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WO2022237446A1 - 虚拟对象的控制方法、装置、设备、存储介质及程序产品 - Google Patents

虚拟对象的控制方法、装置、设备、存储介质及程序产品 Download PDF

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Publication number
WO2022237446A1
WO2022237446A1 PCT/CN2022/086768 CN2022086768W WO2022237446A1 WO 2022237446 A1 WO2022237446 A1 WO 2022237446A1 CN 2022086768 W CN2022086768 W CN 2022086768W WO 2022237446 A1 WO2022237446 A1 WO 2022237446A1
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WO
WIPO (PCT)
Prior art keywords
virtual object
round
virtual
action
action parameter
Prior art date
Application number
PCT/CN2022/086768
Other languages
English (en)
French (fr)
Inventor
潘科宇
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to JP2023548961A priority Critical patent/JP2024506920A/ja
Publication of WO2022237446A1 publication Critical patent/WO2022237446A1/zh
Priority to US18/071,235 priority patent/US20230088206A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers

Definitions

  • the embodiment of the present application is based on the Chinese patent application with the application number 202110524511.3 and the filing date of May 13, 2021, and claims the priority of the Chinese patent application.
  • the entire content of the Chinese patent application is hereby incorporated into the embodiment of the present application as refer to.
  • the present application relates to the field of computer technology, and in particular to a virtual object control method, device, equipment, computer-readable storage medium, and computer program product.
  • the display technology based on graphics processing hardware expands the channels for perceiving the environment and obtaining information, especially the display technology for virtual scenes, which can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application requirements. It has various typical application scenarios, for example, in the virtual scene of the game, it can simulate the real battle process between virtual objects.
  • multiple virtual objects are controlled in a way that different virtual objects share a progress bar. For example, when the progress bar of a certain virtual object is full, the virtual object can be controlled to take action. But in this way, the action logic of all virtual objects is consistent, which leads to poor flexibility in controlling virtual objects.
  • Embodiments of the present application provide a virtual object control method, device, device, computer-readable storage medium, and computer program product, which can improve the flexibility of virtual object control.
  • An embodiment of the present application provides a method for controlling a virtual object, including:
  • the round progress indication information is used to indicate the progress of the interaction between the first virtual object and the second virtual object in the current round
  • the first virtual object is controlled to perform an interaction operation for the second virtual object.
  • An embodiment of the present application provides a virtual object control device, including:
  • a display module configured to present a first virtual object in a virtual scene, a second virtual object interacting with the first virtual object, and round progress indication information
  • the round progress indication information is used to indicate the progress of the interaction between the first virtual object and the second virtual object in the current round
  • the first control module is configured to increase the action parameter value of the first virtual object and display the action picture of the second virtual object when the round progress indication information indicates the end of the current round of interaction;
  • the second control module is configured to, during the action of the second virtual object, when receiving an interactive execution instruction for the first virtual object, control the first virtual object to execute an interactive execution instruction for the second virtual object interactive operation.
  • An embodiment of the present application provides a computer device, including:
  • the processor is configured to implement the virtual object control method provided in the embodiment of the present application when executing the executable instructions stored in the memory.
  • the embodiment of the present application provides a computer-readable storage medium, which stores executable instructions for causing a processor to implement the virtual object control method provided in the embodiment of the present application.
  • An embodiment of the present application provides a computer program product, including a computer program or an instruction.
  • the computer program or instruction is executed by a processor, the virtual object control method provided in the embodiment of the present application is implemented.
  • the round progress indication information is used to indicate the first virtual object and the The progress of the second virtual object in the interaction process of the current round; when the round progress indication information indicates that the current round of interaction ends, increase the action parameter value of the first virtual object, and display the picture of the second virtual object's action; in the second During the action of the virtual object, when receiving an interactive execution instruction for the first virtual object, the first virtual object is controlled to execute the interactive operation for the second virtual object; thus, at the end of the current round, only the first The action parameter value of the virtual object does not need to immediately control the first virtual object to perform the interactive operation on the second virtual object, so that the timing of the first virtual object to perform the interactive operation on the second virtual object is more flexible; while the second virtual object The object acts only at the end of the current round, so that the user can predict the behavior of the second virtual object, thereby improving the effectiveness
  • FIG. 1 is a schematic diagram of a virtual scene provided by an embodiment of the present application.
  • FIG. 2 is a schematic diagram of an implementation scenario of a virtual object control method provided by an embodiment of the present application
  • FIG. 3 is a schematic structural diagram of a computer device 500 provided by an embodiment of the present application.
  • FIG. 4 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application
  • Fig. 5 is a schematic diagram of a screen of a virtual scene provided by an embodiment of the present application.
  • FIG. 6 is a schematic diagram of a virtual scene provided by an embodiment of the present application.
  • FIG. 7 is a schematic diagram of a virtual scene provided by an embodiment of the present application.
  • Fig. 8 is a schematic diagram of the growth process of the action parameter value provided by the embodiment of the present application.
  • FIG. 9 is a schematic diagram of a virtual scene provided by an embodiment of the present application.
  • Fig. 10 is a schematic diagram of a screen of a virtual scene provided by an embodiment of the present application.
  • FIG. 11 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application.
  • Fig. 12 is a schematic diagram of the control flow of the virtual object provided by the embodiment of the present application.
  • Fig. 13 is a schematic diagram of a control flow of a virtual object provided by an embodiment of the present application.
  • first ⁇ second ⁇ third is only used to distinguish similar objects, and does not represent a specific order for objects. Understandably, “first ⁇ second ⁇ third” is used in Where permitted, the specific order or sequence may be interchanged such that the embodiments of the application described herein can be practiced in other sequences than illustrated or described herein.
  • Client an application running on a terminal to provide various services, such as a video playback client, a game client, and the like.
  • Response is used to represent the condition or state on which the executed operation depends.
  • one or more operations to be executed may be real-time or have a set delay; Unless otherwise specified, there is no restriction on the order in which the operations are performed.
  • the virtual scene is a virtual scene displayed (or provided) when the application program is running on the terminal.
  • the virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment.
  • the virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the embodiment of the present application does not limit the dimensions of the virtual scene.
  • the virtual scene may include sky, land, ocean, etc.
  • the land may include environmental elements such as deserts and cities, and the user may control virtual objects to move in the virtual scene.
  • the movable object may be a virtual character, a virtual animal, an animation character, etc., such as: a character, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a virtual scene.
  • the virtual object may be a virtual avatar representing the user in the virtual scene.
  • the virtual scene may include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
  • the virtual object can be a user character controlled by an operation on the client, or an artificial intelligence (AI, Artificial Intelligence) set in a virtual scene battle through training, or an artificial intelligence (AI) set in a virtual scene interaction
  • AI Artificial Intelligence
  • NPC Non-Player Character
  • the virtual object may be a virtual character performing confrontational interaction in the virtual scene.
  • the number of virtual objects participating in the interaction in the virtual scene may be preset, or dynamically determined according to the number of clients participating in the interaction.
  • Scene data representing various characteristics of the objects in the virtual scene during the interaction process, for example, may include the position of the objects in the virtual scene.
  • the scene data may include the waiting time for various functions configured in the virtual scene (depending on the ability to use the same function within a certain period of time).
  • the number of functions can also represent the attribute values of various states of the game character, for example, including life value (also called red amount) and mana value (also called blue amount) and so on.
  • Fig. 1 is the embodiment of the present application
  • the screen diagram of the provided virtual scene is shown in Fig. 1, a progress bar 101 is displayed in the virtual scene screen, and the object identification 102 corresponding to each virtual object moves along the progress bar to read the bar.
  • the reading speed of each virtual object may be different, so that a virtual object with a fast speed may act several more rounds than a virtual object with a slow speed within the same period of time.
  • embodiments of the present application provide a virtual object control method, device, device, computer-readable storage medium, and computer program product to at least solve the above-mentioned problems in the related art, which will be described separately below.
  • FIG. 2 is a schematic diagram of the implementation scene of the virtual object control method provided by the embodiment of the present application.
  • the terminal terminal 400-1 and terminal 400-2 are shown as examples
  • the network 300 can be a wide area network or a local area network, or a combination of both, using wireless links to realize data transmission.
  • the server 200 can be 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, Cloud servers for basic cloud computing services such as network services, cloud communications, middleware services, domain name services, security services, content delivery network (CDN, Content Delivery Network), and big data and artificial intelligence platforms.
  • the terminal may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto.
  • the terminal and the server can be connected directly or indirectly through wired or wireless communication, which is not limited in this embodiment of the application.
  • the terminal installs and runs the application program supporting the virtual scene.
  • the application can be a massively multiplayer online role-playing game (MMORPG, Massive Multiplayer OnlineRole-PlayingGame), a first-person shooter game (FPS, First-Person Shooting game), a third-person shooter game, a multiplayer online tactical arena game (MOBA, Multiplayer Online Battle Arena games), virtual reality applications, 3D map programs, or multiplayer shootout survival games.
  • the user uses the terminal to operate the virtual object located in the virtual scene to perform activities, such activities include 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 virtual object (first virtual object) controlled by terminal 400-1 and the virtual object (second virtual object) controlled by other terminals (such as terminal 400-2) or artificial intelligence virtual object (second virtual object) two virtual objects) are in the same virtual scene, at this time, the first virtual object can interact with the second virtual object in the virtual scene.
  • the first virtual object and the second virtual object may be in a hostile relationship, for example, the first virtual object and the second virtual object belong to different teams and organizations.
  • the first virtual object in the virtual scene, the second virtual object interacting with the first virtual object, and the round progress indication information are presented on the terminal; wherein, the round progress indication information is used to indicate the first The progress of the virtual object and the second virtual object during the current round of interaction; when the round progress indication information indicates that the current round of interaction is over, increase the value of the action parameter of the first virtual object, and display the picture of the second virtual object's action;
  • the first virtual object is controlled to perform an interactive operation for the second virtual object.
  • the server 200 calculates the scene data in the virtual scene and sends it to the terminal.
  • the terminal relies on the graphics computing hardware to complete the loading, parsing and rendering of the calculation and display data, and relies on the graphics output hardware to output the virtual scene to form visual perception.
  • a two-dimensional video frame can be presented on the display screen of a smart phone, or a video frame that realizes a three-dimensional display effect can be projected on the lenses of augmented reality/virtual reality glasses;
  • a microphone output is used to form auditory perception
  • a vibrator output is used to form tactile perception, and so on.
  • the terminal runs a client (for example, a game application in the online version), and interacts with other users by connecting to the server 200, and the terminal outputs a picture of a virtual scene, which includes a first virtual object and a second virtual object interacting with the first virtual object.
  • Object and round progress indication information where the first virtual object is a game character controlled by the user, that is, the first virtual object is controlled by the real user, and will respond to the real user's actions on the controller (including touch screen, voice-activated switch, keyboard, mouse, joystick, etc.) to perform interactive operations on the second virtual object in the virtual scene, for example, when a real user triggers the attack button, the first virtual object will perform an attack operation on the second virtual object.
  • the second virtual object here is a game character controlled by the server, that is, the second virtual object is not controlled by a real user, but the action that the second virtual object will perform at the end of each round is preset by the game developer. At the end of a certain round, perform the corresponding action.
  • the action parameter value of the first virtual object is increased, and a picture of the second virtual object performing an action corresponding to the round is displayed.
  • the user can trigger an interactive execution instruction for the first virtual object at any time, so as to control the first virtual object to perform an interactive operation for the second virtual object, and the corresponding action parameter value will decrease.
  • the action parameter value is used to indicate the executable number of interactive operations performed by the first virtual object, each time the first virtual object performs an interactive operation on the second virtual object, the corresponding number of action parameter values is reduced.
  • FIG. 3 is a schematic structural diagram of a computer device 500 provided by an embodiment of the present application.
  • the computer device 500 may be the terminal or server 200 in FIG. 2, and the computer device is the terminal shown in FIG. 2 as As an example, a computer device implementing the virtual object control method of the embodiment of the present application will be described.
  • the computer device 500 shown in FIG. 3 includes: at least one processor 510 , a memory 550 , at least one network interface 520 and a user interface 530 .
  • Various components in computer device 500 are coupled together through bus system 540 .
  • the bus system 540 is used to realize connection and communication between these components.
  • the bus system 540 also includes a power bus, a control bus and a status signal bus.
  • the various buses are labeled as bus system 540 in FIG. 3 .
  • Processor 510 can be a kind of integrated circuit chip, has signal processing capability, such as general-purpose processor, digital signal processor (DSP, Digital Signal Processor), or other programmable logic device, discrete gate or transistor logic device, discrete hardware Components, etc., wherein the general-purpose processor can be a microprocessor or any conventional processor, etc.
  • DSP digital signal processor
  • DSP Digital Signal Processor
  • User interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and/or one or more visual displays.
  • the user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
  • Memory 550 may be removable, non-removable or a combination thereof.
  • Exemplary hardware devices include solid state memory, hard drives, optical drives, and the like.
  • Memory 550 optionally includes one or more storage devices located physically remote from processor 510 .
  • Memory 550 includes volatile memory or nonvolatile memory, and may include both volatile and nonvolatile memory.
  • the non-volatile memory can be a read-only memory (ROM, Read Only Memory), and the volatile memory can be a random access memory (RAM, Random Access Memory).
  • ROM read-only memory
  • RAM random access memory
  • the memory 550 described in the embodiment of the present application is intended to include any suitable type of memory.
  • the virtual object control device provided by the embodiment of the present application can be realized by software.
  • FIG. 3 shows the virtual object control device 555 stored in the memory 550, which can be in the form of programs and plug-ins.
  • the software includes the following software modules: a display module 5551, a first control module 5552 and a second control module 5553. These modules are logical, so they can be combined or further divided arbitrarily according to the realized functions.
  • the virtual object control device provided by the embodiment of the present application may be realized by hardware.
  • the virtual object control device provided by the embodiment of the present application may be a processor in the form of a hardware decoding processor , which is programmed to execute the control method of the virtual object provided by the embodiment of the present application, for example, the processor in the form of a hardware decoding processor can adopt one or more application-specific integrated circuits (ASIC, Application Specific Integrated Circuit), DSP, Programmable Logic Device (PLD, Programmable Logic Device), Complex Programmable Logic Device (CPLD, Complex Programmable Logic Device), Field Programmable Gate Array (FPGA, Field-Programmable Gate Array) or other electronic components.
  • ASIC Application Specific Integrated Circuit
  • DSP Programmable Logic Device
  • PLD Programmable Logic Device
  • CPLD Complex Programmable Logic Device
  • FPGA Field-Programmable Gate Array
  • FIG. 4 is a schematic flowchart of a method for controlling a virtual object provided by an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 4 .
  • Step 401 The terminal presents a first virtual object in a virtual scene, a second virtual object interacting with the first virtual object, and round progress indication information.
  • the round progress indication information is used to indicate the progress of the interaction between the first virtual object and the second virtual object in the current round.
  • the round progress indication information can be displayed in a bar shape (such as a progress bar), a disk shape (such as a disk scan), digital countdown, etc.
  • the specific presentation form of the round progress indication information is not limited here. In actual implementation, the duration of each round may be the same or different, which is not limited here.
  • the application can be any of a massively multiplayer online role-playing game, a first-person shooter, a third-person shooter, a MMORPG, a virtual reality application, a 3D map program, or a multiplayer shootout survival game .
  • the user can use the terminal to operate the virtual object located in the virtual scene to carry out activities, the activities include but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing at least one kind.
  • the virtual object is a virtual character, such as a simulated character or an anime character.
  • the terminal sends a request to obtain the scene data of the virtual scene to the server, and the server obtains the scene data of the virtual scene indicated by the scene mark based on the scene mark carried in the request , and return the acquired scene data to the terminal, and the terminal performs picture rendering based on the received scene data, presents the picture of the virtual scene, and presents the first virtual object and the first virtual object in the virtual scene in the picture of the virtual scene A second virtual object for interaction and round progress indication information.
  • the picture of the virtual scene is obtained by observing the virtual scene from the first-person perspective of the object, or the virtual scene is observed from the third-person perspective.
  • the picture of the virtual scene includes interactive objects and object interaction environments, such as the virtual object currently controlled by the user and the virtual vehicle on which the virtual object rides.
  • FIG. 5 is a schematic diagram of a screen of a virtual scene provided by an embodiment of the present application.
  • a first virtual object 501 a second virtual object 502 and round progress indication information 503 are presented in the screen of the virtual scene.
  • the round progress indication information is presented in the form of a progress bar.
  • the elapsed time indicated by the progress bar continues to increase, and the corresponding current progress point continuously moves to the right until it reaches the end of the progress bar.
  • the progress of the first virtual object and the second virtual object during the current round of interaction can be known according to the position of the current progress point.
  • Step 402 When the round progress indication information indicates that the interaction of the current round is over, increase the action parameter value of the first virtual object, and display the picture of the second virtual object's action.
  • the action parameter value is used for the user to trigger an interactive execution instruction for the first virtual object based on the action parameter value, so as to control the first virtual object to perform an interactive operation for the second virtual object. After interactive operation), the action parameter value will be consumed.
  • the second virtual object when the current round of interaction ends, the second virtual object will be displayed immediately, but the first virtual object will not act, but only increase the value of the action parameter.
  • the user When the user needs to control the first virtual object When performing an interactive operation, the user triggers the interactive execution instruction.
  • the terminal can also cyclically display the round progress indication information in the screen of the virtual scene; wherein, each cycle corresponds to a round; for each cycle, the change of the display form of the round progress indication information corresponds to the corresponding Matches changes to the progress of the round.
  • the round time will be continuously consumed, that is, when the interaction of one round ends, the next round will be entered immediately.
  • the process of displaying the change of the display form of the round progress indication information is
  • FIG. 6 is a schematic diagram of a screen of a virtual scene provided by the embodiment of the present application.
  • the round progress indication information 601 is displayed in the form of a progress bar.
  • the process of the current progress point 602 moving from the start position to the end position of the progress bar is displayed, that is, the process of the current progress point 602 moving from left to right is displayed.
  • the current progress point moves to the end position 603 it means that the interaction of the current round ends.
  • the current progress point returns to the starting position to re-enter the next round, and then in the newly entered next round, Display the process of the current progress point moving from the start position to the end position, and display round progress indication information in a cyclic manner.
  • FIG. 7 is a schematic diagram of a screen of a virtual scene provided by the embodiment of the present application.
  • round progress indication information 701 is displayed in the form of a disc.
  • the gray fan-shaped area 702 gradually increases from zero.
  • the area of the gray sector increases to the area of the disk, it means that the interaction of the current round is over.
  • the gray in the disk will be restored to white, that is, re-enter the next round, and display it in the newly entered next round.
  • the middle gray fan-shaped area 702 gradually increases from zero to display round progress indication information in a cyclical manner.
  • the terminal may increase the action parameter of the first virtual object in the following manner: when the round progress indication information indicates that the interaction of the current round is over, control the increase of the target number of action identifiers in the associated area of the first virtual object to Instructing to increase the value of the action parameter of the first virtual object; wherein, the associated area is used to present a number of action signs corresponding to the value of the action parameter.
  • the terminal may present in the associated area a number of action identifiers corresponding to the action parameter value, for example, the action parameter value is consistent with the number of action identifiers, for example, when the action parameter value is 3, three action identifiers are presented. It should be noted that when the value of the action parameter is zero, no action logo will be displayed in the associated area, so as to avoid unnecessary occupation of the display screen.
  • the round progress indication information indicates that the interaction of the current round ends, due to the increase of the value of the action parameter, correspondingly, the number of action identifiers in the associated area controlling the first virtual object increases, for example, when the interaction of each round ends, one Action flag to indicate that the action parameter value is incremented by one.
  • Fig. 8 is a schematic diagram of the growth process of the action parameter value provided by the embodiment of the present application. Referring to Fig.
  • the action parameter value is 0 during the first round of interaction, and the action logo is not displayed in the virtual scene at this time; when the second round When a round of interaction ends, an action logo 801 is displayed in the associated area of the first virtual object to indicate that the value of the action parameter increases from 0 to 1; when the second round of interaction ends, the associated area of the first virtual object Two action marks 802 are displayed in the area, that is, an action mark is added to indicate that the value of the action parameter increases from 1 to 2.
  • the terminal may increase the action parameter value of the first virtual object in the following manner: when the action parameter value is represented by the display style of the action logo, and the round progress indication information indicates that the interaction of the current round is over, control the first virtual object
  • the display style of the action logo of is changed from the first display style to the second display style; wherein, the first display style corresponds to the action parameter value of the first virtual object at the end of the interaction, and the second display style corresponds to the action corresponding to the unit round corresponding to the parameter value.
  • the first presentation style and the second presentation style are different.
  • the corresponding relationship between each action parameter value and the display style can be preset, where the first display style corresponds to the action parameter value of the first virtual object, that is, the first The first display style corresponds to the value of the action parameter before the increase; the second display style corresponds to the action parameter value corresponding to the unit round, that is, the second display style corresponds to the value of the action parameter after the increase.
  • the display style here may be color, size, pattern, etc., and the specific display style is not limited here.
  • the action parameter values are 1, 2, 3, and 4, and the corresponding display styles are red, orange, yellow, and green; then, assuming that the action parameter value of the first virtual object is 2 at the end of the interaction, then the Orange shows the action mark of the first virtual object; since the action parameter value will be controlled to increase at the end of the interaction, assuming that the action parameter value is increased by 1, and the action parameter value after adding 1 is 3, then the second display style is yellow, which will The color of the action mark is switched from orange to yellow to indicate that the value of the action parameter of the first virtual object is increased from 2 to 3.
  • the terminal can increase the action parameter value of the first virtual object in the following manner: when the round progress indication information indicates that the interaction of the current round is over, acquire the state parameter of the virtual scene and the unit round corresponding to the state parameter The corresponding action parameter value; wherein, the state parameter includes at least one of the following: task difficulty coefficient, task progress, and object information of the first virtual object; when increasing the action parameter value of the first virtual object, the corresponding increase is in units The action parameter value corresponding to the round.
  • the corresponding relationship between different state parameters and the action parameter values corresponding to the unit round can be preset.
  • the higher the task difficulty coefficient the higher the action parameter value corresponding to the unit round; the interaction of the current round ends , obtain the state parameter of the virtual scene, and then determine the action parameter value corresponding to the unit round corresponding to the state parameter according to the corresponding relationship between the state parameter and the action parameter value corresponding to the unit round, and control the first virtual object
  • the action parameter value increases the action parameter value corresponding to the unit round.
  • the state parameter may be one or more of task difficulty, task progress, and object information of the first virtual object.
  • the action parameter value corresponding to the corresponding unit round can be set for each task difficulty coefficient.
  • the task difficulty coefficient includes 1, 2, and 3, and the corresponding action parameter value corresponding to the unit round can be is 1, 2, or 3, then, when the task difficulty coefficient is 1, the value of the action parameter controlling the first virtual object is increased by 1; when the task difficulty coefficient is 2, the value of the action parameter controlling the first virtual object is increased by 2.
  • the state parameters include task difficulty coefficient, task process and object information of the first virtual object.
  • the task difficulty coefficient can be the difficulty coefficient of the current game level. After completing the task of the current game level, you can enter the next step.
  • a game level; task progress can be the progress of task completion, such as the task is to kill 10 second virtual objects, and currently 5 second virtual objects have been killed, then the task progress is 50%;
  • the object information of the first virtual object It may be the level of the first virtual object. For example, the higher the level, the higher the value of the action parameter corresponding to a unit round, that is, the higher the value of the added action parameter.
  • the three state parameters are combined to determine the increase amount.
  • the increase amount corresponding to each state parameter (the action parameter value corresponding to the unit round) can be determined separately, and then the average value of the increase amount corresponding to multiple state parameters can be used as the final increase
  • the weight corresponding to each state parameter is obtained, and weighted summation is performed based on the sum of the increment corresponding to each state parameter. The value obtained by the weighted sum is used as the final growth amount.
  • the terminal may display the picture of the second virtual object acting in the following manner: when the number of the second virtual object is at least two, acquire the round information of the current round; Among the second virtual objects, a second virtual object that acts at the end of the current round of interaction is screened out; and a picture of the screened second virtual object acting is displayed.
  • the number of second virtual objects may be multiple (two or more), and the server may only control part of the second virtual objects in the plurality of second virtual objects when controlling the actions of the second virtual objects action.
  • the server can preset the second virtual object to act in each round, and then when the interaction of the current round ends, according to the preset corresponding relationship, select the second virtual object that needs action from multiple second virtual objects, and then control the action of the second virtual object obtained after screening, so as to display the information of the second virtual object obtained after screening on the terminal side corresponding to the first virtual object action picture.
  • the actions performed by the screened multiple second virtual objects may be the same or different.
  • the number of the screened second virtual objects is three, and the server can control the three screened second virtual objects to move in the virtual scene (such as jumping, sprinting, etc.), or can control one of the second virtual objects The object moves (such as jumping, sprinting, etc.) in the virtual scene, and controls the other two second virtual objects to attack the first virtual object.
  • the terminal can display the action screen of the second virtual object in the following manner: obtain the object information of the second virtual object; determine the action mode corresponding to the object information according to the object information of the second virtual object, and display the second virtual object 2.
  • the object information may be the type of the second virtual object, the state information of the second virtual object, etc., wherein the state information of the second virtual object may be the location, appearance, life value, etc. of the second virtual object.
  • the object information can determine different action modes, and then the server controls the second virtual object to act in the corresponding action mode.
  • the server presets the action modes corresponding to each type, and controls the second virtual object to use the action mode corresponding to the corresponding type to move.
  • the second virtual object is a cat , control the second virtual object to move in a jumping manner, that is, display the screen where the second virtual object moves in a jumping manner; when the second virtual object is a bird, control the second virtual object to move in a flying manner, that is, display the second A picture in which a virtual object moves in a flying manner.
  • the terminal when the action parameter value of the first virtual object reaches the target value, the terminal can also display an upgrade icon on the screen; when a trigger operation for the upgrade icon is received, the interaction level corresponding to the interactive operation is upgraded .
  • multiple interaction levels can be set for interactive operations, and the interaction strengths of interactive operations corresponding to different interaction levels are different. For example, when the interactive operation is an attack operation, the higher the interaction level, the corresponding attack operation The higher the amount of damage.
  • the interaction level of the interactive operation can be upgraded.
  • one or more levels can be upgraded at a time.
  • the action parameter value required for each level-up can be preset, for example, the action parameter value required for each level-up is a target value, and when the action parameter value of the first virtual object reaches the target value, the The interaction level corresponding to the interactive operation is increased by one level; when the action parameter value of the first virtual object reaches twice the target value, the interaction level corresponding to the interactive operation can be increased by two levels.
  • FIG. 9 is a schematic diagram of a virtual scene provided by the embodiment of the present application.
  • an interaction mark 901 of a target quantity is displayed in the associated area of the first virtual object.
  • the interaction mark 901 represents the action parameter of the first virtual object
  • the upgrade icon 902 is displayed on the screen of the virtual scene; when the user triggers the upgrade icon, such as when the user clicks the upgrade icon, the terminal responds to the trigger operation for the upgrade icon, and interacts with the corresponding interaction level Move up a level.
  • Step 403 During the action of the second virtual object, when an interaction execution instruction for the first virtual object is received, control the first virtual object to perform an interaction operation for the second virtual object.
  • the first virtual object when the first virtual object performs an interactive operation on the second virtual object, it needs to consume an action parameter value.
  • the user can trigger the interactive execution command for the first virtual object at any time.
  • the terminal When the value of the action parameter is not zero, the terminal will control the first virtual object to execute the interactive operation for the second virtual object.
  • the interaction operation will consume the value of the action parameter, so in the process of controlling the first virtual object to perform the interaction operation on the second virtual object, the action parameter value of the first virtual object is reduced.
  • the terminal may also control the first virtual object to be in a static state and display prompt information in response to an interactive execution instruction for the first virtual object when the value of the action parameter is reduced to zero. , to indicate that the first virtual object cannot be controlled to perform interactive operations on the second virtual object.
  • the first virtual object when the value of the action parameter is zero, the first virtual object cannot be controlled to perform interactive operations on the second virtual object because the value of the action parameter cannot be consumed. Based on this, when the value of the action parameter is reduced to zero, if After receiving an interactive execution instruction for the first virtual object, the first virtual object cannot be controlled to perform an interactive operation for the second virtual object. In this case, the first virtual object is controlled to remain in a static state; and the terminal will display a Prompt information to inform the user that the first virtual object cannot be controlled to perform an interactive operation on the second virtual object, such as presenting a prompt message "the value of the action parameter is zero, and the interactive operation cannot be performed", so as to prevent the user from performing invalid interactive operations.
  • the user when the value of the action parameter is reduced to zero, the user cannot trigger the interactive execution instruction for the first virtual object, such as when the interactive execution instruction for the first virtual object is triggered by triggering the interaction icon, if the action If the parameter value is zero, the interaction icon is placed in an inoperable state (for example, not clickable), so that the user cannot trigger the interactive execution instruction for the first virtual object.
  • the action parameter value may be used to indicate the executable duration of the first virtual object to perform the interactive operation; the terminal may control the first virtual object to perform the interactive operation on the second virtual object in the following manner, and reduce the action parameter value: When receiving an interactive execution instruction for the first virtual object, control the first virtual object to continuously execute the interactive operation for the second virtual object; during the continuous execution of the interactive operation for the first virtual object, according to the execution time of the interactive operation, Gradually decrease the action parameter value.
  • the action parameter value is used to indicate the executable duration of the first virtual object to perform the interactive operation
  • in the process of the first virtual object performing the interactive operation on the second virtual object along with the execution of the interactive operation
  • the reduction of the value of the action parameter corresponds to (eg coincides with) the execution time of the interactive operation.
  • the value of the action parameter is displayed in digital form.
  • the value of the action parameter is 10, which means that the executable duration of the first object’s interactive operation is 10 seconds.
  • the execution instruction is triggered by the user through a pressing operation (such as pressing an interaction icon), then during the execution of the pressing operation, the first virtual object is controlled to perform an interactive operation on the second virtual object, and the first virtual object continues to perform the interactive operation.
  • the value of the control action parameter is reduced by an amount consistent with the execution time. For example, every time the first virtual object performs an interactive operation for 1 second, the value of the control action parameter is reduced by 1.
  • the terminal may also control the first virtual object to stop performing the interaction operation.
  • the value of the action parameter when the value of the action parameter is reduced to zero, it means that the executable duration of the first virtual object to perform the interactive operation is zero, then the first virtual operation is controlled to stop performing the interactive operation; or, when receiving the When the interactive command is stopped, the first virtual object is controlled to stop executing the interactive operation. If the interactive execution command is triggered by a press operation (such as pressing an interactive icon), then when the press operation is released, it is determined that the stop interactive command has been received, and in response to the stop The interactive instruction controls the first virtual operation to stop executing the interactive operation.
  • a press operation such as pressing an interactive icon
  • the action parameter value can also be used to indicate the number of times the first virtual object can perform an interactive operation; when receiving an interactive execution instruction for the first virtual object, the terminal can control the execution of the first virtual object in the following manner: Interactive operation for the second virtual object: when receiving the interactive execution instruction for the first virtual object, obtain the target execution times of the interactive operation indicated by the interactive execution instruction; control the first virtual object to execute the corresponding target for the second virtual object Execution times of interactive operations; correspondingly, during the process of the first virtual object executing the interactive operations corresponding to the target execution times, the terminal can also reduce the number of times the first virtual object can execute the interactive operations, and the corresponding reduction is the target execution times .
  • the value of the action parameter is used to indicate the executable number of interactive operations performed by the first virtual object
  • the executable number of the target execution number will be reduced , that is, the reduction in execution times is consistent with the number of interactive operations performed by the first virtual object.
  • FIG. 9 is a schematic diagram of a virtual scene provided by the embodiment of the present application.
  • three interaction signs are displayed in the associated area of the first virtual object, and these three interaction signs indicate that the first virtual object can perform three interactions operate. Assuming that the number of interactive operations indicated by each interactive execution instruction is one, then, when receiving an interactive execution instruction for the first virtual object, control the first virtual object to perform an interactive operation for the second virtual object, and cancel Renders an interaction id.
  • the action parameter value can also be used to indicate the level of the interactive operation performed by the first virtual object; when receiving an interactive execution instruction for the first virtual object, the terminal can control the first virtual object to execute the interactive operation for the first virtual object in the following manner: Interaction operation of the second virtual object and reduction of the action parameter value: when receiving an interaction execution instruction for the first virtual object, determine the level of the interaction operation corresponding to the current action parameter value of the first virtual object; control the first virtual object The object performs an interaction operation corresponding to the level with respect to the second virtual object, and reduces the value of the action parameter of the first virtual object to zero.
  • different action parameter values can indicate different levels of interaction operations, such as action parameter values and the level of interaction operations can be proportional, that is, the higher the value of the action parameter, the higher the level of the corresponding interaction operation, where , the correspondence between the action parameter value and the level of the interactive operation can be one-to-one or many-to-one, which is not specifically limited here.
  • the action parameter values are 1, 2, 3, and 4, and the corresponding interactive operation levels are respectively one level, two levels, three levels, and four levels.
  • the action parameter value is 1, if the first virtual If the interactive execution instruction of the object is executed, the first virtual object is controlled to perform a first-level interactive operation; when the action parameter value is accumulated to 3, if an interactive execution instruction for the first virtual object is received, the first virtual object is controlled to perform a third-level interactive operation operate.
  • the terminal may also display at least two attack options on the screen; upon receiving a selection operation for a target attack option in the at least two attack options, use the attack operation corresponding to the target attack option as an interactive operation ;
  • the terminal can control the first virtual object to perform an interactive operation on the second virtual object in the following manner, and reduce the value of the action parameter: when receiving an interactive execution instruction on the first virtual object, control the first virtual object on the The second virtual object executes the attack operation corresponding to the target attack option; the action parameter value of the first virtual object is controlled to decrease, and the corresponding decrease corresponds to the attack intensity of the attack operation corresponding to the target attack option.
  • each attack option corresponds to an attack operation.
  • different weapons can be set, such as swords, darts, etc.
  • the user can select the corresponding attack operation through the attack options to control
  • the first virtual object executes a corresponding attack operation.
  • each attack operation corresponds to an attack strength.
  • the action parameter values consumed are different, that is, the reduction of the action parameter value corresponds to the attack strength of the attack operation. Such as the higher the attack intensity, the greater the reduction of the corresponding action parameter value.
  • FIG. 10 is a schematic diagram of a screen of a virtual scene provided by an embodiment of the present application.
  • Four attack options 1001 are displayed in the screen of the virtual scene, and the user can select one of the four attack options as a target attack option .
  • the target attack option selected by the user is 1001A
  • the corresponding attack operation is to launch sword energy
  • control the first virtual object to attack the second virtual object Emit sword energy; here, the reduction of the action parameter value corresponding to the attack intensity of the attack operation is 1, therefore, the number of action signs is reduced from 3 to 2, indicating that the action parameter value has decreased by 1.
  • the reduction amount corresponding to the attack intensity of the interactive operation corresponding to a certain attack option is greater than the current action parameter value, the corresponding attack operation cannot be triggered.
  • the attack intensity corresponding to the target attack option is 3.
  • the reduction of the corresponding action parameter should be 3, but the current action parameter value is only 2, so the attack operation corresponding to the target attack option cannot be triggered.
  • the terminal may display a prompt message to prompt the user that the value of the action parameter is insufficient to execute the attack operation of the target attack option.
  • the terminal may also reduce the life value of the second virtual object according to the reduction amount of the action parameter value of the first virtual object; when the reduced life value of the second virtual object is lower than the life value threshold, cancel the The second virtual object is presented in the screen.
  • the second virtual object when the second virtual object receives the attack operation performed by the first virtual object, it will reduce the corresponding life value. Since the reduction of the action parameter value corresponds to the attack strength, the reduction of the life value and the attack strength Correspondingly, then it can be determined that the reduction amount of the second virtual object corresponds to the action parameter; Then present the second virtual object in the screen, so as to avoid unnecessary occupation of the display screen.
  • the terminal when the round progress indication information indicates that the interaction of the current round is over, can also acquire the state parameters of the virtual scene; determine the maximum value of the action parameter value corresponding to the state parameters; In the process of increasing the parameter value, when the action parameter value of the first virtual object reaches the maximum value of the action parameter, stop increasing the action parameter value of the first virtual object.
  • the value of the action parameter has an upper limit, that is, the maximum value of the action parameter.
  • the maximum value of the action parameter is affected by the state parameters of the virtual scene, wherein the state parameters include at least one of the following: task difficulty coefficient, task progress, and object information of the first virtual object. For example, the higher the task difficulty coefficient, the greater the maximum value of the corresponding action parameter value.
  • the round progress indication information is used to indicate the first virtual object and the The progress of the second virtual object in the interaction process of the current round; when the round progress indication information indicates that the current round of interaction ends, increase the action parameter value of the first virtual object, and display the picture of the second virtual object's action; in the second During the action of the virtual object, when receiving an interactive execution instruction for the first virtual object, control the first virtual object to execute the interactive operation for the second virtual object, and reduce the value of the action parameter; thus, at the end of the current round , just increase the value of the action parameter of the first virtual object, without immediately controlling the first virtual object to execute the interactive operation on the second virtual object, so that the timing of the first virtual object to execute the interactive operation on the second virtual object is more accurate Flexible; and the second virtual object acts at the end of the current round, so that the user can predict the behavior of the second virtual object
  • FIG. 11 is a schematic flowchart of the virtual object control method provided by the embodiment of the present application. See FIG. 11 ,
  • the virtual object control method provided by the embodiment of the present application includes:
  • Step 1101 The terminal presents a game start button.
  • Step 1102 The terminal sends a request for obtaining scene data of the virtual scene to the server in response to the click operation on the game button.
  • Step 1103 the server sends the scene data to the terminal.
  • Step 1104 The terminal performs rendering based on the received scene data, and presents the first virtual object, the second virtual object interacting with the first virtual object, and round progress indication information in the virtual scene screen.
  • the round progress indicator information is displayed cyclically, and each cycle period corresponds to a round; for each cycle period, the change of the display form of the round progress indicator information matches the change of the progress of the corresponding round.
  • Step 1105 When the round progress indication information indicates that the first round of interaction is over, the terminal increases the value of the action parameter of the first virtual object, and displays a moving picture of the second virtual object.
  • Step 1106 The terminal controls the first virtual object to execute an attack operation on the second virtual object in response to the interactive execution instruction directed at the first virtual object.
  • Step 1107 The terminal controls the action parameter value of the first virtual object to decrease by 1.
  • Step 1108 the terminal reduces the life value of the second virtual object.
  • the decrease amount of the life value is determined according to the type of attack operation.
  • Step 1109 When the HP of the reduced second virtual object is zero, the terminal cancels presenting the second virtual object on the screen.
  • the life value of the second virtual object is zero, it means that the second virtual object is killed by the first virtual object, canceling the display of the second virtual object that has been killed in the screen can avoid unnecessary occupation of the display screen .
  • the action parameter value of the first virtual object is only increased at the end of the current round, it is not necessary to immediately control the first virtual object to perform an interactive operation on the second virtual object, so that the first virtual object performs an interactive operation on the second virtual object.
  • the timing of the interactive operation of the second virtual object is more flexible; and the second virtual object acts at the end of the current round, so that the user can predict the behavior of the second virtual object, thereby improving the effectiveness of the control of the first virtual object sex.
  • the embodiment of the present application proposes that the first virtual object (player character) acts based on action points (action parameter values), and the second virtual object (enemy) acts based on rounds.
  • action points action parameter values
  • the second virtual object armoremy
  • the progress of the current round is displayed; when a round is over, the enemy directly takes action, such as moving, charging, attacking, etc., and the first virtual object will get an action point, which can be displayed with an action mark.
  • Action points each action point corresponds to an action logo;
  • the round time will be consumed continuously, not affected by any other factors. That is, during the continuation of each round, as the progress of the round changes, the process of moving the current progress point 602 from the start position of the progress bar to the end position is displayed, that is, the current progress point 602 is displayed from left to right The process of moving.
  • the current progress point moves to the end position 603
  • the current progress point returns to the starting position to re-enter the next round, and then in the newly entered next round, Display the process of the current progress point moving from the start position to the end position, and display round progress indication information in a cyclic manner.
  • the action mode of the second virtual object is affected by the type and state information of the second virtual object, but at the end of each round, the second virtual object will definitely act once.
  • the player character will receive action points.
  • the number of action points that can be accumulated, the number of action points obtained at the end of each round and the maximum number of action points that can be accumulated are affected by the progress of the game.
  • the player can immediately trigger an interactive command to consume the action points to control the first virtual object to act, such as launching an attack. That is to say, the action of the first virtual object is only indirectly affected by the round time, and the action points restored by the round time to the first virtual object may not be consumed immediately, and then wait for any process of the game to consume action points An action of the first virtual object is controlled.
  • Fig. 12 is a schematic diagram of the control flow of the virtual object provided by the embodiment of the present application. Referring to Fig. 12, at the end of each round, the system (server) will distinguish between the first virtual object and the second virtual object. If it is the first virtual object, give The first virtual object increases the action points; if it is the second virtual object, the second virtual object starts to act immediately.
  • Fig. 13 is a schematic diagram of the control flow of the virtual object provided by the embodiment of the present application.
  • the terminal receives an interactive execution instruction for the first virtual object; in step 1302, the terminal responds to the interactive execution instruction, Judging whether there are enough action points currently, when it is determined that there are enough action points, execute step 1303, and when it is determined that there are not enough action points, execute step 1304; in step 1303, control the first virtual object to act, and Deduct action points; in step 1304, the first virtual object is not allowed to act.
  • the second virtual object acts according to the action mode of each round, allowing users to predict the behavior of the enemy, making the game more strategic.
  • the player character gets action points every round, and immediately consumes action points when launching an attack, allowing users to have a more free and coherent game experience and enriching the strategy of the game.
  • the virtual object control device 555 stored in the memory 550
  • Software modules can include:
  • the display module 5551 is configured to present the first virtual object in the virtual scene, the second virtual object interacting with the first virtual object, and round progress indication information;
  • the round progress indication information is used to indicate the progress of the interaction between the first virtual object and the second virtual object in the current round
  • the first control module 5552 is configured to increase the action parameter value of the first virtual object and display the action screen of the second virtual object when the round progress indication information indicates that the interaction of the current round is over;
  • the second control module 5553 is configured to, during the action of the second virtual object, when receiving an interactive execution instruction for the first virtual object, control the first virtual object to execute an interactive execution instruction for the second virtual object. Object interaction.
  • the display module is further configured to cyclically display the round progress indication information in the screen of the virtual scene; wherein, each cycle period corresponds to a round;
  • the change of the display form of the round progress indication information matches the change of the progress of the corresponding round.
  • the first control module is further configured to, when the round progress indication information indicates that the interaction of the current round is over, control the action mark of increasing the target number in the associated area of the first virtual object, so as to instructing to increase the value of the action parameter of the first virtual object;
  • association area is used to present the number of action identifiers corresponding to the action parameter value.
  • the first control module is further configured to: when the action parameter value is represented by the display style of the action mark, and the round progress indication information indicates that the interaction of the current round is over,
  • Controlling the display style of the action logo of the first virtual object changing from the first display style to the second display style
  • the first presentation style corresponds to the action parameter value of the first virtual object at the end of the interaction
  • the second presentation style corresponds to the action parameter value corresponding to the unit round.
  • the first control module is further configured to acquire the state parameters of the virtual scene and the units corresponding to the state parameters when the round progress indication information indicates that the interaction of the current round is over The action parameter value corresponding to the round;
  • the state parameter includes at least one of the following: task difficulty coefficient, task progress, and object information of the first virtual object;
  • the action parameter value of the first virtual object is increased, and the corresponding increment is the action parameter value corresponding to the unit round.
  • the action parameter value is used to indicate an executable time period for the first virtual object to perform an interactive operation
  • the second control module is further configured to control the first virtual object to continue to execute the interactive operation for the second virtual object when receiving an interactive execution instruction for the first virtual object;
  • the value of the action parameter is gradually reduced according to the execution time of the interactive operation.
  • the first control module is further configured to control the first virtual operation to stop when the value of the action parameter decreases to zero or when a stop interaction instruction for the first virtual object is received. Execute the interaction.
  • the action parameter value is used to indicate the number of times the first virtual object can execute the interactive operation
  • the second control module is further configured to, when receiving an interactive execution instruction for the first virtual object, acquire the target execution times of the interactive operation indicated by the interactive execution instruction;
  • the execution times of the interactive operation performed by the first virtual object are reduced, and the corresponding reduction amount is the target execution times.
  • the action parameter value is used to indicate the level of the interaction operation performed by the first virtual object
  • the controlling the first virtual object to perform an interactive operation on the second virtual object and reducing the value of the action parameter when receiving an interactive execution instruction for the first virtual object includes:
  • the first virtual object is controlled to perform an interactive operation corresponding to the level with respect to the second virtual object, and the action parameter value of the first virtual object is reduced to zero.
  • the display module is further configured to display at least two attack options on the screen
  • the second control module is further configured to control the first virtual object to execute the attack corresponding to the target attack option for the second virtual object when receiving an interactive execution instruction for the first virtual object operate;
  • the action parameter value of the first virtual object is decreased, and the corresponding decrease corresponds to the attack intensity of the attack operation corresponding to the target attack option.
  • the second control module is further configured to reduce the life value of the second virtual object according to the reduction amount of the action parameter value of the first virtual object
  • the second control module is further configured to acquire round information of the current round when the number of the second virtual objects is at least two;
  • a second virtual object that acts at the end of the interaction of the current round is selected;
  • the filtered second virtual object actions are displayed.
  • the second control module is further configured to acquire object information of the second virtual object
  • An action pattern corresponding to the object information is determined according to the object information of the second virtual object, and a picture of the second virtual object performing a corresponding action in the action pattern is displayed.
  • the second control module is further configured to control the first virtual object to be stationary in response to an interactive execution instruction directed at the first virtual object when the value of the action parameter decreases to zero. status, and
  • prompt information is used to prompt that the first virtual object cannot be controlled to perform an interactive operation on the second virtual object.
  • the second control module is further configured to display an upgrade icon on the screen when the action parameter value of the first virtual object reaches a target value;
  • the interaction level corresponding to the interaction operation is upgraded.
  • the first control module is further configured to obtain state parameters of the virtual scene
  • An embodiment of the present application provides a computer program product or computer program, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the method for controlling a virtual object described above in the embodiment of the present application.
  • Embodiments of the present application provide a computer-readable storage medium storing executable instructions, wherein executable instructions are stored, and when the executable instructions are executed by a processor, the processor will be caused to execute the method provided by the embodiment of the present application, for example , the method shown in Figure 4.
  • the computer-readable storage medium can be memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; Various equipment.
  • executable instructions may take the form of programs, software, software modules, scripts, or code written in any form of programming language, including compiled or interpreted languages, or declarative or procedural languages, and its Can be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
  • executable instructions may, but do not necessarily correspond to files in a file system, may be stored as part of a file that holds other programs or data, for example, in a Hyper Text Markup Language (HTML) document in one or more scripts, in a single file dedicated to the program in question, or in multiple cooperating files (for example, files that store one or more modules, subroutines, or sections of code).
  • HTML Hyper Text Markup Language
  • executable instructions may be deployed to be executed on one computing device, or on multiple computing devices located at one site, or alternatively, on multiple computing devices distributed across multiple sites and interconnected by a communication network. to execute.

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Abstract

本申请提供了一种虚拟对象的控制方法、装置、设备及计算机可读存储介质;方法包括:呈现虚拟场景中的第一虚拟对象、与所述第一虚拟对象进行交互的第二虚拟对象及回合进度指示信息;其中,所述回合进度指示信息,用于指示所述第一虚拟对象与所述第二虚拟对象在当前回合的交互过程中的进度;当所述回合进度指示信息指示当前回合的交互结束时,增加所述第一虚拟对象的行动参数值,并显示所述第二虚拟对象行动的画面;在所述第二虚拟对象行动的过程中,当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作。

Description

虚拟对象的控制方法、装置、设备、存储介质及程序产品
相关申请的交叉引用
本申请实施例基于申请号为202110524511.3、申请日为2021年05月13日的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本申请实施例作为参考。
技术领域
本申请涉及计算机技术领域,尤其涉及一种虚拟对象的控制方法、装置、设备、计算机可读存储介质及计算机程序产品。
背景技术
基于图形处理硬件的显示技术,扩展了感知环境以及获取信息的渠道,尤其是虚拟场景的显示技术,能够根据实际应用需求实现受控于用户或人工智能的虚拟对象之间的多样化的交互,具有各种典型的应用场景,例如在游戏这一虚拟场景中,能够模拟虚拟对象之间的真实的对战过程。
相关技术中,采用的是不同虚拟对象共用进度条的方式对多个虚拟对象进行控制,例如,当某一虚拟对象的进度条拉满时,即可控制该虚拟对象进行行动。但此种方式中所有虚拟对象的行动逻辑都是一致的,这导致对虚拟对象控制的灵活性较差。
发明内容
本申请实施例提供一种虚拟对象的控制方法、装置、设备、计算机可读存储介质及计算机程序产品,能够提升对虚拟对象控制的灵活性。
本申请实施例的技术方案是这样实现的:
本申请实施例提供一种虚拟对象的控制方法,包括:
呈现虚拟场景中的第一虚拟对象、与所述第一虚拟对象进行交互的第二虚拟对象及回合进度指示信息;
其中,所述回合进度指示信息,用于指示所述第一虚拟对象与所述第二虚拟对象在当前回合的交互过程中的进度;
当所述回合进度指示信息指示当前回合的交互结束时,增加所述第一虚拟对象的行动参数值,并显示所述第二虚拟对象行动的画面;
在所述第二虚拟对象行动的过程中,当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作。
本申请实施例提供一种虚拟对象的控制装置,包括:
显示模块,配置为呈现虚拟场景中的第一虚拟对象、与所述第一虚拟对象 进行交互的第二虚拟对象及回合进度指示信息;
其中,所述回合进度指示信息,用于指示所述第一虚拟对象与所述第二虚拟对象在当前回合的交互过程中的进度;
第一控制模块,配置为当所述回合进度指示信息指示当前回合的交互结束时,增加所述第一虚拟对象的行动参数值,并显示所述第二虚拟对象行动的画面;
第二控制模块,配置为在所述第二虚拟对象行动的过程中,当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作。
本申请实施例提供一种计算机设备,包括:
存储器,用于存储可执行指令;
处理器,用于执行所述存储器中存储的可执行指令时,实现本申请实施例提供的虚拟对象的控制方法。
本申请实施例提供一种计算机可读存储介质,存储有可执行指令,用于引起处理器执行时,实现本申请实施例提供的虚拟对象的控制方法。
本申请实施例提供一种计算机程序产品,包括计算机程序或指令,所述计算机程序或指令被处理器执行时,实现本申请实施例提供的虚拟对象的控制方法。
本申请实施例具有以下有益效果:
应用本申请实施例,通过呈现虚拟场景中的第一虚拟对象、与第一虚拟对象进行交互的第二虚拟对象及回合进度指示信息;其中,回合进度指示信息,用于指示第一虚拟对象与第二虚拟对象在当前回合的交互过程中的进度;当回合进度指示信息指示当前回合的交互结束时,增加第一虚拟对象的行动参数值,并显示第二虚拟对象行动的画面;在第二虚拟对象行动的过程中,当接收到针对第一虚拟对象的交互执行指令时,控制第一虚拟对象执行针对第二虚拟对象的交互操作;如此,由于在当前回合结束时,仅仅是增加第一虚拟对象的行动参数值,而不需要马上控制第一虚拟对象执行针对第二虚拟对象的交互操作,使得第一虚拟对象执行针对第二虚拟对象的交互操作的时机更加的灵活;而第二虚拟对象是在当前回合结束时才行动,使得用户可以对第二虚拟对象的行为进行预判,进而提高对第一虚拟对象控制的有效性。
附图说明
图1是本申请实施例提供的虚拟场景的画面示意图;
图2是本申请实施例提供的虚拟对象的控制方法的实施场景示意图;
图3是本申请实施例提供的计算机设备500的结构示意图;
图4是本申请实施例提供的虚拟对象的控制方法的流程示意图;
图5是本申请实施例提供的虚拟场景的画面示意图;
图6是本申请实施例提供的虚拟场景的画面示意图;
图7是本申请实施例提供的虚拟场景的画面示意图;
图8是本申请实施例提供的行动参数值的增长过程示意图;
图9是本申请实施例提供的虚拟场景的画面示意图;
图10是本申请实施例提供的虚拟场景的画面示意图;
图11是本申请实施例提供的虚拟对象的控制方法的流程示意图;
图12是本申请实施例提供的虚拟对象的控制流程示意图;
图13是本申请实施例提供的虚拟对象的控制流程示意图。
具体实施方式
为了使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请作进一步地详细描述,所描述的实施例不应视为对本申请的限制,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其它实施例,都属于本申请保护的范围。
在以下的描述中,涉及到“一些实施例”,其描述了所有可能实施例的子集,但是可以理解,“一些实施例”可以是所有可能实施例的相同子集或不同子集,并且可以在不冲突的情况下相互结合。
在以下的描述中,所涉及的术语“第一\第二\第三”仅仅是区别类似的对象,不代表针对对象的特定排序,可以理解地,“第一\第二\第三”在允许的情况下可以互换特定的顺序或先后次序,以使这里描述的本申请实施例能够以除了在这里图示或描述的以外的顺序实施。
对本申请实施例进行进一步详细说明之前,对本申请实施例中涉及的名词和术语进行说明,本申请实施例中涉及的名词和术语适用于如下的解释。
1)客户端,终端中运行的用于提供各种服务的应用程序,例如视频播放客户端、游戏客户端等。
2)响应于,用于表示所执行的操作所依赖的条件或者状态,当满足所依赖的条件或状态时,所执行的一个或多个操作可以是实时的,也可以具有设定的延迟;在没有特别说明的情况下,所执行的多个操作不存在执行先后顺序的限制。
3)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。该虚拟场景可以是对真实世界的仿真环境,也可以是半仿真半虚构的虚拟环境,还可以是纯虚构的虚拟环境。虚拟场景可以是二维虚拟场景、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,虚拟场景可以包括天空、陆地、海洋等,该陆地可以包括沙漠、城市等环境元素,用户可以控制虚拟对象在该虚拟场景中进行移动。
4)虚拟对象,虚拟场景中可以进行交互的各种人和物的形象,或在虚拟场景中的可活动对象。该可活动对象可以是虚拟人物、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。该虚拟对象可以是该虚拟场景中的一个虚拟的用于代表用户的虚拟形象。虚拟场景中可以包括多个虚拟对象,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,该虚拟对象可以是通过客户端上的操作进行控制的用户角色,也可以是通过训练设置在虚拟场景对战中的人工智能(AI,Artificial Intelligence),还可以是设置在虚拟场景交互中的非用户角色(NPC,Non-Player Character)。可选地,该虚拟对象可以是在虚拟场景中进行对抗式交互的虚拟人物。可选地,该虚拟场景中参与交互的虚拟对象的数量可以是预先设置的,也可以是根据加入交互的客户端的数量动态确定的。
5)场景数据,表示虚拟场景中的对象在交互过程中受所表现的各种特征,例如,可以包括对象在虚拟场景中的位置。当然,根据虚拟场景的类型可以包括不同类型的特征;例如,在游戏的虚拟场景中,场景数据可以包括虚拟场景中配置的各种功能时需要等待的时间(取决于在特定时间内能够使用同一功能的次数),还可以表示游戏角色的各种状态的属性值,例如包括生命值(也称为红量)和魔法值(也称为蓝量)等。
相关技术中,在对虚拟场景中的虚拟对象进行控制时,如对于半即时半回合制游戏中的虚拟对象,采用的是不同虚拟对象共用读条的方式,例如,图1是本申请实施例提供的虚拟场景的画面示意图,参见图1,在虚拟场景画面中显示进度条101,每个虚拟对象对应的对象标识102沿进度条移动,以进行读条,对于每个虚拟对象,当该虚拟对象读到条尾开始行动。其中,每个虚拟对象的读条速度可以是不同的,如此,可以导致相同时间内,速度快的虚拟对象可能会比速度慢的虚拟对象多行动几个回合。
申请人在实施本申请实施例的过程中发现,相关技术中,虽然读条的时候,不同虚拟对象的速度可以不同的,但是当到某一虚拟对象读条完毕开始行动的时候,其它虚拟对象需要等待该虚拟对象行动完成后才能继续读条,否则需要卡在原地等待,导致针对虚拟对象的控制不连续。并且,所有虚拟对象的行动逻辑都是一致的,即读条到尾部开始行动,导致对虚拟对象的控制存在灵活性差的问题。
基于此,本申请实施例提供一种虚拟对象的控制方法、装置、设备、计算机可读存储介质及计算机程序产品,以至少解决相关技术中的上述问题,接下来分别说明。
参见图2,图2为本申请实施例提供的虚拟对象的控制方法的实施场景示意图,为实现支撑一个示例性应用,终端(示例性示出了终端400-1和终端400-2)通过网络300连接服务器200,网络300可以是广域网或者局域网,又或者是二者的组合,使用无线链路实现数据传输。
在一些实施例中,服务器200可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,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、内容分发网络(CDN,Content Delivery Network)、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。终端可以是智能手机、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。终端以及服务器可以通过有线或无线通信方式进行直接或间接地连接,本申请实施例中不 做限制。
在实际实施时,终端安装和运行有支持虚拟场景的应用程序。该应用程序可以是大型多人在线角色扮演游戏(MMORPG,Massive Multiplayer OnlineRole-PlayingGame)、第一人称射击游戏(FPS,First-Person Shooting game)、第三人称射击游戏、多人在线战术竞技游戏(MOBA,Multiplayer Online Battle Arena games)、虚拟现实应用程序、三维地图程序或者多人枪战类生存游戏中的任意一种。用户使用终端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。
在一个示例性的场景中,终端400-1控制的虚拟对象(第一虚拟对象)和其他终端(如终端400-2)控制的虚拟对象(第二虚拟对象)或者人工智能的虚拟对象(第二虚拟对象)处于同一虚拟场景中,此时第一虚拟对象可以在虚拟场景中与第二虚拟对象进行交互。在一些实施例中,第一虚拟对象与第二虚拟对象可以为敌对关系,例如,第一虚拟对象与第二虚拟对象属于不同的队伍和组织。
在一个示例性场景中,在终端上呈现虚拟场景中的第一虚拟对象、与第一虚拟对象进行交互的第二虚拟对象及回合进度指示信息;其中,回合进度指示信息,用于指示第一虚拟对象与第二虚拟对象在当前回合的交互过程中的进度;当回合进度指示信息指示当前回合的交互结束时,增加第一虚拟对象的行动参数值,并显示第二虚拟对象行动的画面;在第二虚拟对象行动的过程中,当接收到针对第一虚拟对象的交互执行指令时,控制第一虚拟对象执行针对第二虚拟对象的交互操作。
在实际实施时,服务器200进行虚拟场景中场景数据的计算并发送到终端,终端依赖于图形计算硬件完成计算显示数据的加载、解析和渲染,依赖于图形输出硬件输出虚拟场景以形成视觉感知,例如可以在智能手机的显示屏幕呈现二维的视频帧,或者,在增强现实/虚拟现实眼镜的镜片上投射实现三维显示效果的视频帧;对于虚拟场景的形式的感知而言,可以理解,可以借助于终端的相应硬件输出,例如使用麦克风输出形成听觉感知,使用振动器输出形成触觉感知等等。
终端运行客户端(例如网络版的游戏应用),通过连接服务器200与其他用户进行游戏交互,终端输出虚拟场景的画面,画面中包括第一虚拟对象、与第一虚拟对象进行交互的第二虚拟对象及回合进度指示信息,这里的第一虚拟对象是受用户控制的游戏角色,也即第一虚拟对象受控于真实用户,将响应于真实用户针对控制器(包括触控屏、声控开关、键盘、鼠标和摇杆等)的操作而在虚拟场景中执行针对第二虚拟对象的交互操作,例如当真实用户触发攻击按键时,第一虚拟对象将执行针对第二虚拟对象的攻击操作。这里的第二虚拟对象是受服务器控制的游戏角色,也即第二虚拟对象不是受控于真实用户,而是由游戏的开发人员预先设置第二虚拟对象在各回合结束时所要执行的行动,在某一回合结束时,执行相应的行动。
举例来说,当回合进度指示信息指示当前回合的交互结束时,增加第一虚拟对象的行动参数值,并显示第二虚拟对象执行对应该回合的行动的画面。这里,用户可以在任一时刻触发针对第一虚拟对象的交互执行指令,以控制第一虚拟对象执行针对第二虚拟对象的交互操作,相应的行动参数值会减少。例如,当行动参数值用于指示第一虚拟对象执行交互操作的可执行次数时,第一虚拟对象每执行一次针对第二虚拟对象的交互操作,减少相应数量的行动参数值。
参见图3,图3是本申请实施例提供的计算机设备500的结构示意图,在实际应用中,计算机设备500可以为图2中的终端或服务器200,以计算机设备为图2所示的终端为例,对实施本申请实施例的虚拟对象的控制方法的计算机设备进行说明。图3所示的计算机设备500包括:至少一个处理器510、存储器550、至少一个网络接口520和用户接口530。计算机设备500中的各个组件通过总线系统540耦合在一起。可理解,总线系统540用于实现这些组件之间的连接通信。总线系统540除包括数据总线之外,还包括电源总线、控制总线和状态信号总线。但是为了清楚说明起见,在图3中将各种总线都标为总线系统540。
处理器510可以是一种集成电路芯片,具有信号的处理能力,例如通用处理器、数字信号处理器(DSP,Digital Signal Processor),或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件等,其中,通用处理器可以是微处理器或者任何常规的处理器等。
用户接口530包括使得能够呈现媒体内容的一个或多个输出装置531,包括一个或多个扬声器和/或一个或多个视觉显示屏。用户接口530还包括一个或多个输入装置532,包括有助于用户输入的用户接口部件,比如键盘、鼠标、麦克风、触屏显示屏、摄像头、其他输入按钮和控件。
存储器550可以是可移除的,不可移除的或其组合。示例性的硬件设备包括固态存储器,硬盘驱动器,光盘驱动器等。存储器550可选地包括在物理位置上远离处理器510的一个或多个存储设备。
存储器550包括易失性存储器或非易失性存储器,也可包括易失性和非易失性存储器两者。非易失性存储器可以是只读存储器(ROM,Read Only Memory),易失性存储器可以是随机存取存储器(RAM,Random Access Memory)。本申请实施例描述的存储器550旨在包括任意适合类型的存储器。
在一些实施例中,本申请实施例提供的虚拟对象的控制装置可以采用软件方式实现,图3示出了存储在存储器550中的虚拟对象的控制装置555,其可以是程序和插件等形式的软件,包括以下软件模块:显示模块5551、第一控制模块5552及第二控制模块5553,这些模块是逻辑上的,因此根据所实现的功能可以进行任意的组合或进一步拆分。
将在下文中说明各个模块的功能。
在另一些实施例中,本申请实施例提供的虚拟对象的控制装置可以采用硬件方式实现,作为示例,本申请实施例提供的虚拟对象的控制装置可以是采用硬件译码处理器形式的处理器,其被编程以执行本申请实施例提供的虚拟对象 的控制方法,例如,硬件译码处理器形式的处理器可以采用一个或多个应用专用集成电路(ASIC,Application Specific Integrated Circuit)、DSP、可编程逻辑器件(PLD,Programmable Logic Device)、复杂可编程逻辑器件(CPLD,Complex Programmable Logic Device)、现场可编程门阵列(FPGA,Field-Programmable Gate Array)或其他电子元件。
将结合本申请实施例提供的终端的示例性应用和实施,说明本申请实施例提供的虚拟对象的控制方法。
参见图4,图4是本申请实施例提供的虚拟对象的控制方法的流程示意图,将结合图4示出的步骤进行说明。
步骤401:终端呈现虚拟场景中的第一虚拟对象、与第一虚拟对象进行交互的第二虚拟对象及回合进度指示信息。
其中,回合进度指示信息,用于指示第一虚拟对象与第二虚拟对象在当前回合的交互过程中的进度。回合进度指示信息可以采用条状(如进度条)、圆盘状(如圆盘扫描)、数字倒计时等方式展示,这里不对回合进度指示信息具体的呈现形式进行限定。在实际实施时,每个回合的持续时长可以是相同的,也可以是不同,这里不做限定。
在实际应用中,终端上安装有支持虚拟场景的应用程序。该应用程序可以是大型多人在线角色扮演游戏、第一人称射击游戏、第三人称射击游戏、多人在线战术竞技游戏、虚拟现实应用程序、三维地图程序或者多人枪战类生存游戏中的任意一种。用户可以使用终端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。
当用户打开终端上的应用程序,且终端运行该应用程序时,终端发送虚拟场景的场景数据的获取请求至服务器,服务器基于获取请求携带的场景标识,获取场景标识所指示的虚拟场景的场景数据,并将获取的场景数据返回至终端,终端基于接收到的场景数据进行画面渲染,呈现虚拟场景的画面,并在虚拟场景的画面中呈现虚拟场景中的第一虚拟对象、与第一虚拟对象进行交互的第二虚拟对象及回合进度指示信息。这里,虚拟场景的画面是以第一人称对象视角对虚拟场景观察得到,或是以第三人称视角对虚拟场景观察得到,虚拟场景的画面中包括交互对象及对象交互环境,如当前用户控制的虚拟对象及虚拟对象乘坐的虚拟载具。
作为示例,图5是本申请实施例提供的虚拟场景的画面示意图,参见图5,在虚拟场景的画面中呈现第一虚拟对象501、第二虚拟对象502及回合进度指示信息503。其中,回合进度指示信息采用进度条形式呈现,在当前回合进行的过程中,进度条所指示的已消耗时间不断增加,相应的当前进度点不断向右移动,直至移动到进度条的尾部。这里,根据当前进度点所处位置可以获知第一虚拟对象与第二虚拟对象在当前回合的交互过程中的进度。
步骤402:当回合进度指示信息指示当前回合的交互结束时,增加第一虚 拟对象的行动参数值,并显示第二虚拟对象行动的画面。
这里,行动参数值用于供用户基于该行动参数值触发针对第一虚拟对象的交互执行指令,以控制第一虚拟对象执行针对第二虚拟对象的交互操作,在触发交互执行指令(即在执行交互操作)后,会消耗行动参数值。
在实际应用中,在当前回合的交互结束时,会立即显示第二虚拟对象行动的画面,但第一虚拟对象并不会行动,而仅仅是增加行动参数值,当用户需要控制第一虚拟对象执行交互操作时,用户再触发交互执行指令。
在一些实施例中,终端还可以在虚拟场景的画面中,循环展示回合进度指示信息;其中,每个循环周期对应一个回合;对于每个循环周期,回合进度指示信息的展示形态的变化与相应回合的进度的变化相匹配。
在实际实施时,回合时间是会不断消耗的,也即在一个回合的交互结束时,马上进入下一个回合。在每一个回合的持续过程中,随着回合的进度的变化,展示回合进度指示信息的展示形态的变化的过程。
作为示例,图6是本申请实施例提供的虚拟场景的画面示意图,参见图6,在虚拟场景的画面中,采用进度条形式展示回合进度指示信息601,这里,在每个回合的持续过程中,随着回合的进度的变化,展示当前进度点602从进度条的起始位置移动至结束位置的过程,也即展示当前进度点602从左向右移动的过程。这里,当当前进度点移动至结束位置603时,表示当前回合的交互结束,此时,当前进度点重新回到起始位置,以重新进入下一个回合,然后在新进入的下一个回合中,展示当前进度点从起始位置向结束位置移动的过程,以循环展示回合进度指示信息。
作为示例,图7是本申请实施例提供的虚拟场景的画面示意图,参见图7,在虚拟场景的画面中,采用圆盘形式展示回合进度指示信息701,这里,在每个回合的持续过程中,随着回合的进度的变化,展示灰色扇形面积702从零开始逐渐变大的过程。这里,当灰色扇形面积增大至圆盘面积时,表示当前回合的交互结束,此时,将圆盘中的灰色恢复为白色,即重新进入下一个回合,并展示在新进入的下一个回合中灰色扇形面积702从零逐渐变大的过程,以循环展示回合进度指示信息。
在一些实施例中,终端可以通过以下方式增加第一虚拟对象的行动参数:当回合进度指示信息指示当前回合的交互结束时,控制第一虚拟对象的关联区域中增加目标数量的行动标识,以指示增加第一虚拟对象的行动参数值;其中,关联区域用于呈现与行动参数值对应数量的行动标识。
在实际实施时,终端可以在关联区域中呈现与行动参数值对应数量的行动标识,例如,行动参数值与行动标识的数量相一致,如当行动参数值为3时,呈现3个行动标识。需要说明的是,当行动参数值为零时,不会在关联区域中呈现行动标识,以避免对显示屏幕的不必要占用。当回合进度指示信息指示当前回合的交互结束时,由于行动参数值的增加,相应的,控制第一虚拟对象的关联区域中的行动标识的数量增加,如每个回合的交互结束时,增加一个行动标识,以指示行动参数值加一。
作为示例,以在每个回合的交互结束时,控制行动参数值加一为例,这里, 行动参数值与行动标识的数量相一致。图8是本申请实施例提供的行动参数值的增长过程示意图,参见图8,在第一个回合的交互过程中行动参数值为0,此时不在虚拟场景的画面中呈现行动标识;当第一个回合的交互结束时,在第一虚拟对象的关联区域显示一个行动标识801,以指示行动参数值由0增长至1;当第二个回合的交互结束时,在第一虚拟对象的关联区域显示两个行动标识802,也即新增一个行动标识,以指示行动参数值由1增长至2。
在一些实施例中,终端可以通过以下方式增加第一虚拟对象的行动参数值:当通过行动标识的展示样式表示行动参数值,回合进度指示信息指示当前回合的交互结束时,控制第一虚拟对象的行动标识的展示样式,由第一展示样式变化至第二展示样式;其中,第一展示样式与交互结束时第一虚拟对象的行动参数值相对应,第二展示样式与单位回合对应的行动参数值相对应。
在实际应用中,第一展示样式和第二展示样式不同。当通过行动标识的展示样式标识行动参数值时,可以预设各行动参数值与展示样式之间的对应关系,这里的第一展示样式与第一虚拟对象的行动参数值相对应,也即第一展示样式与行动参数值增加前的数值对应;第二展示样式与单位回合对应的行动参数值相对应,也即第二展示样式与行动参数值增加后的数值对应。
这里的展示样式可以是颜色、尺寸、图案等,这里不对具体的展示样式进行限定。
作为示例,行动参数值分别为1、2、3、4,对应的展示样式分别为红色、橙色、黄色、绿色;那么,假设交互结束时第一虚拟对象的行动参数值为2,那么是以橙色展示第一虚拟对象的行动标识的;由于在交互结束时,会控制行动参数值增加,假设行动参数值加1,加1后的行动参数值为3,那么第二展示样式为黄色,将行动标识的颜色从橙色切换为黄色,以指示第一虚拟对象的行动参数值由2增加至3。
在一些实施例中,终端可以通过以下方式增加第一虚拟对象的行动参数值:当回合进度指示信息指示当前回合的交互结束时,获取虚拟场景的状态参数、以及与状态参数相对应的单位回合所对应的行动参数值;其中,状态参数包括以下至少之一:任务难度系数、任务进程、第一虚拟对象的对象信息;在增加第一虚拟对象的行动参数值时,相应的增加量为单位回合对应的行动参数值。
在实际实施时,可预先设置不同状态参数与单位回合所对应的行动参数值之间的对应关系,如任务难度系数越高,单位回合所对应的行动参数值越高;在当前回合的交互结束时,获取虚拟场景的状态参数,然后根据状态参数与单位回合所对应的行动参数值之间的对应关系,确定与状态参数相对应的单位回合所对应的行动参数值,控制第一虚拟对象的行动参数值增加单位回合对应的行动参数值。
这里,状态参数可以是任务难度系数、任务进程、第一虚拟对象的对象信息中的一个或者多个。例如,当状态参数仅为任务难度系数时,可以为各任务难度系数设置相应的单位回合对应的行动参数值,如任务难度系数包括1、2、3,相应的单位回合对应的行动参数值可以为1、2、3,那么,当任务难度系数为1时,控制第一虚拟对象的行动参数值加1,当任务难度系数为2时,控制 第一虚拟对象的行动参数值加2。
作为示例,状态参数包括任务难度系数、任务进程和第一虚拟对象的对象信息,当虚拟场景为游戏时,任务难度系数可以是当前游戏关卡的难度系数,完成当前游戏关卡的任务后可以进入下一游戏关卡;任务进程可以是任务完成的进度,如任务为击杀10个第二虚拟对象,当前已击杀5个第二虚拟对象,那么任务进程为50%;第一虚拟对象的对象信息可以是第一虚拟对象的等级,如等级越高,单位回合所对应的行动参数值越高,也即所增加的行动参数值越高。这里,综合三个状态参数来确定增加量,如可以分别确定各状态参数对应的增加量(单位回合对应的行动参数值),然后将多个状态参数对应的增加量的平均值作为最终的增长量;又如在分别确定各状态参数对应的增加量(单位回合对应的行动参数值)后,获取各状态参数对应的权重,基于各状态参数对应的增加量的和权重进行加权求和,将加权求和得到的值作为最终的增长量。
在一些实施例中,终端可以通过以下方式显示所述第二虚拟对象行动的画面:当第二虚拟对象的数量为至少两个时,获取当前回合的回合信息;根据回合信息,从指示两个第二虚拟对象中,筛选出在当前回合的交互结束时行动的第二虚拟对象;显示筛选得到的第二虚拟对象行动的画面。
在实际实施时,第二虚拟对象的数量可以为多个(两个或两个以上),服务器在控制第二虚拟对象行动时,可以仅控制多个第二虚拟对象中的部分第二虚拟对象行动。这里,对于不同回合,在回合结束时,行动的第二虚拟对象可以是不同的,服务器可预先设置在各回合行动的第二虚拟对象,然后在当前回合的交互结束时,根据预先设置的对应关系,从多个第二虚拟对象中筛选出需要行动的第二虚拟对象,然后控制筛选得到的第二虚拟对象行动,以在第一虚拟对象对应的终端侧显示筛选得到的第二虚拟对象的行动的画面。
这里,当服务器筛选得到的第二虚拟对象的数量为多个(两个或两个以上)时,所筛选出的多个第二虚拟对象所执行的行动可以是相同的,也可以是不同的,例如,筛选得到的第二虚拟对象的数量为三个,服务器可以控制筛选得到的三个第二虚拟对象在虚拟场景中移动(如跳跃、疾跑等),或者,可以控制其中一个第二虚拟对象在虚拟场景中移动(如跳跃、疾跑等),控制另外两个第二虚拟对象攻击第一虚拟对象。
在一些实施例中,终端可以通过以下方式显示第二虚拟对象行动的画面:获取第二虚拟对象的对象信息;根据第二虚拟对象的对象信息,确定与对象信息对应的行动方式,并显示第二虚拟对象采用与对象信息对应的行动方式进行相应的行动的画面。
这里,对象信息可以是第二虚拟对象的种类、第二虚拟对象的状态信息等,其中,第二虚拟对象的状态信息可以是第二虚拟对象所处位置、呈现形态、生命值等,对于不同的对象信息,可以确定不同的行动方式,然后服务器控制第二虚拟对象以相应的行动方式进行行动。
例如,当对象信息为第二虚拟对象的种类时,服务器预先设置各种类对应的行动方式,并控制第二虚拟对象采用相应种类对应的行动方式进行移动的画面,如第二虚拟对象为猫咪时,控制第二虚拟对象采用跳跃的方式移动,即显 示第二虚拟对象采用跳跃的方式移动的画面;第二虚拟对象为鸟时,控制第二虚拟对象以飞翔的形式移动,即显示第二虚拟对象采用飞翔的方式移动的画面。
在一些实施例中,当第一虚拟对象的行动参数值达到目标数值时,终端还可以在画面中展示升级图标;当接收到针对升级图标的触发操作时,对交互操作对应的交互级别进行升级。
在实际应用中,可为交互操作设置多个交互级别,不同的交互级别所对应交互操作的交互力度是不同的,例如,当交互操作为攻击操作时,交互级别越高,相应的攻击操作的伤害量越高。当行动参数值达到目标数值时,可以对交互操作的交互级别进行升级,这里,在对交互操作的交互级别进行升级时,一次可以升一级或者多级(两级或两级以上)。
在实际应用中,可以预先设置每升一级所需要的行动参数值,例如每升一级需要的行动参数值为目标数值,当第一虚拟对象的行动参数值达到目标数值时,就可以将交互操作对应的交互级别提升一级;当第一虚拟对象的行动参数值达到两倍的目标数值时,就可以将交互操作对应的交互级别提升两级。
作为示例,图9是本申请实施例提供的虚拟场景的画面示意图,参见图9,在第一虚拟对象的关联区域显示目标数量的交互标识901,当交互标识901表示第一虚拟对象的行动参数值达到目标数值时,在虚拟场景的画面中展示升级图标902;当用户触发该升级图标,如用户点击该升级图标时,终端响应于针对该升级图标的触发操作,将交互操作对应的交互级别提升一级。
步骤403:在第二虚拟对象行动的过程中,当接收到针对第一虚拟对象的交互执行指令时,控制第一虚拟对象执行针对第二虚拟对象的交互操作。
这里,第一虚拟对象在执行针对第二虚拟对象的交互操作时,需要消耗行动参数值。在实际实施时,用户可以在任意时刻触发针对第一虚拟对象的交互执行指令,当行动参数值不为零时,终端便会控制第一虚拟对象执行针对第二虚拟对象的交互操作,由于执行交互操作会消耗行动参数值,故在控制第一虚拟对象执行针对第二虚拟对象的交互操作的过程中,减少第一虚拟对象的行动参数值。
在一些实施例中,终端在减少行动参数值之后,还可以当行动参数值减少至零时,响应于针对第一虚拟对象的交互执行指令,控制第一虚拟对象处于静止状态,并展示提示信息,以提示无法控制第一虚拟对象执行针对第二虚拟对象的交互操作。
在实际实施时,当行动参数值为零时,由于无法消耗行动参数值,便无法控制第一虚拟对象执行针对第二虚拟对象的交互操作,基于此,当行动参数值减少至零时,若接收到针对第一虚拟对象的交互执行指令,则无法控制第一虚拟对象执行针对第二虚拟对象的交互操作,此种情况下,控制第一虚拟对象保持在静止状态;并且,终端会展示一个提示信息,以告知用户无法控制第一虚拟对象执行针对第二虚拟对象的交互操作,如呈现提示信息“行动参数值为零,无法执行交互操作”,以避免用户执行无效交互操作。
在一些实施例中,当行动参数值减少至零时,用户无法触发针对第一虚拟对象的交互执行指令,如当针对第一虚拟对象的交互执行指令是通过触发交互 图标而触发时,若行动参数值为零,则将交互图标置于不可操作状态,(如不可点击),使得用户无法触发针对第一虚拟对象的交互执行指令。
在一些实施例中,行动参数值可用于指示第一虚拟对象执行交互操作的可执行时长;终端可以通过以下方式控制第一虚拟对象执行针对第二虚拟对象的交互操作,并减少行动参数值:当接收到针对第一虚拟对象的交互执行指令时,控制第一虚拟对象持续执行针对第二虚拟对象的交互操作;在第一虚拟对象持续执行交互操作的过程中,根据交互操作的执行时长,逐渐减少行动参数值。
在实际实施时,当行动参数值用于指示第一虚拟对象执行交互操作的可执行时长时,在第一虚拟对象执行针对第二虚拟对象的交互操作的过程中,随着对交互操作的执行时长的增长,逐渐减少行动参数值。这里,行动参数值的减少量与交互操作的执行时长相对应(如相一致)。
作为示例,采用数字形式显示行动参数值,如行动参数值为10,表示第一对象执行交互操作的可执行时长为10秒,那么当接收到针对第一虚拟对象的交互执行指令时,如交互执行指令为用户通过按压操作(如按压交互图标)触发,那么在按压操作执行的过程中,控制第一虚拟对象针对第二虚拟对象执行交互操作,并在第一虚拟对象持续执行交互操作的过程中,根据交互操作的执行时长,控制行动参数值减少与执行时长相一致的减少量,如第一虚拟对象每执行1秒的交互操作,就控制行动参数值减1。
在一些实施例中,当行动参数值减少至零、或者接收到针对第一虚拟对象的停止交互指令时,终端还可以控制第一虚拟对象停止执行交互操作。
在实际实施时,当行动参数值减少至零,说明第一虚拟对象执行交互操作的可执行时长为零,那么,控制第一虚拟操作停止执行交互操作;或者,当接收到针对第一对象的停止交互指令时,控制第一虚拟对象停止执行交互操作,如交互执行指令为通过按压操作(如按压交互图标)触发,那么当按压操作释放时,确定接收到停止交互指令,并响应于该停止交互指令,控制第一虚拟操作停止执行交互操作。
在一些实施例中,行动参数值还可用于指示第一虚拟对象执行交互操作的可执行次数;当接收到针对第一虚拟对象的交互执行指令时,终端可以通过以下方式控制第一虚拟对象执行针对第二虚拟对象的交互操作:当接收到针对第一虚拟对象的交互执行指令时,获取交互执行指令所指示的交互操作的目标执行次数;控制第一虚拟对象针对第二虚拟对象执行对应目标执行次数的交互操作;相应的,终端在第一虚拟对象执行对应目标执行次数的交互操作的过程中,还可减少第一虚拟对象执行交互操作的可执行次数,相应的减少量为目标执行次数。
在实际应用中,当行动参数值用于指示第一虚拟对象执行交互操作的可执行次数时,在第一虚拟对象执行了目标执行次数的交互操作后,便会减少目标执行次数的可执行次数,也即可执行次数的减少量和第一虚拟对象执行的交互操作的次数相一致。
作为示例,图9是本申请实施例提供的虚拟场景的画面示意图,参见图9,在第一虚拟对象的关联区域呈现有三个交互标识,这三个交互标识表示第一虚 拟对象可以执行三次交互操作。假设每个交互执行指令所指示的交互操作的次数为1次,那么,在接收到针对第一虚拟对象的交互执行指令时,控制第一虚拟对象针对第二虚拟对象执行一次交互操作,并取消呈现一个交互标识。
在一些实施例中,行动参数值还可用于指示第一虚拟对象执行的交互操作的级别;当接收到针对第一虚拟对象的交互执行指令时,终端可以通过以下方式控制第一虚拟对象执行针对第二虚拟对象的交互操作,并减少行动参数值:当接收到针对第一虚拟对象的交互执行指令时,确定第一虚拟对象当前的行动参数值所对应的交互操作的级别;控制第一虚拟对象针对第二虚拟对象执行对应该级别的交互操作,并将第一虚拟对象的行动参数值减少至零。
在实际实施时,不同的行动参数值可以指示不同的交互操作的级别,如行动参数值和交互操作的级别可以成正比,也即行动参数值越高,相应的交互操作的级别越高,其中,行动参数值与交互操作的级别之间的对应关系,可以是一对一的,也可以是多对一的,这里不做具体限定。
作为示例,行动参数值为1、2、3、4,对应的交互操作的级别分别为一级、二级、三级、四级,当行动参数值为1时,若接收到针对第一虚拟对象的交互执行指令,则控制第一虚拟对象执行一级交互操作;当行动参数值累加到3时,若接收到针对第一虚拟对象的交互执行指令,则控制第一虚拟对象执行三级交互操作。
在一些实施例中,终端还可以在画面中展示至少两个攻击选择项;接收到针对至少两个攻击选择项中目标攻击选择项的选取操作,将目标攻击选择项对应的攻击操作作为交互操作;相应的,终端可以通过以下方式控制第一虚拟对象执行针对第二虚拟对象的交互操作,并减少行动参数值:当接收到针对第一虚拟对象的交互执行指令时,控制第一虚拟对象针对第二虚拟对象执行目标攻击选择项对应的攻击操作;控制第一虚拟对象的行动参数值减少,相应的减少量与目标攻击选择项对应的攻击操作的攻击强度相对应。
在实际实施时,可以设置不同的攻击操作,每个攻击选择项对应一个攻击操作,例如,可以设置不同武器,如剑、飞镖等,用户可以通过攻击选择项,选择相应的攻击操作,以控制第一虚拟对象执行相应的攻击操作。其中,每个攻击操作会对应一个攻击强度,在执行不同攻击强度的攻击操作时,所消耗的行动参数值是不同的,也即,行动参数值的减少量与攻击操作的攻击强度相对应,如攻击强度越高,相应的行动参数值的减少量越多。
参见图10,图10是本申请实施例提供的虚拟场景的画面示意图,在虚拟场景的画面中显示四个攻击选择项1001,用户可以从这四个攻击选择项中选择一个作为目标攻击选择项。例如,当用户选取的目标攻击选择项为1001A,其对应的攻击操作为发射剑气,那么,当接收到针对第一的虚拟对象的交互执行指令时,控制第一虚拟对象向第二虚拟对象发射剑气;这里,该攻击操作的攻击强度对应的行动参数值的减少量为1,因此,行动标识的数量为3减少至2,以指示行动参数值减少了1。
在一些实施例中,若某一攻击选择项对应的交互操作的攻击强度所对应的减少量大于当前的行动参数值,则无法触发相应的攻击操作,例如,目标攻击 选择项对应的攻击强度为3,相应的行动参数的减少量应该为3,但当前的行动参数值仅为2,那么无法触发对应目标攻击选择项的攻击操作。这里,终端可以显示一个提示信息,以提示用户行动参数值不足以执行目标攻击选择项的攻击操作。
在一些实施例中,终端还可以根据第一虚拟对象的行动参数值的减少量,减少第二虚拟对象的生命值;当减少后第二虚拟对象的生命值低于生命值阈值时,取消在画面中呈现第二虚拟对象。
在实际实施时,当第二虚拟对象接收到第一虚拟对象执行的攻击操作后,会减少相应的生命值,由于行动参数值的减少量与攻击强度相对应,生命值的减少量与攻击强度相对应,那么可确定第二虚拟对象的减少量与行动参数也是相对应的;这里,当第二虚拟对象的生命值低于生命值阈值时,表征第二虚拟对象已被击杀,那么不再在画面中呈现该第二虚拟对象,以避免对显示屏幕的不必要占用。
在一些实施例中,当回合进度指示信息指示当前回合的交互结束时,终端还可获取虚拟场景的状态参数;确定与状态参数对应的行动参数值的最大值;在增加第一虚拟对象的行动参数值的过程中,当第一虚拟对象的行动参数值达到行动参数的最大值时,停止增加第一虚拟对象的行动参数值。
在实际实施时,行动参数值具有上限值,也即行动参数的最大值,当该行动参数值达到行动参数的最大值时,便无法继续增加,那么终端会停止控制该第一虚拟对象的行动参数值的增加。这里,行动参数值的最大值受到虚拟场景的状态参数的影响,其中,状态参数包括以下至少之一:任务难度系数、任务进程、第一虚拟对象的对象信息。例如,任务难度系数越高,相应的行动参数值的最大值越大。
应用本申请实施例,通过呈现虚拟场景中的第一虚拟对象、与第一虚拟对象进行交互的第二虚拟对象及回合进度指示信息;其中,回合进度指示信息,用于指示第一虚拟对象与第二虚拟对象在当前回合的交互过程中的进度;当回合进度指示信息指示当前回合的交互结束时,增加第一虚拟对象的行动参数值,并显示第二虚拟对象行动的画面;在第二虚拟对象行动的过程中,当接收到针对第一虚拟对象的交互执行指令时,控制第一虚拟对象执行针对第二虚拟对象的交互操作,并减少行动参数值;如此,由于在当前回合结束时,仅仅是增加第一虚拟对象的行动参数值,而不需要马上控制第一虚拟对象执行针对第二虚拟对象的交互操作,使得第一虚拟对象执行针对第二虚拟对象的交互操作的时机更加的灵活;而第二虚拟对象是在当前回合结束时行动,使得用户可以对第二虚拟对象的行为进行预判,进而提高对第一虚拟对象控制的有效性。
下面继续说明本申请实施例提供的虚拟对象的控制方法,该虚拟对象的控制方法由终端和服务器协同实施,图11是本申请实施例提供的虚拟对象的控制方法的流程示意图,参见图11,本申请实施例提供的虚拟对象的控制方法包括:
步骤1101:终端呈现开始游戏按键。
步骤1102:终端响应于针对游戏按键的点击操作,发送虚拟场景的场景数 据的获取请求至服务器。
步骤1103:服务器将场景数据发送给终端。
步骤1104:终端基于接收到的场景数据进行渲染,在虚拟场景的画面中呈现第一虚拟对象、与第一虚拟对象进行交互的第二虚拟对象及回合进度指示信息。
这里,回合进度指示信息是循环展示的,每个循环周期对应一个回合;对于每个循环周期,回合进度指示信息的展示形态的变化与相应回合的进度的变化相匹配。
步骤1105:终端当回合进度指示信息指示第一回合的交互结束时,增加第一虚拟对象的行动参数值,并显示第二虚拟对象移动的画面。
步骤1106:终端响应于针对第一虚拟对象的交互执行指令,控制第一虚拟对象执行针对第二虚拟对象的攻击操作。
步骤1107:终端控制第一虚拟对象的行动参数值减少1。
步骤1108:终端减少第二虚拟对象的生命值。
这里,生命值的减少量根据攻击操作的类型确定。
步骤1109:终端当减少后第二虚拟对象的生命值为零时,取消在画面中呈现第二虚拟对象。
这里,当第二虚拟对象的生命值为零,表示第二虚拟对象被第一虚拟对象击杀,取消在画面中显示已被击杀的第二虚拟对象,可以避免对显示屏幕的不必要占用。
应用上述实施例,由于在当前回合结束时,仅仅是增加第一虚拟对象的行动参数值,而不需要马上控制第一虚拟对象执行针对第二虚拟对象的交互操作,使得第一虚拟对象执行针对第二虚拟对象的交互操作的时机更加的灵活;而第二虚拟对象是在当前回合结束时行动,使得用户可以对第二虚拟对象的行为进行预判,进而提高对第一虚拟对象控制的有效性。
下面,将说明本申请实施例在一个实际的应用场景中的示例性应用。这里以虚拟场景为游戏为例,在实际实施时,本申请实施例提出第一虚拟对象(玩家角色)基于行动点数(行动参数值)行动,第二虚拟对象(敌人)基于回合行动。在虚拟场景的画面中,显示标识当前回合的进度;当一个回合结束时,敌人直接行动,比如移动,蓄力,攻击等,第一虚拟对象会获得一个行动点数,这里可以以行动标识展示该行动点数,每个行动点数对应一个行动标识;
作为示例,参加图6,回合时间是会不断消耗的,不受任何其他因素影响。也即,在每个回合的持续过程中,随着回合的进度的变化,展示当前进度点602从进度条的起始位置移动至结束位置的过程,也即展示当前进度点602从左向右移动的过程。这里,当当前进度点移动至结束位置603时,表示当前回合的交互结束,此时,当前进度点重新回到起始位置,以重新进入下一个回合,然后在新进入的下一个回合中,展示当前进度点从起始位置向结束位置移动的过程,以循环展示回合进度指示信息。
在实际实施时,第二虚拟对象的行动方式受第二虚拟对象的种类和状态信 息的影响,但每个回合结束时,第二虚拟对象一定会行动一次。
相应的,每个回合结束时,玩家角色便会获得行动点数。这里,行动点数可以积累的,每个回合结束时获得的行动点数以及可以积累的最大行动点数受游戏进程影响。
在实际应用中,只要有行动点数,玩家都可以立刻触发交互指令,以消耗行动点数,控制第一虚拟对象行动,如发动攻击。也即,第一虚拟对象的行动只间接的受到回合时间的影响,回合时间给第一虚拟对象恢复的行动点数,可以不被马上消耗,然后等待在游戏的任何过程中,再通过消耗行动点数控制第一虚拟对象行动。
图12是本申请实施例提供的虚拟对象的控制流程示意图,参见图12,每一个回合结束时,系统(服务器)会区分第一虚拟对象和第二虚拟对象,如果是第一虚拟对象,给第一虚拟对象增加行动点数;如果是第二虚拟对象,则立刻让第二虚拟对象开始行动。
图13是本申请实施例提供的虚拟对象的控制流程示意图,参见图13,在步骤1301中,终端接收到针对第一虚拟对象的交互执行指令;在步骤1302中,终端响应于交互执行指令,判断当前是否有足够的行动点数,当确定当前有足够的行动点数时,执行步骤1303,当确定当前没有足够的行动点数时,执行步骤1304;在步骤1303中,控制第一虚拟对象行动,并扣除行动点数;在步骤1304中,不允许第一虚拟对象行动。
应用上述实施例,具有以下有益效果:
1、第二虚拟对象(敌人)按照每回合的行动方式,能让用户对敌人的行为产生预判,使游戏有策略性。
2、由于回合时间是持续消耗、不停止的,让游戏也有了即时游戏的紧张感,不像传统回合制游戏有停止思考的空间。
3、玩家角色每回合获得行动点,发动攻击时即时消耗行动点,让用户有更自由连贯的游戏体验,丰富了游戏的策略性。
下面继续说明本申请实施例提供的虚拟对象的控制装置555的实施为软件模块的示例性结构,在一些实施例中,如图3所示,存储在存储器550的虚拟对象的控制装置555中的软件模块可以包括:
显示模块5551,配置为呈现虚拟场景中的第一虚拟对象、与所述第一虚拟对象进行交互的第二虚拟对象及回合进度指示信息;
其中,所述回合进度指示信息,用于指示所述第一虚拟对象与所述第二虚拟对象在当前回合的交互过程中的进度;
第一控制模块5552,配置为当所述回合进度指示信息指示当前回合的交互结束时,增加所述第一虚拟对象的行动参数值,并显示所述第二虚拟对象行动的画面;
第二控制模块5553,配置为在所述第二虚拟对象行动的过程中,当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作。
在一些实施例中,所述显示模块,还配置为在所述虚拟场景的画面中,循环展示所述回合进度指示信息;其中,每个循环周期对应一个回合;
对于每个循环周期,所述回合进度指示信息的展示形态的变化与相应回合的进度的变化相匹配。
在一些实施例中,所述第一控制模块,还配置为当所述回合进度指示信息指示当前回合的交互结束时,控制所述第一虚拟对象的关联区域中增加目标数量的行动标识,以指示增加所述第一虚拟对象的行动参数值;
其中,所述关联区域用于呈现与所述行动参数值对应数量的行动标识。
在一些实施例中,所述第一控制模块,还配置为当通过行动标识的展示样式表示所述行动参数值,所述回合进度指示信息指示当前回合的交互结束时,
控制所述第一虚拟对象的行动标识的展示样式,由第一展示样式变化至第二展示样式;
其中,所述第一展示样式与所述交互结束时第一虚拟对象的行动参数值相对应,所述第二展示样式与单位回合对应的行动参数值相对应。
在一些实施例中,所述第一控制模块,还配置为当所述回合进度指示信息指示当前回合的交互结束时,获取所述虚拟场景的状态参数、以及与所述状态参数相对应的单位回合所对应的行动参数值;
其中,所述状态参数包括以下至少之一:任务难度系数、任务进程、第一虚拟对象的对象信息;
增加所述第一虚拟对象的行动参数值,相应的增加量为所述单位回合对应的行动参数值。
在一些实施例中,所述行动参数值用于指示所述第一虚拟对象执行交互操作的可执行时长;
所述第二控制模块,还配置为当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象持续执行针对所述第二虚拟对象的交互操作;
在所述第一虚拟对象持续执行所述交互操作的过程中,根据所述交互操作的执行时长,逐渐减少所述行动参数值。
在一些实施例中,所述第一控制模块,还配置为当所述行动参数值减少至零、或者接收到针对所述第一虚拟对象的停止交互指令时,控制所述第一虚拟操作停止执行所述交互操作。
在一些实施例中,所述行动参数值用于指示第一虚拟对象执行交互操作的可执行次数;
所述第二控制模块,还配置为当接收到针对所述第一虚拟对象的交互执行指令时,获取所述交互执行指令所指示的交互操作的目标执行次数;
控制所述第一虚拟对象针对所述第二虚拟对象执行对应所述目标执行次数的交互操作;
减少所述第一虚拟对象执行交互操作的可执行次数,相应的减少量为所述目标执行次数。
在一些实施例中,所述行动参数值用于指示第一虚拟对象执行的交互操作的级别;
所述当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作,并减少所述行动参数值,包括:
当接收到针对所述第一虚拟对象的交互执行指令时,确定所述第一虚拟对象当前的行动参数值所对应的交互操作的级别;
控制所述第一虚拟对象针对所述第二虚拟对象执行对应所述级别的交互操作,并将所述第一虚拟对象的行动参数值减少至零。
在一些实施例中,所述显示模块,还配置为在所述画面中展示至少两个攻击选择项;
接收到针对所述至少两个攻击选择项中目标攻击选择项的选取操作,将所述目标攻击选择项对应的攻击操作作为所述交互操作;
所述第二控制模块,还配置为当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象针对所述第二虚拟对象执行所述目标攻击选择项对应的攻击操作;
减少所述第一虚拟对象的行动参数值,相应的减少量与所述目标攻击选择项对应的攻击操作的攻击强度相对应。
在一些实施例中,所述第二控制模块,还配置为根据所述第一虚拟对象的行动参数值的减少量,减少所述第二虚拟对象的生命值;
当减少后所述第二虚拟对象的生命值低于生命值阈值时,取消在所述画面中呈现所述第二虚拟对象。
在一些实施例中,所述第二控制模块,还配置为当所述第二虚拟对象的数量为至少两个时,获取当前回合的回合信息;
根据所述回合信息,从至少两个所述第二虚拟对象中,筛选出在当前回合的交互结束时行动的第二虚拟对象;
显示筛选得到的第二虚拟对象行动。
在一些实施例中,所述第二控制模块,还配置为获取所述第二虚拟对象的对象信息;
根据所述第二虚拟对象的对象信息,确定与所述对象信息对应的行动方式,并显示所述第二虚拟对象采用所述行动方式进行相应的行动的画面。
在一些实施例中,所述第二控制模块,还配置为当所述行动参数值减少至零时,响应于针对所述第一虚拟对象的交互执行指令,控制所述第一虚拟对象处于静止状态,并
展示提示信息,所述提示信息用于提示无法控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作。
在一些实施例中,所述第二控制模块,还配置为当所述第一虚拟对象的行动参数值达到目标数值时,在所述画面中展示升级图标;
当接收到针对所述升级图标的触发操作时,对交互操作对应的交互级别进行升级。
在一些实施例中,所述第一控制模块,还配置为获取所述虚拟场景的状态参数;
确定与所述状态参数对应的行动参数值的最大值;
在增加所述第一虚拟对象的行动参数值的过程中,当所述第一虚拟对象的行动参数值达到行动参数的最大值时,停止增加所述第一虚拟对象的行动参数值。
本申请实施例提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行本申请实施例上述的虚拟对象的控制方法。
本申请实施例提供一种存储有可执行指令的计算机可读存储介质,其中存储有可执行指令,当可执行指令被处理器执行时,将引起处理器执行本申请实施例提供的方法,例如,如图4示出的方法。
在一些实施例中,计算机可读存储介质可以是FRAM、ROM、PROM、EPROM、EEPROM、闪存、磁表面存储器、光盘、或CD-ROM等存储器;也可以是包括上述存储器之一或任意组合的各种设备。
在一些实施例中,可执行指令可以采用程序、软件、软件模块、脚本或代码的形式,按任意形式的编程语言(包括编译或解释语言,或者声明性或过程性语言)来编写,并且其可按任意形式部署,包括被部署为独立的程序或者被部署为模块、组件、子例程或者适合在计算环境中使用的其它单元。
作为示例,可执行指令可以但不一定对应于文件系统中的文件,可以可被存储在保存其它程序或数据的文件的一部分,例如,存储在超文本标记语言(HTML,Hyper Text Markup Language)文档中的一个或多个脚本中,存储在专用于所讨论的程序的单个文件中,或者,存储在多个协同文件(例如,存储一个或多个模块、子程序或代码部分的文件)中。
作为示例,可执行指令可被部署为在一个计算设备上执行,或者在位于一个地点的多个计算设备上执行,又或者,在分布在多个地点且通过通信网络互连的多个计算设备上执行。
以上所述,仅为本申请的实施例而已,并非用于限定本申请的保护范围。凡在本申请的精神和范围之内所作的任何修改、等同替换和改进等,均包含在本申请的保护范围之内。

Claims (20)

  1. 一种虚拟对象的控制方法,所述方法由计算机设备执行,所述方法包括:
    呈现虚拟场景中的第一虚拟对象、与所述第一虚拟对象进行交互的第二虚拟对象及回合进度指示信息;
    其中,所述回合进度指示信息,用于指示所述第一虚拟对象与所述第二虚拟对象在当前回合的交互过程中的进度;
    当所述回合进度指示信息指示当前回合的交互结束时,增加所述第一虚拟对象的行动参数值,并显示所述第二虚拟对象行动的画面;
    在所述第二虚拟对象行动的过程中,当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作。
  2. 如权利要求1所述的方法,其中,所述方法还包括:
    在所述虚拟场景的画面中,循环展示所述回合进度指示信息;其中,每个循环周期对应一个回合;
    对于每个循环周期,所述回合进度指示信息的展示形态的变化与相应回合的进度的变化相匹配。
  3. 如权利要求1所述的方法,其中,所述当所述回合进度指示信息指示当前回合的交互结束时,增加所述第一虚拟对象的行动参数值,包括:
    当所述回合进度指示信息指示当前回合的交互结束时,控制所述第一虚拟对象的关联区域中增加目标数量的行动标识,以指示增加所述第一虚拟对象的行动参数值;
    其中,所述关联区域用于呈现与所述行动参数值对应数量的行动标识。
  4. 如权利要求1所述的方法,其中,所述当所述回合进度指示信息指示当前回合的交互结束时,增加所述第一虚拟对象的行动参数值,包括:
    当通过行动标识的展示样式表示所述行动参数值,所述回合进度指示信息指示当前回合的交互结束时,
    控制所述第一虚拟对象的行动标识的展示样式,由第一展示样式变化至第二展示样式;
    其中,所述第一展示样式与所述交互结束时第一虚拟对象的行动参数值相对应,所述第二展示样式与单位回合对应的行动参数值相对应。
  5. 如权利要求1所述的方法,其中,所述当所述回合进度指示信息指示当前回合的交互结束时,增加所述第一虚拟对象的行动参数值,包括:
    当所述回合进度指示信息指示当前回合的交互结束时,获取所述虚拟场景的状态参数、以及与所述状态参数相对应的单位回合所对应的行动参数值;
    其中,所述状态参数包括以下至少之一:任务难度系数、任务进程、第一虚拟对象的对象信息;
    增加所述第一虚拟对象的行动参数值,相应的增加量为所述单位回合对应的行动参数值。
  6. 如权利要求1所述的方法,其中,所述行动参数值用于指示所述第一虚拟对象执行交互操作的可执行时长;
    所述当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作,包括:
    当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象持续执行针对所述第二虚拟对象的交互操作;
    所述方法还包括:
    在所述第一虚拟对象持续执行所述交互操作的过程中,根据所述交互操作的执行时长,逐渐减少所述行动参数值。
  7. 如权利要求6所述的方法,其中,所述方法还包括:
    当所述行动参数值减少至零、或者接收到针对所述第一虚拟对象的停止交互指令时,控制所述第一虚拟操作停止执行所述交互操作。
  8. 如权利要求1所述的方法,其中,所述行动参数值用于指示所述第一虚拟对象执行交互操作的可执行次数;
    所述当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作,包括:
    当接收到针对所述第一虚拟对象的交互执行指令时,获取所述交互执行指令所指示的交互操作的目标执行次数;
    控制所述第一虚拟对象针对所述第二虚拟对象执行对应所述目标执行次数的交互操作;
    所述方法还包括:
    在所述第一虚拟对象执行对应所述目标执行次数的交互操作的过程中,减少所述第一虚拟对象执行交互操作的可执行次数,相应的减少量为所述目标执行次数。
  9. 如权利要求1所述的方法,其中,所述行动参数值用于指示所述第一虚拟对象执行的交互操作的级别;
    所述当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作,包括:
    当接收到针对所述第一虚拟对象的交互执行指令时,确定所述第一虚拟对象当前的行动参数值所对应的交互操作的级别;
    控制所述第一虚拟对象针对所述第二虚拟对象执行对应所述级别的交互操作,并将所述第一虚拟对象的行动参数值减少至零。
  10. 如权利要求1所述的方法,其中,所述方法还包括:
    在所述画面中展示至少两个攻击选择项;
    接收到针对所述至少两个攻击选择项中目标攻击选择项的选取操作,将所述目标攻击选择项对应的攻击操作作为所述交互操作;
    所述当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作,包括:
    当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象针对所述第二虚拟对象执行所述目标攻击选择项对应的攻击操作;
    所述方法还包括:
    减少所述第一虚拟对象的行动参数值,相应的减少量与所述目标攻击选择 项对应的攻击操作的攻击强度相对应。
  11. 如权利要求10所述的方法,其中,所述方法还包括:
    根据所述第一虚拟对象的行动参数值的减少量,减少所述第二虚拟对象的生命值;
    当减少后所述第二虚拟对象的生命值低于生命值阈值时,取消在所述画面中呈现所述第二虚拟对象。
  12. 如权利要求1所述的方法,其中,显示所述第二虚拟对象行动的画面,包括:
    当所述第二虚拟对象的数量为至少两个时,获取当前回合的回合信息;
    根据所述回合信息,从至少两个所述第二虚拟对象中,筛选出在当前回合的交互结束时行动的第二虚拟对象;
    显示筛选得到的第二虚拟对象行动的画面。
  13. 如权利要求1所述的方法,其中,所述显示所述第二虚拟对象行动的画面,包括:
    获取所述第二虚拟对象的对象信息;
    根据所述第二虚拟对象的对象信息,确定与所述对象信息对应的行动方式,并显示所述第二虚拟对象采用所述行动方式进行相应的行动的画面。
  14. 如权利要求1所述的方法,其中,所述方法还包括:
    在控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作的过程中,减少所述行动参数值;
    当所述行动参数值减少至零时,响应于针对所述第一虚拟对象的交互执行指令,控制所述第一虚拟对象处于静止状态,并
    展示提示信息,所述提示信息用于提示无法控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作。
  15. 如权利要求1所述的方法,其中,所述方法还包括:
    当所述第一虚拟对象的行动参数值达到目标数值时,在所述画面中展示升级图标;
    当接收到针对所述升级图标的触发操作时,对交互操作对应的交互级别进行升级。
  16. 如权利要求1所述的方法,其中,当所述回合进度指示信息指示当前回合的交互结束时,所述方法还包括:
    获取所述虚拟场景的状态参数;
    确定与所述状态参数对应的行动参数值的最大值;
    在增加所述第一虚拟对象的行动参数值的过程中,当所述第一虚拟对象的行动参数值达到行动参数的最大值时,停止增加所述第一虚拟对象的行动参数值。
  17. 一种虚拟对象的控制装置,包括:
    显示模块,配置为呈现虚拟场景中的第一虚拟对象、与所述第一虚拟对象进行交互的第二虚拟对象及回合进度指示信息;
    其中,所述回合进度指示信息,用于指示所述第一虚拟对象与所述第二虚 拟对象在当前回合的交互过程中的进度;
    第一控制模块,配置为当所述回合进度指示信息指示当前回合的交互结束时,增加所述第一虚拟对象的行动参数值,并显示所述第二虚拟对象行动的画面;
    第二控制模块,配置为在所述第二虚拟对象行动的过程中,当接收到针对所述第一虚拟对象的交互执行指令时,控制所述第一虚拟对象执行针对所述第二虚拟对象的交互操作。
  18. 一种计算机设备,包括:
    存储器,用于存储可执行指令;
    处理器,用于执行所述存储器中存储的可执行指令时,实现权利要求1至16任一项所述的虚拟对象的控制方法。
  19. 一种计算机可读存储介质,存储有可执行指令,用于被处理器执行时,实现权利要求1至16任一项所述的虚拟对象的控制方法。
  20. 一种计算机程序产品,包括计算机程序或指令,所述计算机程序或指令被处理器执行时,实现权利要求1至16任一项所述的虚拟对象的控制方法。
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