objects to fight in the virtual scene, occupy strongholds or destroy enemy camp strongholds.
- users can be divided into at least two hostile camps, and different virtual teams belonging to the at least two hostile camps occupy their respective map areas and compete with a certain victory condition as the goal.
- the victory conditions include but are not limited to: Occupy strongholds or destroy enemy faction strongholds, kill the virtual objects of the enemy faction, ensure their own survival in the specified scene and time, rob a certain resource, and exceed the opponent's interaction score within the specified time at least one of the
- mobile MOBA games can divide users into two hostile camps, disperse virtual objects controlled by users in virtual scenes and compete with each other, and destroy or occupy all the enemy's strongholds as victory conditions.
- each virtual team includes one or more virtual objects, such as 1, 2, 3 or 5, and according to the number of virtual objects in each team participating in the tactical competition, the tactical competition is divided into 1V1 competitive competition , 2V2 competitive competition, 3V3 competitive competition, 5V5 competitive competition, etc.
- 1V1 means “1 to 1", so I won't go into details here.
- MOBA games are played in units of rounds (or called rounds), and the maps of each round of tactical competition can be the same or different.
- the duration of a MOBA game is from the moment the game starts to the moment the victory condition is met.
- users can also control virtual objects to release skills to interact with other virtual objects.
- the skill types of this skill include attack skills, defense skills, healing skills, auxiliary skills, and killing skills.
- Objects have one or more fixed skills, but different virtual objects usually have different skills, and different skills can produce different effects. For example, if the virtual object releases the displacement skill, the virtual object will move a certain distance in the virtual scene; for another example, if the virtual object releases the teleportation skill, then the virtual object will reach another position from one position in the virtual scene.
- Various other skills can produce corresponding effects, so I won't list them one by one here.
- Fig. 1 is a schematic diagram of an implementation environment of a method for controlling a virtual object according to an embodiment of the present application.
- the implementation environment includes a terminal 101 and a server 102 .
- the terminal 101 and the server 102 can be connected directly or indirectly through wired or wireless communication, which is not limited in this application.
- the terminal 101 is a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto.
- the terminal 101 is installed and runs an application program for displaying a virtual scene. This application is used to launch first-person shooting games (First-Person Shooting game, FPS), third-person shooting games, multiplayer online battle arena games (Multiplayer Online Battle Arena games, MOBA), virtual reality applications, 3D map programs, Either a military simulator or a multiplayer shootout survival game.
- the terminal 101 is a terminal used by a user. The user account of the user is registered in the application program installed and running on the terminal 101.
- the user uses the terminal 101 to operate a virtual object located in a virtual scene through the application program to carry out activities. Including but not limited to: at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing.
- the virtual object is a virtual character, such as a simulated character or an anime character.
- the server 102 is an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, and can also provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud Cloud servers for basic cloud computing services such as communications, middleware services, domain name services, security services, CDN (Content Delivery Network, content distribution network), and big data and artificial intelligence platforms.
- the virtual object controlled by terminal 101 (hereinafter referred to as the controlled virtual object) and the virtual objects controlled by other terminals (hereinafter referred to as other virtual objects) are in the same virtual scene, and the controlled virtual object can be in the virtual scene interact with other virtual objects.
- the controlled virtual object and other virtual objects are in a hostile relationship.
- the controlled virtual object and other virtual objects belong to different teams and organizations. conduct adversarial interactions.
- Fig. 2 is a flow chart of a method for controlling a virtual object according to an embodiment of the present application. As shown in Fig. 2 , in the embodiment of the present application, execution by a terminal is taken as an example for description.
- the control method of the virtual object includes the following steps:
- the terminal controls a first virtual object to move to a target position, where the first skill is used to change a position of the first virtual object.
- the target position is the position corresponding to the first skill
- the first skill is used to change the position of the first virtual object in the virtual scene.
- a first virtual object is displayed in the virtual scene, and the first virtual object is a virtual object controlled by a user account currently logged in by the terminal.
- the first virtual object corresponds to two or more skills, wherein the first skill is used to change the position of the first virtual object in the virtual scene.
- the target position is the position to which the first virtual object moves based on the first skill.
- the first skill is a displacement skill, or, the first skill is a teleportation skill.
- the virtual scene includes two symmetrical areas, and the virtual objects belonging to the two hostile camps respectively occupy one of the areas, and take destroying the target building/stronghold/base/crystal deep in the opponent's area as the victory goal, wherein , symmetrical areas such as the lower left corner area and the upper right corner area, such as the left middle area and the right middle area, etc.
- the terminal controls the first virtual object to sprint forward for a certain distance based on the first skill to reach the target position in response to a trigger operation on the first skill. In other words, the terminal displays that the first virtual object continuously moves from the current position to the target position.
- the terminal controls the first virtual object to stay in place in response to the trigger operation of the first skill, displays a teleportation special effect, and then cancels the display of the first virtual object at the current position. object, and display the first virtual object at the target position.
- the terminal In response to the trigger operation of the second skill during the valid period of the first skill, the terminal searches based on the target position to obtain a target virtual object.
- the second skill is used to interact with the virtual object, for example, the second skill is used to attack, treat or defend the virtual object.
- the valid period of the first skill refers to the time when the terminal controls the first virtual object to start moving based on the first skill, and to the time when the first virtual object stops moving based on the first skill. If the terminal detects a trigger operation on the second skill during the effective period of the first skill, the terminal searches based on the target position, uses the searched virtual object as the target virtual object, and then displays the target virtual object. That is, searching is performed based on the target position to obtain the target virtual object.
- the terminal when displaying the target virtual object, marks the target virtual object as being selected, so that the user can know which virtual object is currently selected.
- the selected state may be highlighting the virtual object, displaying a triangle mark above the head of the virtual object, or displaying a halo on the bottom of the virtual object, etc., which is not limited in this embodiment of the present application. That is, the terminal highlights the searched target virtual object.
- the terminal displays the target virtual object before searching for the target virtual object, and when the target virtual object is found, highlights the target virtual object to prompt the user that the target virtual object has been searched, for example, the highlighting is highlighted Display the virtual object, display a triangle mark above the head of the virtual object, or display a halo on the bottom of the virtual object, etc.
- the terminal controls the first virtual object to release the second skill to the target virtual object.
- the terminal controls the first virtual object to release the second skill at the target position, and the target of the second skill is the above-mentioned The target dummy.
- the terminal will search based on the position of the first virtual object when the skill is triggered, and the searched The second virtual object is the target of the attacking skill. After the first virtual object finishes moving, the first virtual object is controlled to release the attacking skill to the second virtual object that is searched.
- the user wants to attack It may not be the second virtual object, but a virtual object nearby when it finishes moving, so that the actual attacked virtual object does not match the user's expected attack target, resulting in low efficiency of human-computer interaction.
- the search is performed based on the target position indicated by the first skill, so that the target virtual object can be searched, and then the target virtual object can be searched on the first skill. After a virtual object moves and reaches the target position, control the first virtual object to release the second skill to the target virtual object, so that the actual attacking virtual object matches the user's expected attacking virtual object, which significantly improves the human-computer interaction efficiency.
- Fig. 3 is a flowchart of another method for controlling a virtual object according to an embodiment of the present application. As shown in Fig. 3 , in the embodiment of the present application, execution by a terminal is taken as an example for illustration.
- the control method of the virtual object includes the following steps:
- the terminal controls a first virtual object to move to a target position, where the first skill is used to change the position of the first virtual object.
- the target position is the position corresponding to the first skill
- the first skill is used to change the position of the first virtual object in the virtual scene.
- the terminal displays a virtual scene
- the virtual scene displays a first virtual object
- the first virtual object is a virtual object controlled by a user account logged in by the terminal.
- the first virtual object corresponds to two or more skills, wherein the first skill is used to change the position of the virtual object in the virtual scene.
- the target position is the position to which the first virtual object moves based on the first skill.
- the first skill is used to continuously change the position of the virtual object in the virtual scene, such as a displacement skill.
- the terminal displays that the first virtual object moves continuously in the virtual scene based on the first skill.
- the first skill is used to change the position of the virtual object in the virtual scene at one time, such as teleportation skill, flashing skill, etc.
- the terminal displays that the first virtual object disappears from the first position based on the first skill, and then appears in the A second position, wherein the first position is the position of the first virtual object before the first skill becomes effective, and the second position is the position of the first virtual object after the first skill becomes effective.
- the terminal when the first virtual object moves based on the first skill, it may encounter an impenetrable obstacle. At this time, the terminal corrects the end position of the first skill to determine the target position. Correspondingly, in response to the trigger operation of the first skill, the terminal displays the movement path corresponding to the first skill; in response to an obstacle that cannot pass through the movement path, the terminal corrects the end position of the movement path, and obtains above target location. By modifying the end position of the movement path when there is an obstacle that cannot be passed through, it is avoided that the determined target position does not match the actual position of the first virtual object.
- the first skill is a displacement skill, but the displacement skill cannot pass through the walls in the virtual scene.
- the terminal displays the movement path of the first skill, and the user can know the movement path of the first skill based on the movement path.
- a skill makes how the first virtual object moves. If there is a wall in the movement path, the terminal corrects the end point of the movement path to be close to the wall side of the first virtual object, that is, the first virtual object will move to the position on the side of the wall based on the first skill, instead of Will move into walls, or through walls to the other side of walls.
- the target position is determined on the movement path corresponding to the first skill; and the first virtual object is controlled to move to the target position.
- the movement path corresponding to the first skill is determined according to the trigger operation on the first skill, for example, the terminal displays the trigger option corresponding to the first skill, and the trigger operation on the first skill is dragging and dropping the trigger option operation, the terminal determines the movement path corresponding to the first skill according to the drag range of the drag operation.
- the terminal determines the end position corresponding to the first skill according to the trigger operation on the first skill, and the terminal determines the straight line between the current position of the first virtual object and the end position as the end position corresponding to the first skill. path of movement.
- the end position of the movement path is corrected to obtain the target position.
- the terminal corrects the end position of the movement path to obtain the corrected end position, so that there is no obstacle between the corrected end position and the current position of the first virtual object, and the terminal corrects the The end position of is determined as the target position.
- the movement path intersects the obstacle, and among the intersection points of the movement path and the obstacle, the position of the intersection point closest to the first virtual object is determined as the corrected end position, that is, the target position.
- the end position in the movement path is determined as the target position.
- the obstacles can also be divided into obstacles that the virtual object can pass through and obstacles that the virtual object cannot pass through. If there is an obstacle that the virtual object cannot pass through in the movement path, the end position Correction is performed to obtain the target position, so that there is no obstacle that the virtual object cannot pass between the current position of the first virtual object and the target position. If there is an obstacle in the movement path through which the virtual object can pass or there is no obstacle in the movement path, the end position in the movement path is determined as the target position.
- the movement path is displayed in response to a trigger operation on the first skill.
- correcting the end position of the movement path is equivalent to correcting the movement path, and the end position of the corrected movement path is the corrected end position, then the electronic device Switches the currently displayed movement path to the corrected movement path.
- the terminal in response to a first trigger operation on the first skill, such as a press operation, displays the movement path corresponding to the first skill; The displayed position of the movement path; in response to the existence of an impenetrable obstacle in the movement path, the terminal corrects the end position of the movement path to obtain the target position, and displays the shortened movement path. Finally, the first virtual object is controlled to move to the target position along the shortened moving path. For example, there are no impassable obstacles in the shortened movement path.
- the moving position may be a position that the virtual object cannot reach, such as a position in a wall.
- the terminal will correct the end position of the first skill to determine the target location.
- the terminal displays the end position corresponding to the first skill; in response to the end position being unreachable by the virtual object, the terminal corrects the end position to obtain the above target position.
- the first skill is the teleportation skill, but the virtual object cannot be teleported into the wall, that is, the wall is a position that the virtual object cannot reach.
- the terminal displays the end position of the first skill, and the user can change the end position by dragging. If the final end position is in the wall, the terminal corrects the end position, and takes the position of the edge of the wall closest to the end position as the target position.
- the target position is determined, and the first virtual object is controlled to move to the target position.
- the target position is a reachable position of the virtual object.
- the end point position is corrected to obtain the target position.
- the terminal corrects the end point position so that the corrected end point position is a reachable position of the virtual object, and then the terminal determines the corrected end point position as the target position.
- the terminal determines the end position as the target position. Since the first virtual object can reach the end position corresponding to the first skill, there is no need to correct the end position, and the end position can be directly determined as the target position.
- the end position is displayed.
- the end position is corrected to obtain the corrected end position, and the electronic device switches the currently displayed end position to the corrected end position.
- the terminal when the first skill is used to move the first virtual object to the position of the second virtual object, the terminal updates the target position in real time according to the position of the second virtual object.
- the user can choose an appropriate time to release the second skill according to the position of the second virtual object, thereby achieving a better interaction effect and improving the efficiency of human-computer interaction.
- the terminal sets the position of the second virtual object , is determined as the target position, then during the moving process of the second virtual object, the position of the second virtual object is updated in real time, and correspondingly, the target position is also updated in real time.
- the second virtual object is a teammate of the first virtual object
- the second skill is a range attack skill centered on the first virtual object.
- the second virtual object is fighting the enemy, and the first virtual object is next to the second virtual object transmitted by the teleportation skill.
- the user can communicate with teammates and let the teammates control the second virtual object to move to the enemy More positions, then the user triggers the second skill, so that the second skill is released directly after the transmission of the first virtual object is completed.
- the terminal determines a skill search range corresponding to the second skill with the target location as a search center.
- the second skill is used to interact with virtual objects.
- the terminal detects a trigger operation on the second skill during the valid period of the first skill, the terminal searches for a virtual object that can be a release target of the second skill.
- the terminal takes the target location as the search center to determine the skill search range corresponding to the second skill.
- the skill search range is displayed.
- the skill search range is a circular area with a radius of N.
- the skill search range is a circular area with the target position as the center.
- FIG. 4 is a schematic diagram of a skill search range provided according to an embodiment of the present application. As shown in FIG. 4 , it includes a first virtual object 401 and another virtual object 402 , and the dotted person 403 in the figure represents the first virtual object after reaching the target position.
- the dotted line area 404 is a circular area with the target position as the center and a radius of N.
- the dotted line area 404 is the skill search range corresponding to the second skill.
- the terminal displays the skill indicator of the second skill, where the skill indicator points from the target position to the position of the target virtual object.
- the skill indicator is also used to indicate the skill influence range of the second skill, and the target virtual object is within the skill influence range.
- the terminal may also allow the user to manipulate the substitute object corresponding to the first virtual object during the effective period of the first skill.
- the terminal generates a substitute object corresponding to the first virtual object at the target position, where the substitute object is an invisible object.
- the substitute object has two attributes of position and orientation, and has no object model, animation, and special effects, etc., wherein the position of the substitute object is the target position.
- the terminal generates a substitute object corresponding to the first virtual object at the target position; the terminal determines the orientation of the substitute object based on the target position and the position of the target virtual object; and the terminal displays the skill indicator of the second skill based on the orientation of the substitute object.
- the terminal generates a substitute object corresponding to the first virtual object at the target position, determines the orientation of the substitute object based on the position of the target virtual object, and displays the skill indicator of the second skill based on the orientation of the substitute object.
- the terminal determines the direction from the position of the substitute object to the position of the target virtual object as the orientation of the substitute object, and determines the orientation of the substitute object as the direction to which the skill indicator of the second skill points, so that the skill indicator starts from The target position points to the position of the target virtual object.
- the first skill may be interrupted, that is, the process of the first virtual object moving based on the first skill may be interrupted, so that the first virtual object cannot move to the corresponding position of the first skill based on the first skill. end position.
- the terminal determines the current position of the first virtual object as the target position. That is, the terminal updates the target position to the current position of the first virtual object.
- the first virtual object Since the moving process of the first virtual object is interrupted, the first virtual object cannot move to the original target position. If the target virtual object is still searched according to the original target position, the searched target virtual object will not meet the user's It is expected or caused that the target virtual object searched based on the original target position is not within the effective range of the second skill. Therefore, after the first virtual object is interrupted and moved, the target position is re-determined according to the current position of the first virtual object, so that the terminal can search for the target virtual object based on the updated target position, thereby improving the accuracy of searching for the virtual object. To prevent users from performing invalid operations, it is beneficial to improve the efficiency of human-computer interaction.
- the terminal cancels the execution of the second skill, and the second skill Set to untriggered state.
- the second skill will not be executed when the first virtual object fails to reach the target position according to the user's expectation, thereby avoiding the failure of the second skill to be released Meet user expectations.
- the terminal determines and displays the skill influence range of the second skill according to the distance the user drags the trigger option of the second skill and the target position.
- the terminal acquires the first screen position and the second screen position when the trigger option of the second skill is dragged and dropped, the first screen position is the start position, and the second screen position is the end position.
- the terminal determines the first position information according to the first screen position, the second screen position, and the third screen position corresponding to the center of the screen.
- the first position information indicates the direction of the center position of the range of influence of the skill relative to the target position.
- the terminal determines the direction of the target position according to The first screen position, the second screen position, the dragging range information of the trigger option of the second skill, and the skill range information of the second skill determine the second position information
- the second position information indicates the center position of the range of influence of the skill and the target distance between locations.
- the terminal determines the center position of the skill influence range corresponding to the second skill in the virtual scene according to the target position, the first position information and the second position information.
- the terminal determines the skill influence range corresponding to the second skill according to the center position and the skill range information of the second skill.
- the skill range information includes a skill range parameter and a skill influence range parameter.
- the center position of the range of influence of the skill is the position expected by the end user, improving human-computer interaction efficiency.
- the terminal may use the following formula (1) to express the proportional relationship of the distances between the locations.
- DownPos indicates the position of the first screen
- DragPos indicates the position of the second screen
- MaxDragRadius indicates the maximum drag range of the trigger option
- FocusPoint indicates the center position of the skill influence range
- HeroPos indicates the target position
- SkillRange indicates the skill range of the second skill.
- the terminal uses a center mapping method to map the third screen position corresponding to the screen center (0,0) to the virtual scene to obtain the first scene position. Then determine the distance difference between the coordinates of the first screen position and the coordinates of the second screen position, and map the sum of the coordinates of the screen center and the distance difference into the virtual scene to obtain the second scene position.
- the direction in which the first scene position points to the second scene position is the same as the direction in which the target scene position points to the center of the skill's range of influence. Therefore, the center position of the range of influence of the skill can be calculated by the following formula (2).
- FocusPoint indicates the center position of the skill's influence range
- HeroPos indicates the target position
- SkillRange indicates the skill range of the second skill
- Normalize() indicates normalization
- ScreenCenter2SencePos indicates the position of the first scene
- ScreenDrag2ScenePos indicates the position of the second scene.
- FIG. 5 is a class diagram structure diagram of a search tree provided by an embodiment of the present application. As shown in Figure 5, all nodes in the search tree inherit from the BaseSelector class, and BaseSelector has three core derived subclasses, LinkedSelector, BranchSelector and PrioritySelector. BaseSelector mainly includes two methods: Configure() and Select(). Configure() is used to initialize the data of each Selector through the table data configured by technicians. If BranchSelector needs to configure multiple branches, the data configured by Configure() It is the id of several branch Selectors.
- Configure() is used to initialize the data of each Selector through the table data configured by technicians. If BranchSelector needs to configure multiple branches, the data configured by Configure() It is the id of several branch Selectors.
- ShapeFilter a subclass of LinkedSelector, needs to configure shape fields, such as circle, sector, circle radius, sector angle and other parameters.
- the input parameter of the Select() function is List ⁇ BattleActor>, which is a list storing virtual objects, and the return parameter is BattleActor, which is a virtual object.
- LinkSelector The core is that there is a next parameter, which is used to indicate the next filter, thus forming a chain structure. It has many subclasses, and many subclasses are basically Filters, that is, filters, which mainly delete the unqualified BattleActors from the parameters in the Select function, and pass the List ⁇ BattleActor> with the BattleActors deleted to the next Selector , so that the screening of virtual objects is realized. For example, ShapeFilter will configure the required graphics and parameters in Configure, and the Select function will judge whether the virtual objects in the parameter List ⁇ BattleActor> are within the shape range one by one, and delete the virtual objects that are not within the shape range from the list. Other filters are the same reason.
- BuffTypeFilter will delete virtual objects that contain a certain type of additional state, such as invisible state, unselectable state, etc.
- IDFilter deletes the virtual object containing a certain skill ID, which is used to deal with the fact that a certain skill cannot hit the enemy for the second time.
- the shape range refers to a shape meeting a specific requirement
- a virtual object not within the shape range refers to a virtual object whose shape does not meet the requirement corresponding to the shape range. Since different types of virtual objects correspond to different shapes, the filtering of virtual objects through the range of shapes can realize the filtering of specific types of virtual objects.
- BranchSelector The main function is to handle multiple conditional priorities. Several Selector IDs will be configured in the configuration table. In the Configure function, the member variable selectors will be initialized according to the configured Selector ID. In the Select function, the virtual objects in the parameter List ⁇ BattleActor> need to be stored temporarily, and then used one by one. BaseSelector in the selectors uses the temporary List ⁇ BattleActor> as a parameter to call the Select function to determine whether there is a returned BattleActor. If there is a returned BattleActor, it means that there is already a BattleActor that meets the target conditions, such as within the target search range, or can be hit by skills, etc. , there is no need to traverse the subsequent selectors, if not returned, then the BaseSelector in the next selectors.
- PrioritySelector Through this Selector, the filtered List ⁇ BattleActor> can be sorted to select a suitable BattleActor. Technicians can configure hit conditions in the table, such as blood volume priority, distance priority, percentage blood volume priority, and distance from FocusPoint priority, etc. The end user can select the hit condition, and the parameters will be selected according to the configured hit condition in the Select function
- the List ⁇ BattleActor> does a sort and returns the first one in the list, or NULL if the list is empty.
- search logics of different complexity are set for different virtual objects and different skills, so that end users can quickly and accurately select the expected virtual objects at a low operating cost, improving the efficiency of human-computer interaction.
- the method provided by the embodiment of the present application can greatly improve the success rate of using skills again and improve the efficiency of human-computer interaction. Bring users a better experience and improve the playability of the game.
- the terminal displays the target virtual object within the skill search range, and the target virtual object is searched based on the target position.
- the terminal searches within the skill search range to obtain the target virtual object.
- the terminal searches for virtual objects within the skill search range, and determines the searched virtual object as the target virtual object.
- the terminal after the terminal determines the target virtual object based on the target position, it can display the target virtual object.
- the user can also change the target virtual object by dragging the trigger option of the second skill. Changing the target virtual object is equivalent to re-searching for the virtual object.
- the process of searching for the virtual object Refer to the search tree mechanism in step 302 above, which will not be repeated here.
- the terminal has displayed the target virtual object before determining the target virtual object, and after the terminal searches within the skill search range to obtain the target virtual object, it highlights the target virtual object within the skill search range.
- the terminal controls the first virtual object to release the second skill to the target virtual object.
- the terminal when the first virtual object successfully reaches the target position, the terminal controls the first virtual object to use the target virtual object as a skill target to release the second skill.
- FIG. 6 is a schematic diagram of a method for controlling a virtual object according to an embodiment of the present application.
- the virtual scene includes a first virtual object 601 , a third virtual object 602 and a fourth virtual object 603 , and the positions of the virtual objects in dotted lines represent the positions to which the first virtual object 601 will move.
- (a) in FIG. 6 indicates before the first virtual object 601 moves
- (b) in FIG. 6 indicates that the first virtual object 601 is moving
- (c) in FIG. 6 indicates after the first virtual object 601 moves.
- the terminal will search for the target virtual object based on the current position of the first virtual object 601, that is, search for the virtual object to be attacked based on the position corresponding to the first virtual object 601.
- the third virtual object 602 If the virtual object 602 is closest to the first virtual object 601, the third virtual object 602 will be used as the virtual object to attack, and after the first virtual object 601 moves, the first virtual object 601 is controlled to attack the third virtual object 602, thus It will cause the first virtual object 601 to approach the third virtual object 602 before attacking; and the solution provided by the embodiment of the present application will search for the target position where the first virtual object 601 is located after the end of the movement, and will The fourth virtual object 603 whose target position is closer is used as the virtual object to be attacked, so that the fourth virtual object 603 can be attacked directly after the first virtual object 601 finishes moving.
- steps 301 to 304 are optional implementations of a virtual object control method provided according to the embodiment of the present application.
- the terminal can also implement the virtual object control method in other ways.
- FIG. 7 is a flow chart of searching for enemies according to an embodiment of the present application.
- the search target virtual object is referred to as searching for enemies.
- the first virtual object is the player object
- the first skill is skill A
- the second skill is skill B, where skill B takes effect after skill A ends.
- the terminal detects that the user clicks on skill B. 702.
- Skill B is based on the position of the player object Search for enemies. 704. Determine whether skill B takes effect after skill A ends, if not, execute 703, and if yes, execute 705. 705. Skill B searches for enemies from the end position of skill A.
- the search is performed based on the target position indicated by the first skill, so that the target virtual object can be searched, and then the target virtual object can be searched on the first skill. After a virtual object moves and reaches the target position, control the first virtual object to release the second skill to the target virtual object, so that the actual attacking virtual object matches the user's expected attacking virtual object, which significantly improves the human-computer interaction efficiency.
- Fig. 8 is a block diagram of an apparatus for controlling a virtual object according to an embodiment of the present application.
- the device is used to execute the steps in the control method of the above virtual object.
- the device includes: a first control module 801 , a first display module 802 and a second control module 803 .
- the first control module 801 is configured to control the movement of the first virtual object to a target position in response to a trigger operation on a first skill, where the first skill is used to change the position of the first virtual object;
- the first display module 802 is configured to search based on the target position to obtain a target virtual object in response to the trigger operation of the second skill during the effective period of the first skill;
- the second control module 803 is configured to control the first virtual object to release the second skill to the target virtual object when the first virtual object reaches the target position.
- the first display module 801 is configured to highlight the searched target virtual object.
- the first display module 801 is configured to determine a target position on a moving path corresponding to the first skill in response to a trigger operation on the first skill; and control the first virtual object to move to the target position.
- the first display module 801 is configured to, in response to the trigger operation of the first skill, correct the end position of the moving path when there is an obstacle in the moving path, to obtain the target location.
- the first display module 801 is configured to display a movement path in response to a trigger operation on the first skill.
- the first display module 801 is configured to, in response to the trigger operation of the first skill, determine the target position when the end position corresponding to the first skill is a position that cannot be reached by the virtual object, and the target position is the reachable position of the virtual object; the first virtual object is controlled to move to the target position.
- the first display module 801 is configured to correct the end position to obtain the target position when the end position is unreachable by the virtual object.
- the first display module 801 is configured to display the end position in response to a trigger operation on the first skill.
- the first display module 801 is configured to determine the skill search corresponding to the second skill with the target position as the search center in response to the trigger operation of the second skill during the effective period of the first skill. Range; search within the skill search range to get the target virtual object.
- the first display module 801 is configured to display a skill search range.
- FIG. 9 is a block diagram of another device for controlling a virtual object according to an embodiment of the present application.
- the device further includes:
- the second display module 804 is configured to display a skill indicator of the second skill in response to a trigger operation of the second skill during the valid period of the first skill, where the skill indicator points from the target position to the target virtual object Location.
- the second display module 804 is configured to generate a substitute object corresponding to the first virtual object at the target position, and the substitute object is an invisible object; determine the substitute object based on the position of the target virtual object based on the orientation of the substitute object, displaying the skill indicator of the second skill.
- the device further includes:
- the determining module 805 is configured to update the target position to the current position of the first virtual object when the process of moving the first virtual object is interrupted.
- the device further includes:
- An update module 806, configured to update the target position in real time according to the position of the second virtual object when the first skill is used to move the first virtual object to the position of the second virtual object.
- the search is performed based on the target position indicated by the first skill, so that the target virtual object can be searched, and then the target virtual object can be searched on the first skill. After a virtual object moves and reaches the target position, control the first virtual object to release the second skill to the target virtual object, so that the virtual object actually attacked matches the virtual object that the user expects to attack, which significantly improves the man-machine Interactive efficiency.
- the virtual object control device provided in the above-mentioned embodiments controls the virtual object, it only uses the division of the above-mentioned functional modules for illustration. In practical applications, the above-mentioned functions can be assigned to different functional modules according to needs. To complete means to divide the internal structure of the device into different functional modules to complete all or part of the functions described above.
- the device for controlling a virtual object provided by the above embodiment and the embodiment of the method for controlling a virtual object belong to the same concept, and the specific implementation process thereof is detailed in the method embodiment, and will not be repeated here.
- Fig. 10 is a structural block diagram of a terminal provided according to an embodiment of the present application.
- the terminal 1000 can be a portable mobile terminal, such as: smart phone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III, moving picture expert compression standard audio level 3), MP4 (Moving Picture Experts Group Audio Layer IV, dynamic Video Expert compresses the standard audio level 4) player, laptop or desktop computer.
- the terminal 1000 may also be called user equipment, portable terminal, laptop terminal, desktop terminal and other names.
- the terminal 1000 includes: a processor 1001 and a memory 1002 .
- the processor 1001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
- Processor 1001 can adopt at least one hardware form in DSP (Digital Signal Processing, digital signal processing), FPGA (Field-Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array, programmable logic array) accomplish.
- Processor 1001 may also include a main processor and a coprocessor, and the main processor is a processor for processing data in a wake-up state, also known as a CPU (Central Processing Unit, central processing unit); the coprocessor is Low-power processor for processing data in standby state.
- CPU Central Processing Unit, central processing unit
- the coprocessor is Low-power processor for processing data in standby state.
- the processor 1001 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
- the processor 1001 may also include an AI (Artificial Intelligence, artificial intelligence) processor, where the AI processor is configured to process computing operations related to machine learning.
- AI Artificial Intelligence, artificial intelligence
- Memory 1002 may include one or more computer-readable storage media, which may be non-transitory.
- the memory 1002 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
- the non-transitory computer-readable storage medium in the memory 1002 is used to store at least one computer program, and the at least one computer program is used to be executed by the processor 1001 to implement the methods provided by the method embodiments in this application. Control methods for virtual objects.
- the terminal 1000 may optionally further include: a peripheral device interface 1003 and at least one peripheral device.
- the processor 1001, the memory 1002, and the peripheral device interface 1003 may be connected through buses or signal lines.
- Each peripheral device can be connected to the peripheral device interface 1003 through a bus, a signal line or a circuit board.
- the peripheral device includes: at least one of a radio frequency circuit 1004 and a display screen 1005 .
- the peripheral device interface 1003 may be used to connect at least one peripheral device related to I/O (Input/Output, input/output) to the processor 1001 and the memory 1002 .
- the processor 1001, memory 1002 and peripheral device interface 1003 are integrated on the same chip or circuit board; in some other embodiments, any one of the processor 1001, memory 1002 and peripheral device interface 1003 or The two can be implemented on a separate chip or circuit board, which is not limited in this embodiment.
- the radio frequency circuit 1004 is used to receive and transmit RF (Radio Frequency, radio frequency) signals, also called electromagnetic signals.
- the radio frequency circuit 1004 communicates with the communication network and other communication devices through electromagnetic signals.
- the radio frequency circuit 1004 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.
- the radio frequency circuit 1004 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and the like.
- the radio frequency circuit 1004 can communicate with other terminals through at least one wireless communication protocol.
- the wireless communication protocol includes but is not limited to: World Wide Web, Metropolitan Area Network, Intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), wireless local area network and/or WiFi (Wireless Fidelity, Wireless Fidelity) network.
- the radio frequency circuit 1004 may also include circuits related to NFC (Near Field Communication, short distance wireless communication), which is not limited in this application.
- the display screen 1005 is used to display a UI (User Interface, user interface).
- the UI can include graphics, text, icons, video, and any combination thereof.
- the display screen 1005 also has the ability to collect touch signals on or above the surface of the display screen 1005 .
- the touch signal can be input to the processor 1001 as a control signal for processing.
- the display screen 1005 can also be used to provide virtual buttons and/or virtual keyboards, also called soft buttons and/or soft keyboards.
- the display screen 1005 there may be one display screen 1005, which is arranged on the front panel of the terminal 1000; in other embodiments, there may be at least two display screens 1005, which are respectively arranged on different surfaces of the terminal 1000 or in a folding design; In some other embodiments, the display screen 1005 may be a flexible display screen, which is disposed on a curved surface or a folded surface of the terminal 1000 . Even, the display screen 1005 can also be set as a non-rectangular irregular figure, that is, a special-shaped screen.
- the display screen 1005 can be made of LCD (Liquid Crystal Display, liquid crystal display), OLED (Organic Light-Emitting Diode, organic light-emitting diode) and other materials.
- the terminal 1000 further includes one or more sensors 1006 .
- the one or more sensors 1006 include but are not limited to: an acceleration sensor 1007 and a gyro sensor 1008 .
- the acceleration sensor 1007 can detect the acceleration on the three coordinate axes of the coordinate system established by the terminal 1000 .
- the acceleration sensor 1007 can be used to detect the components of the acceleration of gravity on the three coordinate axes.
- the processor 1001 may control the display screen 1005 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1007 .
- the acceleration sensor 1007 can also be used for collecting game or user's motion data.
- the gyro sensor 1008 can detect the body direction and rotation angle of the terminal 1000 , and the gyro sensor 1008 can cooperate with the acceleration sensor 1007 to collect 3D actions of the user on the terminal 1000 .
- the processor 1001 can realize the following functions: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control and inertial navigation.
- FIG. 10 does not constitute a limitation to the terminal 1000, and may include more or less components than shown in the figure, or combine certain components, or adopt different component arrangements.
- the embodiment of the present application also provides a computer device, the computer device includes a processor and a memory, the memory is used to store at least one piece of computer program, at least one piece of computer program is loaded and executed by the processor, so as to realize the following operations:
- the first virtual object In response to the trigger operation of the first skill, the first virtual object is controlled to move to the target position, and the first skill is used to change the position of the first virtual object; in response to the trigger operation of the second skill during the effective period of the first skill, Search based on the target position to obtain the target virtual object; when the first virtual object reaches the target position, control the first virtual object to release the second skill to the target virtual object.
- the at least one piece of computer program is loaded and executed by the processor to realize the following operation: highlighting the searched target virtual object.
- the at least one piece of computer program is loaded and executed by the processor to realize the following operations: in response to the trigger operation of the first skill, determine the target position on the movement path corresponding to the first skill; control the first virtual The object moves toward the target position.
- the at least one piece of computer program is loaded and executed by the processor to implement the following operations: in response to the trigger operation of the first skill, if there is an obstacle in the movement path, the terminal position of the movement path Make corrections to get the target position.
- the at least one piece of computer program is loaded and executed by the processor, so as to realize the following operation: displaying the movement path in response to a trigger operation on the first skill.
- the at least one piece of computer program is loaded and executed by the processor to implement the following operations: in response to the trigger operation of the first skill, when the end position corresponding to the first skill is a position that cannot be reached by the virtual object Next, determine the target position, where the target position is the reachable position of the virtual object; and control the movement of the first virtual object to the target position.
- the at least one piece of computer program is loaded and executed by the processor to implement the following operations: when the end position is unreachable by the virtual object, correct the end position to obtain the target position.
- the at least one piece of computer program is loaded and executed by the processor, so as to realize the following operation: in response to the trigger operation of the first skill, display the end position.
- the at least one piece of computer program is loaded and executed by the processor to realize the following operations: in response to the trigger operation of the second skill during the effective period of the first skill, with the target position as the search center, determine the second The skill search range corresponding to the skill; search within the skill search range to obtain the target virtual object.
- the at least one piece of computer program is loaded and executed by the processor, so as to realize the following operation: display the skill search range.
- the at least one piece of computer program is loaded and executed by the processor, so as to realize the following operations: in response to a trigger operation on the second skill during the effective period of the first skill, displaying the skill indicator of the second skill, the skill The pointing flag points from the target position to the position of the target virtual object.
- the at least one piece of computer program is loaded and executed by the processor to implement the following operations: generate a substitute object corresponding to the first virtual object at the target position, where the substitute object is an invisible object; based on the position of the target virtual object, The orientation of the substitute object is determined; based on the orientation of the substitute object, the skill indicator of the second skill is displayed.
- the at least one piece of computer program is loaded and executed by the processor to realize the following operations: when the process of moving the first virtual object is interrupted, update the target position to the current location of the first virtual object Location.
- the at least one piece of computer program is loaded and executed by the processor to implement the following operations: when the first skill is used to move the first virtual object to the position of the second virtual object, according to the second virtual The location of the object, updating the target location in real time.
- the embodiment of the present application also provides a computer-readable storage medium, for example, the computer-readable storage medium can be a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), CD-ROM (Compact Disc Read-Only Memory, CD-ROM), magnetic tape, floppy disk and optical data storage devices, etc.
- ROM Read-Only Memory
- RAM Random Access Memory
- CD-ROM Compact Disc Read-Only Memory
- CD-ROM Compact Disc Read-Only Memory
- magnetic tape floppy disk and optical data storage devices, etc.
- the first virtual object In response to the trigger operation of the first skill, the first virtual object is controlled to move to the target position, and the first skill is used to change the position of the first virtual object; in response to the trigger operation of the second skill during the effective period of the first skill, Search based on the target position to obtain the target virtual object; when the first virtual object reaches the target position, control the first virtual object to release the second skill to the target virtual object.
- the at least one piece of computer program is loaded and executed by the processor to realize the following operation: highlighting the searched target virtual object.
- the at least one piece of computer program is loaded and executed by the processor to realize the following operations: in response to the trigger operation of the first skill, determine the target position on the movement path corresponding to the first skill; control the first virtual The object moves toward the target position.
- the at least one piece of computer program is loaded and executed by the processor to implement the following operations: in response to the trigger operation of the first skill, if there is an obstacle in the movement path, the terminal position of the movement path Make corrections to get the target position.
- the at least one piece of computer program is loaded and executed by the processor, so as to realize the following operation: displaying the movement path in response to a trigger operation on the first skill.
- the at least one piece of computer program is loaded and executed by the processor to implement the following operations: in response to the trigger operation of the first skill, when the end position corresponding to the first skill is a position that cannot be reached by the virtual object Next, determine the target position, where the target position is the reachable position of the virtual object; and control the movement of the first virtual object to the target position.
- the at least one piece of computer program is loaded and executed by the processor to implement the following operations: when the end position is unreachable by the virtual object, correct the end position to obtain the target position.
- the at least one piece of computer program is loaded and executed by the processor, so as to realize the following operation: in response to the trigger operation of the first skill, display the end position.
- the at least one piece of computer program is loaded and executed by the processor to realize the following operations: in response to the trigger operation of the second skill during the effective period of the first skill, with the target position as the search center, determine the second The skill search range corresponding to the skill; search within the skill search range to obtain the target virtual object.
- the at least one piece of computer program is loaded and executed by the processor, so as to realize the following operation: display the skill search range.
- the at least one piece of computer program is loaded and executed by the processor, so as to realize the following operations: in response to a trigger operation on the second skill during the effective period of the first skill, displaying the skill indicator of the second skill, the skill The pointing flag points from the target position to the position of the target virtual object.
- the at least one piece of computer program is loaded and executed by the processor to implement the following operations: generate a substitute object corresponding to the first virtual object at the target position, where the substitute object is an invisible object; based on the position of the target virtual object, The orientation of the substitute object is determined; based on the orientation of the substitute object, the skill indicator of the second skill is displayed.
- the at least one piece of computer program is loaded and executed by the processor to realize the following operations: when the process of moving the first virtual object is interrupted, update the target position to the current location of the first virtual object Location.
- the at least one piece of computer program is loaded and executed by the processor to implement the following operations: when the first skill is used to move the first virtual object to the position of the second virtual object, according to the second virtual The location of the object, updating the target location in real time.
- the embodiment of the present application also provides a computer program product, where the computer program product includes computer program code, and the computer program code is stored in a computer-readable storage medium.
- the processor of the computer device reads the computer program code from the computer-readable storage medium, and the processor executes the computer program code, so that the computer device executes the virtual object control method provided in the various optional implementation manners above.
- the program can be stored in a computer-readable storage medium.
- the above-mentioned The storage medium mentioned may be a read-only memory, a magnetic disk or an optical disk, and the like.
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Abstract
一种虚拟对象的控制方法、装置、计算机设备及存储介质,属于计算机技术领域。所述方法包括:响应于对第一技能的触发操作,控制第一虚拟对象向目标位置移动(201);响应于在所述第一技能的生效期间对第二技能的触发操作,基于目标位置进行搜索,得到目标虚拟对象(202);在所述第一虚拟对象到达所述目标位置的情况下,控制所述第一虚拟对象向所述目标虚拟对象释放所述第二技能(203)。上述技术方案,基于该第一技能所指示的目标位置来进行搜索,使得该实际攻击的目标与用户预期的攻击目标相符合,提高了人机交互效率。
Description
本申请要求于2021年05月13日提交、申请号为202110523037.2、发明名称为“虚拟对象的控制方法、装置、终端及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
本申请涉及计算机技术领域,特别涉及一种虚拟对象的控制方法、装置、计算机设备及存储介质。
MOBA(Multiplayer Online Battle Arena,多人在线战术竞技)游戏逐渐成为***中极为重要的一类游戏。在游戏过程中,用户可以控制虚拟对象释放技能,如位移类技能、传送类技能等,使该虚拟对象基于该技能进行移动,来改变虚拟对象在虚拟场景中的位置。
发明内容
本申请实施例提供了一种虚拟对象的控制方法、装置、计算机设备及存储介质,使得该实际攻击的虚拟对象与用户预期攻击的虚拟对象相符合,显著提高了人机交互效率。所述技术方案如下:
一方面,提供了一种虚拟对象的控制方法,所述方法包括:
响应于对第一技能的触发操作,控制第一虚拟对象向目标位置移动,所述第一技能用于改变所述第一虚拟对象的位置;
响应于在所述第一技能的生效期间对第二技能的触发操作,基于所述目标位置进行搜索,得到目标虚拟对象;
在所述第一虚拟对象到达所述目标位置的情况下,控制所述第一虚拟对象向所述目标虚拟对象释放所述第二技能。
另一方面,提供了一种虚拟对象的控制装置,所述装置包括:
第一控制模块,用于响应于对第一技能的触发操作,控制所述第一虚拟对象向目标位置移动,所述第一技能用于改变所述第一虚拟对象的位置;
第一显示模块,用于响应于在所述第一技能的生效期间对第二技能的触发操作,基于所述目标位置进行搜索,得到目标虚拟对象;
第二控制模块,用于在所述第一虚拟对象到达所述目标位置的情况下,控制所述第一虚拟对象向所述目标虚拟对象释放所述第二技能。
在一些实施例中,所述第一显示模块,用于对搜索到的所述目标虚拟对象进行突出显示。
在一些实施例中,所述第一显示模块,用于响应于对所述第一技能的触发操作,在所述第一技能对应的移动路径上确定所述目标位置;控制所述第一虚拟对象向所述目标位置移动。
在一些实施例中,所述第一显示模块,用于响应于对所述第一技能的触发操作,在所述移动路径中存在障碍物的情况下,对所述移动路径的终点位置进行修正,得到所述目标位置。
在一些实施例中,所述第一显示模块,用于响应于对所述第一技能的触发操作,显示所述移动路径。
在一些实施例中,所述第一显示模块,用于响应于对所述第一技能的触发操作,在所述第一技能对应的终点位置为虚拟对象不可抵达的位置的情况下,确定所述目标位置,所述目标位置为虚拟对象可抵达的位置;控制所述第一虚拟对象向所述目标位置移动。
在一些实施例中,所述第一显示模块,用于在所述终点位置为虚拟对象不可抵达的位置的情况下,对所述终点位置进行修正,得到所述目标位置。
在一些实施例中,所述第一显示模块,用于响应于对所述第一技能的触发操作,显示所述终点位置。
在一些实施例中,所述第一显示模块,用于响应于在所述第一技能的生效期间对所述第二技能的触发操作,以所述目标位置为搜索中心,确定所述第二技能对应的技能搜索范围;在所述技能搜索范围内进行搜索,得到所述目标虚拟对象。
在一些实施例中,所述第一显示模块,用于显示所述技能搜索范围。
在一些实施例中,所述装置还包括:
第二显示模块,用于响应于在所述第一技能的生效期间对所述第二技能的触发操作,显示所述第二技能的技能指示标识,所述技能指示标识从所述目标位置指向所述目标虚拟对象的位置。
在一些实施例中,所述第二显示模块,用于在所述目标位置生成所述第一虚拟对象对应的替代对象,所述替代对象为不可见对象;基于所述目标虚拟对象的位置,确定所述替代对象的朝向;基于所述替代对象的朝向,显示所述第二技能的技能指示标识。
在一些实施例中,所述装置还包括:
确定模块,用于在所述第一虚拟对象移动的过程被打断的情况下,将所述目标位置更新为所述第一虚拟对象当前所在的位置。
在一些实施例中,所述装置还包括:
更新模块,用于在所述第一技能用于将所述第一虚拟对象移动到第二虚拟对象的位置的情况下,根据所述第二虚拟对象的位置,实时更新所述目标位置。
另一方面,提供了一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器用于存储至少一段计算机程序,所述至少一段计算机程序由所述处理器加载并执行以实现本申请实施例中的虚拟对象的控制方法所执行的操作。
另一方面,提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一段计算机程序,所述至少一段计算机程序由处理器加载并执行以实现如本申请实施例中的虚拟对象的控制方法所执行的操作。
另一方面,提供了一种计算机程序产品,该计算机程序产品包括计算机程序代码,该计算机程序代码存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机程序代码,处理器执行该计算机程序代码,使得该计算机设备执行上述各个方面的各种可选实现方式中提供的虚拟对象的控制方法。
本申请实施例提供的技术方案带来的有益效果是:
本申请实施例提供的方案,通过在第一技能的生效期间检测到第二技能的触发操作时,基于该第一技能所指示的目标位置来进行搜索,能够搜索目标虚拟对象,然后在该第一虚拟对象移动结束,到达该目标位置时,控制第一虚拟对象向目标虚拟对象释放该第二技能,使得实际攻击的虚拟对象与用户预期攻击的虚拟对象相符合,显著提高了人机交互效率。
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是根据本申请实施例提供的一种虚拟对象的控制方法的实施环境的示意图;
图2是根据本申请实施例提供的一种虚拟对象的控制方法的流程图;
图3是根据本申请实施例提供的另一种虚拟对象的控制方法的流程图;
图4是根据本申请实施例提供的一种技能搜索范围的示意图;
图5是本申请实施例提供的一种搜索树的类图结构图;
图6是根据本申请实施例提供的一种虚拟对象的控制方法的示意图;
图7是根据本申请实施例提供的一种搜敌流程图;
图8是根据本申请实施例提供的一种虚拟对象的控制装置的框图;
图9是根据本申请实施例提供的另一种虚拟对象的控制装置的框图;
图10是根据本申请实施例提供的一种终端的结构框图。
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
本申请中术语“第一”、“第二”等字样用于对作用和功能基本相同的相同项或相似项进行区分,应理解,“第一”、“第二”、“第n”之间不具有逻辑或时序上的依赖关系,也不对数量和执行顺序进行限定。
本申请中术语“至少一个”是指一个或多个,“多个”的含义是指两个或两个以上,例如,多个虚拟对象是指两个或两个以上的虚拟对象。
为了便于理解本申请实施例的技术过程,下面对本申请实施例所涉及的一些名词进行解释:
虚拟场景:是应用程序在终端上运行时显示(或提供)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。可选地,虚拟场景是二维虚拟场景、2.5维虚拟场景或者三维虚拟场景中的任意一种,本申请实施例对虚拟场景的维度不加以限定。例如,虚拟场景包括天空、陆地、海洋等,该陆地包括沙漠、城市等环境元素,用户能够控制虚拟对象在该虚拟场景中进行移动。可选地,该虚拟场景用于至少两个虚拟对象之间的虚拟场景对战,在该虚拟场景中具有可供至少两个虚拟对象使用的虚拟资源。可选地,该虚拟场景中包括对称的两个区域,属于两个敌对阵营的虚拟对象分别占据其中一个区域,并以摧毁对方区域深处的目标建筑/据点/基地/水晶来作为胜利目标,其中,对称的区域比如左下角区域和右上角区域,又比如左侧中部区域和右侧中部区域等。
虚拟对象:是指在虚拟场景中的可活动对象。可选地,该可活动对象是虚拟人物、虚拟动物、动漫人物等,比如:在虚拟场景中显示的人物、动物、植物、油桶、墙壁、石块等。该虚拟对象是该虚拟场景中的一个虚拟的用于代表用户的虚拟形象。可选地,在虚拟场景中包括多个虚拟对象,每个虚拟对象在虚拟场景中具有自身的形状和体积,占据虚拟场景中的一部分空间。可选地,当虚拟场景为三维虚拟场景时,可选地,虚拟对象是一个三维立体模型,该三维立体模型是基于三维人体骨骼技术构建的三维角色,同一个虚拟对象通过穿戴不同的皮肤来展示出不同的外在形象。可选地,虚拟对象采用2.5维或2维模型来实现,本申请实施例对此不加以限定。
可选地,该虚拟对象是通过客户端上的操作进行控制的玩家角色,或者是通过训练设置在虚拟场景对战中的AI(Artificial Intelligence,人工智能),或者是设置在虚拟场景互动中的NPC(Non-Player Character,非玩家角色)。可选地,该虚拟对象是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景中参与互动的虚拟对象的数量是预先设置的,或者是根据加入互动的客户端的数量动态确定的。
NPC对象:NPC对象是指非用户控制的虚拟对象,在形式上可以包括虚拟生物、虚拟物品、虚拟幽灵等各类形式。NPC对象可以隶属于某个参与对抗的用户阵营,也可以不隶属于参与对抗的任何用户阵营(也即中立虚拟对象)。
中立虚拟对象:不隶属于参与对抗的任何用户阵营的NPC对象可以俗称为“中立虚拟对 象”。中立虚拟对象能够与参与对抗的任一用户阵营的虚拟对象之间进行对抗行为,换言之,中立虚拟对象能够攻击参与对抗的任一用户阵营的虚拟对象,也能够被参与对抗的任一用户阵营的虚拟对象攻击,比如该中立虚拟对象包括本申请实施例所涉及的第一虚拟对象和第二虚拟对象。中立虚拟对象通常作为一种可夺取的竞技资源,并为夺取方提供增益效果,比如,中立虚拟对象由参与对抗的各个用户阵营以对抗的方式进行争夺,率先击败(或击杀)中立虚拟对象的用户所在的阵营能够获取该中立虚拟对象所提供的增益效果。
MOBA(Multiplayer Online Battle Arena,多人在线战术竞技)游戏:是一种在虚拟场景中提供若干个据点,处于不同阵营的用户控制虚拟对象在虚拟场景中对战,占领据点或摧毁敌对阵营据点的游戏。例如,MOBA游戏可将用户分成至少两个敌对阵营,分属至少两个敌对阵营的不同虚拟队伍分别占据各自的地图区域,以某一种胜利条件作为目标进行竞技。该胜利条件包括但不限于:占领据点或摧毁敌对阵营据点、击杀敌对阵营的虚拟对象、在指定场景和时间内保证自身的存活、抢夺到某种资源、在指定时间内互动比分超过对方中的至少一种。例如,手机MOBA游戏可将用户分成两个敌对阵营,将用户控制的虚拟对象分散在虚拟场景中互相竞争,以摧毁或占领敌方的全部据点作为胜利条件。
可选地,每个虚拟队伍包括一个或多个虚拟对象,比如1个、2个、3个或5个,根据参与战术竞技中各队伍内虚拟对象的数量,将战术竞技划分为1V1竞技比拼、2V2竞技比拼、3V3竞技比拼、5V5竞技比拼等,其中,1V1是指“1对1”的意思,这里不做赘述。
可选地,MOBA游戏采用局(或称为回合)为单位来进行,每局战术竞技的地图可以相同,也可以不同。一局MOBA游戏的持续时间是从游戏开始的时刻至达成胜利条件的时刻。
在MOBA游戏中,用户还能够控制虚拟对象释放技能,从而与其他虚拟对象进行交互,例如,该技能的技能类型包括攻击技能、防御技能、治疗技能、辅助技能、斩杀技能等,每个虚拟对象都具有各自固定的一个或多个技能,而不同的虚拟对象通常具有不同的技能,不同的技能能够产生不同的作用效果。比如,若虚拟对象释放位移技能,那么虚拟对象会在虚拟场景内移动一段距离;又比如,若虚拟对象释放传送技能,那么虚拟对象会从虚拟场景内的一个位置抵达另一个位置。其他各类技能均能够产生相应的作用效果,这里不再一一枚举。
以下,对本申请涉及的实施环境进行介绍。
图1是根据本申请实施例提供的一种虚拟对象的控制方法的实施环境的示意图。参见图1,该实施环境包括终端101和服务器102。
终端101和服务器102能够通过有线或无线通信方式进行直接或间接地连接,本申请在此不做限制。
可选地,终端101是智能手机、平板电脑、笔记本电脑、台式计算机、智能音箱、智能手表等,但并不局限于此。终端101安装和运行有用于显示虚拟场景的应用程序。该应用程序用于启动第一人称射击游戏(First-Person Shooting game,FPS)、第三人称射击游戏、多人在线战术竞技游戏(Multiplayer Online Battle Arena games,MOBA)、虚拟现实应用程序、三维地图程序、军事仿真程序或者多人枪战类生存游戏中的任意一种。示意性的,终端101是用户使用的终端,终端101安装和运行的应用程序中登录有该用户的用户账号,用户使用终端101通过该应用程序操作位于虚拟场景中的虚拟对象进行活动,该活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、跳跃、驾驶、拾取、射击、攻击、投掷中的至少一种。示意性的,该虚拟对象是虚拟人物,比如仿真人物角色或动漫人物角色。
可选地,服务器102是独立的物理服务器,或者是多个物理服务器构成的服务器集群或者分布式***,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、CDN(Content Delivery Network,内容分发网络)、以及大数据和人工智能平台等基础云计算服务的云服务器。
可选地,终端101控制的虚拟对象(以下称为被控虚拟对象)和其他终端控制的虚拟对象(以下称为其他虚拟对象)处于同一虚拟场景中,此时被控虚拟对象能够在虚拟场景中与 其他虚拟对象进行互动。在一些实施例中,被控虚拟对象以及其他虚拟对象为敌对关系,例如,被控虚拟对象与其他虚拟对象属于不同的队伍和组织,敌对关系的虚拟对象之间,能够通过互相释放技能的方式进行对抗式交互。
图2是根据本申请实施例提供的一种虚拟对象的控制方法的流程图,如图2所示,在本申请实施例中以由终端执行为例进行说明。该虚拟对象的控制方法包括以下步骤:
201、响应于对第一技能的触发操作,终端控制第一虚拟对象向目标位置移动,该第一技能用于改变第一虚拟对象的位置。
其中,该目标位置为该第一技能对应的位置,该第一技能用于改变第一虚拟对象在虚拟场景中的位置。在本申请实施例中,该虚拟场景中显示有第一虚拟对象,该第一虚拟对象为终端当前登录的用户账号所控制的虚拟对象。其中,该第一虚拟对象对应有两个或两个以上的技能,其中第一技能用于改变第一虚拟对象在该虚拟场景中的位置。其中该目标位置为该第一虚拟对象基于该第一技能移动到的位置。可选地,该第一技能为位移技能,或者,该第一技能为传送技能。可选地,该虚拟场景包括对称的两个区域,属于两个敌对阵营的虚拟对象分别占据其中一个区域,并以摧毁对方区域深处的目标建筑/据点/基地/水晶来作为胜利目标,其中,对称的区域比如左下角区域和右上角区域,又比如左侧中部区域和右侧中部区域等。
例如,以该第一技能为位移技能为例,终端响应于对该第一技能的触发操作,控制第一虚拟对象基于该第一技能向前冲刺一段距离,到达该目标位置。换而言之,终端显示第一虚拟对象从当前位置连续移动至目标位置。
又如,以该第一技能为传送技能为例,终端响应于对该第一技能的触发操作,控制第一虚拟对象在原地不动,显示传送特效,然后取消在当前位置显示该第一虚拟对象,在目标位置显示该第一虚拟对象。
202、响应于在该第一技能的生效期间对第二技能的触发操作,终端基于该目标位置进行搜索,得到目标虚拟对象。
其中,该第二技能用于与虚拟对象之间进行互动,例如第二技能用于对虚拟对象进行攻击、治疗或者防御等。在本申请实施例中,第一技能的生效期间的是指从终端控制第一虚拟对象基于第一技能开始移动,到第一虚拟对象基于第一技能停止移动。如果终端在该第一技能的生效期间检测到对第二技能的触发操作,则终端基于上述目标位置进行搜索,将搜索到的虚拟对象作为目标虚拟对象,然后显示目标虚拟对象。也即是基于该目标位置进行搜索,得到目标虚拟对象。可选地,终端显示目标虚拟对象时,将目标虚拟对象标记为被选中状态,使得用户能够明确哪个虚拟对象是当前被选中的虚拟对象。其中,该被选中状态可以为高亮显示虚拟对象、虚拟对象头顶显示三角标识或者虚拟对象脚底显示光环等,本申请实施例对此不进行限制。也即是,终端对搜索到的目标虚拟对象进行突出显示。其中,终端在搜索到目标虚拟对象之前,显示该目标虚拟对象,在搜索到该目标虚拟对象时,突出显示该目标虚拟对象,以提示用户已经搜索到该目标虚拟对象,例如突出显示为高亮显示虚拟对象、虚拟对象头顶显示三角标识或者虚拟对象脚底显示光环等。
203、在该第一虚拟对象到达该目标位置的情况下,终端控制该第一虚拟对象向该目标虚拟对象释放该第二技能。
在本申请实施例中,若第一虚拟对象到达该目标位置,则表示第一技能执行结束,则终端控制第一虚拟对象在该目标位置释放该第二技能,该第二技能的目标为上述目标虚拟对象。
目前,在手机MOBA游戏中,如果在第一虚拟对象基于技能进行移动的过程中,用户触发了攻击类技能,则终端会根据触发该技能时第一虚拟对象的位置进行搜索,将搜索到的第二虚拟对象作为该攻击类技能的目标,在第一虚拟对象结束移动后,控制该第一虚拟对象向该搜索到的第二虚拟对象释放该攻击类技能,而实际上用户想要攻击的可能并不是该第二虚拟对象,而是其结束移动时附近的某个虚拟对象,从而导致实际攻击的虚拟对象与用户预期 的攻击目标不符,导致人机交互效率低下。
本申请实施例提供的方案,通过在第一技能的生效期间检测到第二技能的触发操作时,基于该第一技能所指示的目标位置来进行搜索,能够搜索目标虚拟对象,然后在该第一虚拟对象移动结束,到达该目标位置时,控制第一虚拟对象向目标虚拟对象释放该第二技能,使得该实际攻击的虚拟对象与用户预期攻击的虚拟对象相符合,显著提高了人机交互效率。
图3是根据本申请实施例提供的另一种虚拟对象的控制方法的流程图,如图3所示,在本申请实施例中以由终端执行为例进行说明。该虚拟对象的控制方法包括以下步骤:
301、响应于对第一技能的触发操作,终端控制第一虚拟对象向目标位置移动,该第一技能用于改变第一虚拟对象的位置。
其中,该目标位置为该第一技能对应的位置,该第一技能用于改变第一虚拟对象在虚拟场景中的位置。在本申请实施例中,终端显示虚拟场景,该虚拟场景显示有第一虚拟对象,该第一虚拟对象为终端登录的用户账号所控制的虚拟对象。该第一虚拟对象对应有两个或者两个以上的技能,其中,第一技能用于改变虚拟对象在虚拟场景中的位置。其中,该目标位置为该第一虚拟对象基于该第一技能移动到的位置。可选地,第一技能用于连续的改变虚拟对象在虚拟场景中的位置,如位移技能,此时终端显示第一虚拟对象基于第一技能在虚拟场景中连续移动。可选地,第一技能用于一次性改变虚拟对象在虚拟场景中的位置,如传送技能、闪现技能等,此时终端显示第一虚拟对象基于第一技能从第一位置消失,然后出现在第二位置,其中该第一位置为第一技能生效前第一虚拟对象的位置,该第二位置为第一技能生效后该第一虚拟对象的位置。
在一些实施例中,第一虚拟对象在基于第一技能进行移动时,可能会遇到无法穿过的障碍物,此时终端会对第一技能的终点位置进行修正来确定上述目标位置。相应的,响应于对第一技能的触发操作,终端显示第一技能对应的移动路径;响应于该移动路径中存在无法穿过的障碍物,则终端对该移动路径的终点位置进行修正,得到上述目标位置。通过在存在无法穿越的障碍物是对移动路径的终点位置进行修改,避免确定的目标位置与第一虚拟对象实际所在的位置不符。
例如,第一技能为位移技能,但该位移技能不能穿过虚拟场景中的墙壁,用户触发该第一技能后,终端显示该第一技能的移动路径,则用户能够基于该移动路径知晓该第一技能会使第一虚拟对象如何移动。如果该移动路径中存在墙壁,则终端将该移动路径的终点修正为靠近第一虚拟对象的墙壁一侧,也即第一虚拟对象会基于第一技能移动到该墙壁一侧的位置,而不会移动到墙壁中,或者穿过墙壁移动到墙壁的另一侧。
也即是,响应于对第一技能的触发操作,在第一技能对应的移动路径上确定目标位置;控制第一虚拟对象向目标位置移动。其中,第一技能对应的移动路径是根据对第一技能的触发操作所确定的,例如,终端显示有第一技能对应的触发选项,对第一技能的触发操作为对该触发选项的拖拽操作,则终端根据该拖拽操作的拖拽范围,来确定该第一技能对应的移动路径。再例如,终端根据对第一技能的触发操作确定该第一技能对应的终点位置,终端将第一虚拟对象当前所处的位置与该终点位置之间的直线,确定为该第一技能对应的移动路径。
可选地,响应于对第一技能的触发操作,在移动路径中存在障碍物的情况下,对移动路径的终点位置进行修正,得到目标位置。其中,终端对该移动路径的终点位置进行修正,得到修正后的终点位置,以使修正后的终点位置与该第一虚拟对象当前所处的位置之间不存在障碍物,终端将该修正后的终点位置确定为目标位置。例如,该移动路径与该障碍物相交,将该移动路径与该障碍物的交点中,距离该第一虚拟对象最近的交点所在的位置,确定为修正后的终点位置,也即是目标位置。
可选地,响应于对第一技能的触发操作,在移动路径中不存在障碍物的情况下,将移动路径中的终点位置确定为目标位置。
其中,障碍物还可以分为虚拟对象能够穿过的障碍物和虚拟对象无法穿过的障碍物,则 在移动路径中存在虚拟对象无法穿过的障碍物的情况下,对移动路径的终点位置进行修正,得到目标位置,以使第一虚拟对象当前所处的位置与该目标位置之间不存在虚拟对象无法穿过的障碍物。在移动路径中存在虚拟对象能够穿过的障碍物或者移动路径中不存在任何障碍物的情况下,将移动路径中的终点位置确定为目标位置。
可选地,响应于对第一技能的触发操作,显示该移动路径。其中,在移动路径中存在障碍物的情况下,对该移动路径的终点位置进行修正,相当于对移动路径进行了修正,修正后的移动路径的终点位置为修正后的终点位置,则电子设备将当前显示的移动路径切换为修正后的移动路径。
在一些实施例中,响应于对第一技能的第一触发操作,如按下操作,终端显示第一技能对应的移动路径;终端根据对第一技能的第二操作,如拖动操作,更新该移动路径显示的位置;响应于该移动路径中存在无法穿过的障碍物,终端对移动路径的终点位置进行修正,得到目标位置,显示缩短后的移动路径。最后,控制第一虚拟对象沿着该缩短后的移动路径,向目标位置移动。例如,该缩短后的移动路径中不存在无法穿过的障碍物。
在一些实施例中,第一虚拟对象在基于第一技能进行移动时,移动的位置可能为虚拟对象不可抵达的位置,如墙壁中的位置,此时终端会对第一技能的终点位置进行修正来确定上述目标位置。相应的,响应于对第一技能的触发操作,终端显示第一技能对应的终点位置;响应于终点位置为虚拟对象不可抵达的位置,则终端对该终点位置进行修正,得到上述目标位置。通过在对虚拟对象无法抵达的终点位置进行修正,避免确定的目标位置与第一虚拟对象实际所在的位置不符。
例如,第一技能为传送技能,但是虚拟对象不能传送到墙壁中,也即墙壁中是虚拟对象不可抵达的位置。用户触发该第一技能后,终端显示该第一技能的终点位置,用户能够通过拖动操作更改该终点位置。如果最终该终点位置为墙壁中,则终端对该终点位置进行修正,将与该终点位置最近的墙壁边缘的位置作为目标位置。
也即是,响应于对第一技能的触发操作,在第一技能对应的终点位置为虚拟对象不可抵达的位置的情况下,确定目标位置,控制第一虚拟对象向目标位置移动。其中,该目标位置为虚拟对象可抵达的位置。
可选地,在终点位置为虚拟对象不可抵达的位置的情况下,对终点位置进行修正,得到目标位置。其中,终端对该终点位置进行修正,以使修正后的终点位置为虚拟对象可抵达的位置,则终端将该修正后的终点位置确定为目标位置。
可选地,响应于对第一技能的触发操作,在第一技能对应的终点位置为虚拟对象可抵达的位置的情况下,终端将该终点位置确定为目标位置。由于第一虚拟对象能够抵达该第一技能对应的终点位置,因此无需对该终点位置进行修正,直接将该终点位置确定为目标位置即可。
可选地,响应于对第一技能的触发操作,显示终点位置。其中,在终点位置为虚拟对象不可抵达的位置的情况下,对终点位置进行修正,得到修正后的终点位置,则电子设备将当前显示的终点位置切换为修正后的终点位置。
在一些实施例中,在第一技能用于将第一虚拟对象移动到第二虚拟对象的位置的情况下,则终端根据第二虚拟对象的位置,实时更新该目标位置。通过实时更新该目标位置,使得用户能够根据第二虚拟对象的位置,选择合适的时机释放该第二技能,从而起到较好的交互效果,提高人机交互效率。可选地,由于第一技能用于将第一虚拟对象移动到第二虚拟对象的位置,而本申请实施例中需要将第一虚拟对象移动到目标位置,因此终端将第二虚拟对象的位置,确定为目标位置,则在第二虚拟对象移动的过程中,该第二虚拟对象的位置在实时更新,相应地,该目标位置也在实时更新。
例如,第二虚拟对象为第一虚拟对象的队友,第二技能是以第一虚拟对象为中心的范围攻击技能。某一个时刻,第二虚拟对象在与敌人战斗,第一虚拟对象通过传送技能传送的第二虚拟对象身边,此时在传送过程中,用户能够沟通队友,让队友控制第二虚拟对象移动到 敌人较多的位置,然后用户触发第二技能,使得第一虚拟对象传送完成后,直接释放该第二技能。
302、响应于在该第一技能的生效期间对第二技能的触发操作,终端以该目标位置为搜索中心,确定该第二技能对应的技能搜索范围。
其中,该第二技能用于与虚拟对象之间进行互动。在本申请实施例中,如果终端在第一技能的生效期间检测到对第二技能的触发操作,则终端搜索可以作为该第二技能的释放目标的虚拟对象。在搜索时,终端以目标位置为搜索中心,确定该第二技能对应的技能搜索范围。在确定技能搜索范围后,显示该技能搜索范围。可选地,该技能搜索范围为半径为N的圆形区域。可选地,该技能搜索范围是以目标位置为圆心的圆形区域。
例如,参见图4所示,图4是根据本申请实施例提供的一种技能搜索范围的示意图。如图4,包括第一虚拟对象401和另一个虚拟对象402,图中的虚线小人403表示到达目标位置后的第一虚拟对象。虚线区域404为以目标位置为中心,半径为N的圆形区域,该虚线区域404即为第二技能对应的技能搜索范围。
在一些实施例中,如果第二技能为瞄准后释放的技能。相应的,终端响应于在第一技能的生效期间对第二技能的触发操作,显示第二技能的技能指示标识,该技能指示标识从该目标位置指向该目标虚拟对象的位置。可选地,该技能指示标识还用于指示该第二技能的技能影响范围,该目标虚拟对象在技能影响范围中。通过显示第二技能的技能指示标识,使得用户能够基于该技能指示标识确定该第二技能的释放方向,防止该第二技能无法影响目标虚拟对象。
在一些实施例中,终端还可以在第一技能的生效期间,由用户操控第一虚拟对象对应的替代对象。相应的,终端在目标位置生成第一虚拟对象对应的替代对象,该替代对象为不可见对象。可选地,该替代对象有位置和朝向两个属性,没有对象模型、没有动画、也没有特效等,其中替代对象的位置即为目标位置。终端在目标位置生成第一虚拟对象对应的替代对象;终端基于目标位置和目标虚拟对象的位置,确定替代对象的朝向;终端基于该替代对象的朝向,显示第二技能的技能指示标识。通过设置替代对象,使得不需要对技能指示标识的显示逻辑进行修改,只需要将释放技能的虚拟对象由第一虚拟对象临时修改为替换对象即可实现。
也即是,终端在目标位置生成第一虚拟对象对应的替代对象,基于目标虚拟对象的位置,确定替代对象的朝向,基于替代对象的朝向,显示第二技能的技能指示标识。其中,终端将从替代对象的位置指向目标虚拟对象的位置,确定为替代对象的朝向,将替代对象的朝向,确定为第二技能的技能指示标识所指向的方向,从而使得该技能指示标识从目标位置指向目标虚拟对象的位置。
在一些实施例中,第一技能可能被打断,也即第一虚拟对象基于第一技能进行移动的过程可能被打断,导致第一虚拟对象无法基于第一技能移动到该第一技能对应的终点位置。相应的,在第一虚拟对象移动的过程被打断的情况下,终端将该第一虚拟对象当前的位置确定为目标位置。也即是,终端将目标位置更新为第一虚拟对象当前所在的位置。
由于第一虚拟对象移动的过程被打断,导致第一虚拟对象不能移动到原先的目标位置上,如果仍然根据原先的目标位置搜索目标虚拟对象,会导致搜索到的目标虚拟对象不符合用户的预期,或者导致基于原先的目标位置搜索到的目标虚拟对象并不在第二技能的生效范围内。因此,在第一虚拟对象被打断移动后,按照第一虚拟对象当前所在的位置,重新确定目标位置,使得终端能够基于更新后的目标位置来搜索目标虚拟对象,来提高搜索虚拟对象的准确性,从而避免用户执行了无效的操作,有利于提高人机交互效率。
在一些实施例中,在第一技能的生效期间检测到对第二技能的触发操作,且第一虚拟对象移动的过程被打断的情况下,终端取消执行第二技能,并将第二技能设置为未触发状态。通过在第一技能被打断时将第二技能设置为未触发状态,使得在第一虚拟对象无法按照用户的预期到达目标位置时,不再执行第二技能,从而避免第二技能的释放不能满足用户的预期。
在一些实施例中,终端根据用户拖动第二技能的触发选项的距离以及该目标位置,来确定并显示该第二技能的技能影响范围。相应的:终端获取对第二技能的触发选项进行拖拽操作时的第一屏幕位置和第二屏幕位置,该第一屏幕位置为起始位置,第二屏幕位置为结束位置。终端根据第一屏幕位置、第二屏幕位置以及屏幕中心对应的第三屏幕位置,确定第一位置信息,该第一位置信息指示技能影响范围的中心位置相对于目标位置的方向,然后,终端根据第一屏幕位置、第二屏幕位置、第二技能的触发选项的拖动范围信息、第二技能的技能范围信息,确定第二位置信息,该第二位置信息指示技能影响范围的中心位置与目标位置之间的距离。最后,终端根据目标位置、第一位置信息和第二位置信息,确定第二技能在虚拟场景中对应的技能影响范围的中心位置。终端根据该中心位置和第二技能的技能范围信息,确定该第二技能对应的技能影响范围。其中,技能范围信息包括技能射程范围参数和技能影响范围参数。由于通过将第一屏幕位置到第二屏幕位置的变化映射为虚拟场景中目标位置到影响范围中心位置的变化,使得该技能影响范围的中心位置为终端用户所预期的位置,提高了人机交互效率。
需要说明的是,终端可以通过以下公式(1)来表示各位置之间的距离的比例关系。
其中,DownPos表示第一屏幕位置,DragPos表示第二屏幕位置,MaxDragRadius表示触发选项的最大拖动范围,FocusPoint表示技能影响范围的中心位置,HeroPos表示目标位置,SkillRange表示第二技能的技能射程。
基于上述比例关系,终端采用中心映射的方法,将屏幕中心(0,0)对应的第三屏幕位置映射到虚拟场景中,得到第一场景位置。然后确定第一屏幕位置的坐标与第二屏幕位置的坐标之间的距离差,将该屏幕中心的坐标与该距离差的和值,映射到虚拟场景中,得到第二场景位置。第一场景位置指向第二场景位置的方向与目标场景位置指向技能影响范围的中心位置的方向相同。因此,技能影响范围的中心位置可以通过以下公式(2)计算得到。
其中,FocusPoint表示技能影响范围的中心位置,HeroPos表示目标位置,SkillRange表示第二技能的技能射程,Normalize()表示归一化,ScreenCenter2SencePos表示第一场景位置,ScreenDrag2ScenePos表示第二场景位置。
在一些实施例中,终端通过搜索树来基于目标位置搜索目标虚拟对象。参见图5所示,图5是本申请实施例提供的一种搜索树的类图结构图。如图5所示,搜索树中所有的节点都继承自BaseSelector这个类,BaseSelector有三个核心派生子类,LinkedSelector、BranchSelector和PrioritySelector。BaseSelector主要包括两个方法:Configure()和Select(),其中Configure()用于通过技术人员配置的表格数据来初始化各Selector的数据,如BranchSelector需要配置多个分支,则Configure()配置的数据就是几个分支Selector的id。再比如,LinkedSelector的子类ShapeFilter中需要配置形状字段,如圆形、扇形、圆形半径、扇形角度等参数。Select()函数输入参数为List<BattleActor>,即存储有虚拟对象的列表,返回参数为BattleActor,即虚拟对象。
下面分别介绍BaseSelector的三个核心派生类。
LinkSelector:核心是有一个next参数,用于表示下一个过滤器,从而形成链状结构。它有很多子类,很多子类基本都是Filter,也即过滤器,主要在Select函数中将不符合条件的 BattleActor从参数中删除,并将删除了BattleActor的List<BattleActor>传递给下一个Selector,这样就实现了对虚拟对象的筛选。比如ShapeFilter,会在Configure配置需要的图形和参数,Select函数则会逐个判断参数List<BattleActor>中的虚拟对象是否在形状范围内,并且将不在形状范围的虚拟对象从列表中删除,其他Filter同理。比如BuffTypeFilter会将身上包含某一类附加状态的虚拟对象删除,如隐身状态、不可选中状态等。IDFilter将含有某个技能标识的虚拟对象删除,用于处理某个技能不能第二次命中敌人。除了以上的过滤器之外,还有其他很多过滤器,在此不在赘述。其中,形状范围是指符合特定要求的形状,不在形状范围的虚拟对象是指形状不符合该形状范围对应的要求的虚拟对象。由于不同类型的虚拟对象对应的形状不同,因此通过形状范围对虚拟对象进行筛选,能够实现对特定类型的虚拟对象进行筛选。
BranchSelector:主要功能是用于处理多个条件优先级。在配置表格中会配置几个Selector的ID,在Configure函数中会根据配置的Selector ID初始化成员变量selectors,在Select函数中需要将参数List<BattleActor>中的虚拟对象先暂存起来,然后逐个用selectors中BaseSelector以暂存的List<BattleActor>作为参数调用Select函数判断是否有返回BattleActor,如果有返回BattleActor就表示已经有一个BattleActor满足了目标条件,如在目标搜索范围内,或者可以被技能命中等,则不需要遍历之后的selectors了,如果没有返回则下一个selectors中的BaseSelector。
PrioritySelector:通过这个Selector能够将已经过滤完成的List<BattleActor>进行排序,选出合适的BattleActor。技术人员可以在表格中配置命中条件,比如血量优先、距离优先、百分比血量优先、与FocusPoint距离优先等,由终端用户进行命中条件的选择,在Select函数中会根据配置的命中条件对参数的List<BattleActor>做一个排序,并返回列表中的第一个,如果列表为空则返回NULL。
通过搜索树对不同虚拟对象以及不同技能设置不同复杂程度的搜索逻辑,使得终端用户能够通过较低的操作成本,快速、精准的选择到预期的虚拟对象,提高了人机交互效率。尤其是对于一些具有特殊机制的技能,如击败敌对阵营的虚拟对象后能够再次使用的技能,通过本申请实施例提供的方法,能够大大提高技能再次使用的成功率,提高了人机交互效率,给用户带来较好的使用体验,提高了游戏的可玩性。
303、终端在该技能搜索范围内显示该目标虚拟对象,该目标虚拟对象基于该目标位置进行搜索得到。
终端在技能搜索范围内进行搜索,得到该目标虚拟对象。其中,终端在该技能搜索范围内搜索虚拟对象,并将搜索到的虚拟对象确定为该目标虚拟对象。
在本申请实施例中,终端在基于目标位置确定目标虚拟对象之后,能够显示该目标虚拟对象。可选地,如果用户对该目标虚拟对象不满意,则用户还能够通过拖动第二技能的触发选项,来更换目标虚拟对象,更换目标虚拟对象相当于重新搜索虚拟对象,搜索虚拟对象的过程参见上述步骤302中的搜索树机制,在此不再赘述。
可选地,终端在确定目标虚拟对象之前,已经显示了该目标虚拟对象,则终端在技能搜索范围内进行搜索得到目标虚拟对象后,在该技能搜索范围对该目标虚拟对象进行突出显示。
304、在该第一虚拟对象到达该目标位置的情况下,终端控制该第一虚拟对象向该目标虚拟对象释放该第二技能。
在本申请实施例中,在第一虚拟对象成功地到达上述目标位置的情况下,则终端控制该第一虚拟对象以上述目标虚拟对象为技能目标,来释放该第二技能。
为了使上述步骤301至步骤304描述的虚拟对象的控制方法更容易理解,参见图6所示,图6是根据本申请实施例提供的一种虚拟对象的控制方法的示意图。如图6所示,虚拟场景中包括第一虚拟对象601、第三虚拟对象602和第四虚拟对象603,虚线的虚拟对象所在的位置表示第一虚拟对象601将要移动到的位置。图6中的(a)表示第一虚拟对象601移动前,图6中的(b)表示第一虚拟对象601移动中,图6中的(c)表示第一虚拟对象601移动后。 如果用户在第一虚拟对象601从图6(a)中第一虚拟对象601所在的位置,移动到图6(c)中第一虚拟对象601所在的位置(也即是目标位置)的过程中,触发第二技能,在相关技术中,终端会基于第一虚拟对象601当前的位置搜索目标虚拟对象,也即是基于第一虚拟对象601对应的位置搜索要攻击的虚拟对象,此时第三虚拟对象602距离第一虚拟对象601最近,则会将第三虚拟对象602作为要攻击的虚拟对象,在第一虚拟对象601移动结束后,控制第一虚拟对象601攻击第三虚拟对象602,这样会导致第一虚拟对象601还要走近第三虚拟对象602才能进行攻击;而本申请实施例提供的方案,会以第一虚拟对象601移动结束后所在的目标位置为中心进行搜索,将与目标位置更接近的第四虚拟对象603作为要攻击的虚拟对象,从而第一虚拟对象601结束移动后,直接就能攻击第四虚拟对象603。
需要说明的是,上述步骤301至步骤304是根据本申请实施例提供的一种虚拟对象的控制方法的可选实现方式,相应的,终端还能够采用其他方式实现该虚拟对象的控制方法。
例如,对于该虚拟对象的控制方法中的搜索目标虚拟对象的过程,参见图7所示,图7是根据本申请实施例提供的一种搜敌流程图。如图7,搜索目标虚拟对象简称为搜敌,第一虚拟对象为玩家对象,第一技能为技能A,第二技能为技能B,其中技能B在技能A结束后生效。包括以下步骤:701、终端检测到用户点击技能B,702、判断玩家对象是否处于技能A的生效期间,如果否,则执行703,如果是,则执行704。703、技能B基于玩家对象的位置进行搜敌。704、判断技能B是否在技能A结束后生效,如果否,则执行703,如果是,则执行705。705、技能B从技能A的终点位置进行搜敌。
本申请实施例提供的方案,通过在第一技能的生效期间检测到第二技能的触发操作时,基于该第一技能所指示的目标位置来进行搜索,能够搜索目标虚拟对象,然后在该第一虚拟对象移动结束,到达该目标位置时,控制第一虚拟对象向目标虚拟对象释放该第二技能,使得该实际攻击的虚拟对象与用户预期攻击的虚拟对象相符合,显著提高了人机交互效率。
图8是根据本申请实施例提供的一种虚拟对象的控制装置的框图。该装置用于执行上述虚拟对象的控制方法中的步骤,参见图8,装置包括:第一控制模块801、第一显示模块802以及第二控制模块803。
第一控制模块801,用于响应于对第一技能的触发操作,控制该第一虚拟对象向目标位置移动,该第一技能用于改变第一虚拟对象的位置;
第一显示模块802,用于响应于在该第一技能的生效期间对第二技能的触发操作,基于该目标位置进行搜索,得到目标虚拟对象;
第二控制模块803,用于在该第一虚拟对象到达该目标位置的情况下,控制该第一虚拟对象向该目标虚拟对象释放该第二技能。
在一些实施例中,该第一显示模块801,用于对搜索到的目标虚拟对象进行突出显示。
在一些实施例中,该第一显示模块801,用于响应于对第一技能的触发操作,在第一技能对应的移动路径上确定目标位置;控制第一虚拟对象向目标位置移动。
在一些实施例中,该第一显示模块801,用于响应于对该第一技能的触发操作,在该移动路径中存在障碍物的情况下,对该移动路径的终点位置进行修正,得到该目标位置。
在一些实施例中,该第一显示模块801,用于响应于对第一技能的触发操作,显示移动路径。
在一些实施例中,该第一显示模块801,用于响应于对第一技能的触发操作,在第一技能对应的终点位置为虚拟对象不可抵达的位置的情况下,确定目标位置,目标位置为虚拟对象可抵达的位置;控制第一虚拟对象向目标位置移动。
在一些实施例中,该第一显示模块801,用于在终点位置为虚拟对象不可抵达的位置的情况下,对终点位置进行修正,得到目标位置。
在一些实施例中,该第一显示模块801,用于响应于对第一技能的触发操作,显示终点位置。
在一些实施例中,该第一显示模块801,用于响应于在该第一技能的生效期间对第二技能的触发操作,以该目标位置为搜索中心,确定该第二技能对应的技能搜索范围;在该技能搜索范围内进行搜索,得到该目标虚拟对象。
在一些实施例中,该第一显示模块801,用于显示技能搜索范围。
在一些实施例中,参见图9所示,图9是根据本申请实施例提供的另一种虚拟对象的控制装置的框图,该装置还包括:
第二显示模块804,用于响应于在该第一技能的生效期间对第二技能的触发操作,显示该第二技能的技能指示标识,该技能指示标识从该目标位置指向该目标虚拟对象的位置。
在一些实施例中,该第二显示模块804,用于在该目标位置生成该第一虚拟对象对应的替代对象,该替代对象为不可见对象;基于该目标虚拟对象的位置,确定该替代对象的朝向;基于该替代对象的朝向,显示该第二技能的技能指示标识。
在一些实施例中,参见图9所示,该装置还包括:
确定模块805,用于在该第一虚拟对象移动的过程被打断的情况下,将目标位置更新为该第一虚拟对象当前所在的位置。
在一些实施例中,参见图9所示,该装置还包括:
更新模块806,用于在该第一技能用于将该第一虚拟对象移动到第二虚拟对象的位置的情况下,根据该第二虚拟对象的位置,实时更新该目标位置。
本申请实施例提供的方案,通过在第一技能的生效期间检测到第二技能的触发操作时,基于该第一技能所指示的目标位置来进行搜索,能够搜索目标虚拟对象,然后在该第一虚拟对象移动结束,到达该目标位置时,控制第一虚拟对象向目标虚拟对象释放该第二技能,使得该实际攻击的虚拟对象与用户预期攻击的虚拟对象相符合,显著的提高了人机交互效率。
需要说明的是:上述实施例提供的虚拟对象的控制装置在控制虚拟对象时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将装置的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的虚拟对象的控制装置与虚拟对象的控制方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
图10是根据本申请实施例提供的一种终端的结构框图。该终端1000可以是便携式移动终端,比如:智能手机、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、笔记本电脑或台式电脑。终端1000还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。
通常,终端1000包括有:处理器1001和存储器1002。
处理器1001可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1001可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1001也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1001可以集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1001还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1002可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1002还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1002中的非暂态的计算机可读存储介质用于存储至少一个计算机程序,该至少一个计算机程序用于被处理器1001所执行以实现 本申请中方法实施例提供的虚拟对象的控制方法。
在一些实施例中,终端1000还可选包括有:***设备接口1003和至少一个***设备。处理器1001、存储器1002和***设备接口1003之间可以通过总线或信号线相连。各个***设备可以通过总线、信号线或电路板与***设备接口1003相连。可选地,***设备包括:射频电路1004和显示屏1005中的至少一种。
***设备接口1003可被用于将I/O(Input/Output,输入/输出)相关的至少一个***设备连接到处理器1001和存储器1002。在一些实施例中,处理器1001、存储器1002和***设备接口1003被集成在同一芯片或电路板上;在一些其他实施例中,处理器1001、存储器1002和***设备接口1003中的任意一个或两个可以在单独的芯片或电路板上实现,本实施例对此不加以限定。
射频电路1004用于接收和发射RF(Radio Frequency,射频)信号,也称电磁信号。射频电路1004通过电磁信号与通信网络以及其他通信设备进行通信。射频电路1004将电信号转换为电磁信号进行发送,或者,将接收到的电磁信号转换为电信号。可选地,射频电路1004包括:天线***、RF收发器、一个或多个放大器、调谐器、振荡器、数字信号处理器、编解码芯片组、用户身份模块卡等等。射频电路1004可以通过至少一种无线通信协议来与其它终端进行通信。该无线通信协议包括但不限于:万维网、城域网、内联网、各代移动通信网络(2G、3G、4G及5G)、无线局域网和/或WiFi(Wireless Fidelity,无线保真)网络。在一些实施例中,射频电路1004还可以包括NFC(Near Field Communication,近距离无线通信)有关的电路,本申请对此不加以限定。
显示屏1005用于显示UI(User Interface,用户界面)。该UI可以包括图形、文本、图标、视频及其它们的任意组合。当显示屏1005是触摸显示屏时,显示屏1005还具有采集在显示屏1005的表面或表面上方的触摸信号的能力。该触摸信号可以作为控制信号输入至处理器1001进行处理。此时,显示屏1005还可以用于提供虚拟按钮和/或虚拟键盘,也称软按钮和/或软键盘。在一些实施例中,显示屏1005可以为一个,设置在终端1000的前面板;在另一些实施例中,显示屏1005可以为至少两个,分别设置在终端1000的不同表面或呈折叠设计;在另一些实施例中,显示屏1005可以是柔性显示屏,设置在终端1000的弯曲表面上或折叠面上。甚至,显示屏1005还可以设置成非矩形的不规则图形,也即异形屏。显示屏1005可以采用LCD(Liquid Crystal Display,液晶显示屏)、OLED(Organic Light-Emitting Diode,有机发光二极管)等材质制备。
在一些实施例中,终端1000还包括有一个或多个传感器1006。该一个或多个传感器1006包括但不限于:加速度传感器1007和陀螺仪传感器1008。
加速度传感器1007可以检测以终端1000建立的坐标系的三个坐标轴上的加速度大小。比如,加速度传感器1007可以用于检测重力加速度在三个坐标轴上的分量。处理器1001可以根据加速度传感器1007采集的重力加速度信号,控制显示屏1005以横向视图或纵向视图进行用户界面的显示。加速度传感器1007还可以用于游戏或者用户的运动数据的采集。
陀螺仪传感器1008可以检测终端1000的机体方向及转动角度,陀螺仪传感器1008可以与加速度传感器1007协同采集用户对终端1000的3D动作。处理器1001根据陀螺仪传感器1008采集的数据,可以实现如下功能:动作感应(比如根据用户的倾斜操作来改变UI)、拍摄时的图像稳定、游戏控制以及惯性导航。
本领域技术人员可以理解,图10中示出的结构并不构成对终端1000的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
另一方面,本申请实施例还提供了一种计算机设备,计算机设备包括处理器和存储器,存储器用于存储至少一段计算机程序,至少一段计算机程序由处理器加载并执行,以实现如下操作:
响应于对第一技能的触发操作,控制第一虚拟对象向目标位置移动,第一技能用于改变 第一虚拟对象的位置;响应于在第一技能的生效期间对第二技能的触发操作,基于目标位置进行搜索,得到目标虚拟对象;在第一虚拟对象到达目标位置的情况下,控制第一虚拟对象向目标虚拟对象释放第二技能。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:对搜索到的目标虚拟对象进行突出显示。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于对第一技能的触发操作,在第一技能对应的移动路径上确定目标位置;控制第一虚拟对象向目标位置移动。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于对第一技能的触发操作,在移动路径中存在障碍物的情况下,对移动路径的终点位置进行修正,得到目标位置。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于对第一技能的触发操作,显示移动路径。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于对第一技能的触发操作,在第一技能对应的终点位置为虚拟对象不可抵达的位置的情况下,确定目标位置,目标位置为虚拟对象可抵达的位置;控制第一虚拟对象向目标位置移动。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:在终点位置为虚拟对象不可抵达的位置的情况下,对终点位置进行修正,得到目标位置。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于对第一技能的触发操作,显示终点位置。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于在第一技能的生效期间对第二技能的触发操作,以目标位置为搜索中心,确定第二技能对应的技能搜索范围;在技能搜索范围内进行搜索,得到目标虚拟对象。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:显示技能搜索范围。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于在第一技能的生效期间对第二技能的触发操作,显示第二技能的技能指示标识,技能指示标识从目标位置指向目标虚拟对象的位置。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:在目标位置生成第一虚拟对象对应的替代对象,替代对象为不可见对象;基于目标虚拟对象的位置,确定替代对象的朝向;基于替代对象的朝向,显示第二技能的技能指示标识。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:在第一虚拟对象移动的过程被打断的情况下,将目标位置更新为第一虚拟对象当前所在的位置。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:在第一技能用于将第一虚拟对象移动到第二虚拟对象的位置的情况下,根据第二虚拟对象的位置,实时更新目标位置。
本申请实施例还提供了一种计算机可读存储介质,例如,所述计算机可读存储介质可以是只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、光盘只读存储器(Compact Disc Read-Only Memory,CD-ROM)、磁带、软盘和光数据存储设备等。该计算机可读存储介质中存储有至少一段计算机程序,该至少一段计算机程序由处理器加载并执行,以实现如下操作:
响应于对第一技能的触发操作,控制第一虚拟对象向目标位置移动,第一技能用于改变第一虚拟对象的位置;响应于在第一技能的生效期间对第二技能的触发操作,基于目标位置进行搜索,得到目标虚拟对象;在第一虚拟对象到达目标位置的情况下,控制第一虚拟对象向目标虚拟对象释放第二技能。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:对搜索到的目标虚拟对象进行突出显示。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于对第一技能的触发操作,在第一技能对应的移动路径上确定目标位置;控制第一虚拟对象向目标位置移动。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于对第一技能的触发操作,在移动路径中存在障碍物的情况下,对移动路径的终点位置进行修正,得到目标位置。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于对第一技能的触发操作,显示移动路径。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于对第一技能的触发操作,在第一技能对应的终点位置为虚拟对象不可抵达的位置的情况下,确定目标位置,目标位置为虚拟对象可抵达的位置;控制第一虚拟对象向目标位置移动。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:在终点位置为虚拟对象不可抵达的位置的情况下,对终点位置进行修正,得到目标位置。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于对第一技能的触发操作,显示终点位置。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于在第一技能的生效期间对第二技能的触发操作,以目标位置为搜索中心,确定第二技能对应的技能搜索范围;在技能搜索范围内进行搜索,得到目标虚拟对象。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:显示技能搜索范围。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:响应于在第一技能的生效期间对第二技能的触发操作,显示第二技能的技能指示标识,技能指示标识从目标位置指向目标虚拟对象的位置。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:在目标位置生成第一虚拟对象对应的替代对象,替代对象为不可见对象;基于目标虚拟对象的位置,确定替代对象的朝向;基于替代对象的朝向,显示第二技能的技能指示标识。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:在第一虚拟对象移动的过程被打断的情况下,将目标位置更新为第一虚拟对象当前所在的位置。
在一些实施例中,该至少一段计算机程序由处理器加载并执行,以实现如下操作:在第一技能用于将第一虚拟对象移动到第二虚拟对象的位置的情况下,根据第二虚拟对象的位置,实时更新目标位置。
本申请实施例还提供了一种计算机程序产品,该计算机程序产品包括计算机程序代码,该计算机程序代码存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机程序代码,处理器执行该计算机程序代码,使得该计算机设备执行上述各种可选实现方式中提供的虚拟对象的控制方法。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。
Claims (17)
- 一种虚拟对象的控制方法,由计算机设备执行,所述方法包括:响应于对第一技能的触发操作,控制第一虚拟对象向目标位置移动,所述第一技能用于改变所述第一虚拟对象的位置;响应于在所述第一技能的生效期间对第二技能的触发操作,基于所述目标位置进行搜索,得到目标虚拟对象;在所述第一虚拟对象到达所述目标位置的情况下,控制所述第一虚拟对象向所述目标虚拟对象释放所述第二技能。
- 根据权利要求1所述的方法,其中,所述方法还包括:对搜索到的所述目标虚拟对象进行突出显示。
- 根据权利要求1所述的方法,其中,所述响应于对第一技能的触发操作,控制第一虚拟对象向目标位置移动,包括:响应于对所述第一技能的触发操作,在所述第一技能对应的移动路径上确定所述目标位置;控制所述第一虚拟对象向所述目标位置移动。
- 根据权利要求3所述的方法,其中,所述响应于对所述第一技能的触发操作,在所述第一技能对应的移动路径上确定所述目标位置,包括:响应于对所述第一技能的触发操作,在所述移动路径中存在障碍物的情况下,对所述移动路径的终点位置进行修正,得到所述目标位置。
- 根据权利要求3所述的方法,其中,所述方法还包括:响应于对所述第一技能的触发操作,显示所述移动路径。
- 根据权利要求1所述的方法,其中,所述响应于对第一技能的触发操作,控制第一虚拟对象向目标位置移动,包括:响应于对所述第一技能的触发操作,在所述第一技能对应的终点位置为虚拟对象不可抵达的位置的情况下,确定所述目标位置,所述目标位置为虚拟对象可抵达的位置;控制所述第一虚拟对象向所述目标位置移动。
- 根据权利要求6所述的方法,其中,所述在所述第一技能对应的终点位置为虚拟对象不可抵达的位置的情况下,确定所述目标位置,包括:在所述终点位置为虚拟对象不可抵达的位置的情况下,对所述终点位置进行修正,得到所述目标位置。
- 根据权利要求6所述的方法,其中,所述方法还包括:响应于对所述第一技能的触发操作,显示所述终点位置。
- 根据权利要求1所述的方法,其中,所述响应于在所述第一技能的生效期间对第二技能的触发操作,基于所述目标位置进行搜索,得到目标虚拟对象,包括:响应于在所述第一技能的生效期间对所述第二技能的触发操作,以所述目标位置为搜索中心,确定所述第二技能对应的技能搜索范围;在所述技能搜索范围内进行搜索,得到所述目标虚拟对象。
- 根据权利要求9所述的方法,其中,所述方法还包括:显示所述技能搜索范围。
- 根据权利要求1-10任一项所述的方法,其中,所述方法还包括:响应于在所述第一技能的生效期间对所述第二技能的触发操作,显示所述第二技能的技能指示标识,所述技能指示标识从所述目标位置指向所述目标虚拟对象的位置。
- 根据权利要求11所述的方法,其中,所述显示所述第二技能的技能指示标识,包括:在所述目标位置生成所述第一虚拟对象对应的替代对象,所述替代对象为不可见对象;基于所述目标虚拟对象的位置,确定所述替代对象的朝向;基于所述替代对象的朝向,显示所述第二技能的技能指示标识。
- 根据权利要求1-10任一项所述的方法,其中,所述方法还包括:在所述第一虚拟对象移动的过程被打断的情况下,将所述目标位置更新为所述第一虚拟对象当前所在的位置。
- 根据权利要求1-10任一项所述的方法,其中,所述方法还包括:在所述第一技能用于将所述第一虚拟对象移动到第二虚拟对象的位置的情况下,根据所述第二虚拟对象的位置,实时更新所述目标位置。
- 一种虚拟对象的控制装置,所述装置包括:第一控制模块,用于响应于对第一技能的触发操作,控制第一虚拟对象向目标位置移动,所述第一技能用于改变所述第一虚拟对象的位置;第一显示模块,用于响应于在所述第一技能的生效期间对第二技能的触发操作,基于所述目标位置进行搜索,得到目标虚拟对象;第二控制模块,用于在所述第一虚拟对象到达所述目标位置的情况下,控制所述第一虚拟对象向所述目标虚拟对象释放所述第二技能。
- 一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器用于存储至少一段计算机程序,所述至少一段计算机程序由所述处理器加载并执行权利要求1至14任一项权利要求所述的虚拟对象的控制方法。
- 一种计算机可读存储介质,所述计算机可读存储介质用于存储至少一段计算机程序,所述至少一段计算机程序用于执行权利要求1至14任一项权利要求所述的虚拟对象的控制方法。
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