Detailed Description
For the purposes of making the objects, technical solutions and advantages of the embodiments of the present disclosure more apparent, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure, and it is apparent that the described embodiments are some embodiments of the present disclosure, but not all embodiments. The components of the embodiments of the present disclosure, which are generally described and illustrated in the figures herein, may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the disclosure, as claimed, but is merely representative of selected embodiments of the disclosure. All other embodiments, which can be made by one of ordinary skill in the art without inventive effort, based on the embodiments in this disclosure are intended to be within the scope of this disclosure.
The control method of the virtual object in one embodiment of the disclosure may be run on a local terminal device or a server. When the control method of the virtual object runs on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the control method of the virtual object are completed on the cloud game server, and the function of the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the present disclosure provides a control method for a virtual object, as shown in fig. 1, where the method includes the following specific steps:
step S102, providing a graphical user interface of a game running stage through terminal equipment, wherein the graphical user interface comprises a game scene, and the game scene comprises at least one specific gravitation area; wherein, the specific gravitation area is configured with specific gravitation parameters which are different from basic gravitation parameters configured in the game scene.
The terminal device may be the aforementioned local terminal device, or may be a client device in the aforementioned cloud interaction system. Specifically, the terminal device may be a mobile phone, a computer, a tablet computer, or the like. The game scene included in the graphical user interface is a scene provided in a game running stage, that is, a stage in which a player controls a virtual object to play a game, and in which the player can control the virtual object to play a competition, clearance, or fight against other virtual objects.
In a game scene, a basic attraction parameter corresponding to the whole game scene is generally configured, and the basic attraction parameter is used for: controlling the influence condition of gravitation of the virtual object in a scene area except a specific gravitation area in the game scene; wherein the basic gravitation parameters at least comprise the gravitation size and the gravitation direction. One or more specific gravitation areas can be included in the game scene, each specific gravitation area is configured with corresponding specific gravitation parameters, the specific gravitation areas are used for controlling the influence condition of the gravitation of the virtual object in the specific gravitation areas, and the specific gravitation parameters at least comprise the size and the direction of the gravitation.
In a specific embodiment, the specific attraction parameter further includes an attraction type. The direction and the magnitude of the gravitation received by the virtual object at different positions of the specific gravitation area may be different or the same; meanwhile, the size and the direction of the gravitation received by the virtual object in the specific gravitation area are determined by the gravitation types, the gravitation calculation modes configured by different gravitation types are different, and the size and the direction of the gravitation received by the virtual object in the specific gravitation area are calculated by the gravitation calculation modes of the gravitation types corresponding to the specific gravitation area. Specifically, the magnitude and direction of the attraction force when the virtual object is positioned at the target position point in the specific attraction area can be calculated according to the attraction force calculation mode of the attraction force type corresponding to the specific attraction force area, that is, the magnitude and direction of the attraction force received by the virtual object are related to the attraction force calculation mode of the attraction force type and the position of the virtual object in the specific attraction force area. For example, if the specific gravity region includes a gravity center, the gravity at the gravity center is the largest, and the closer the virtual object is to the gravity center within the specific gravity region, the larger the gravity the virtual object receives.
It should be noted that, the gravity size and the gravity direction calculated by the gravity calculation method corresponding to the gravity type may be stored in the specific gravity parameter.
Step S104, when the virtual object is in the unspecified gravitation area in the game scene, determining a basic movement state of the virtual object according to basic gravitation parameters, wherein the basic movement state comprises at least one of the following states: base travel speed, base travel direction, and base standing direction.
In a specific implementation, the virtual object may be a virtual character or a virtual prop in a game, and a player may control movement of the virtual object through a terminal device, and when the virtual object moves in an unspecified attraction area except a specific attraction area in a game scene, the virtual object may be attracted by attraction determined based on a basic attraction parameter, that is, a basic movement state of the virtual object may be affected by attraction determined based on the basic attraction parameter; wherein the base movement state includes at least one of a base movement speed, a base movement direction, and a base standing direction. Specifically, when the virtual object is at a position within the non-specific gravity region, the basic standing direction of the virtual object matches the gravity direction corresponding to the basic gravity parameter.
When the virtual object is at a certain position in the non-specific gravitation area and the player does not control the virtual object to move, the basic moving direction of the virtual object is matched with the gravitation direction corresponding to the basic gravitation parameter, and the basic moving speed of the virtual object is matched with the gravitation size corresponding to the basic gravitation parameter. When the player controls the virtual object to move in the non-specific gravitation area, the moving state of the virtual object is affected by the basic gravitation parameter and the player control. For example, when the player controls the virtual object to jump to the right upper side in the non-specific gravity area, the virtual object does not always jump up, but receives an attractive force from the right lower side, so that the virtual object moves down after jumping to a certain height.
Step S106, responding to the fact that the virtual object and the target specific gravitation area meet the interaction condition, and determining a target moving state of the virtual object according to the specific gravitation parameter corresponding to the target specific gravitation area, wherein the target moving state comprises at least one of the following states: target moving speed, target moving direction and target standing direction; wherein the target specific gravity region is a specific gravity region of the at least one specific gravity region.
In a specific implementation, the interaction condition may be determined according to a development requirement or a player operation, for example, the interaction condition may be that the virtual object moves to a target specific attraction area, or the interaction condition may be that a collision body corresponding to the target specific attraction area collides with the virtual object. When the interaction condition is met by the virtual object and the target specific gravitation area, the virtual object is attracted by the gravitation determined by the specific gravitation parameter, namely the target moving state of the virtual object in the specific gravitation area is influenced by the gravitation determined based on the specific gravitation parameter; wherein the target movement state includes at least one of a target movement speed, a target movement direction, and a target standing direction. Specifically, when the virtual object is at a certain position in the specific gravity area, the target standing direction of the virtual object is matched with the gravity direction corresponding to the specific gravity parameter.
When the virtual object is positioned at a certain position in the specific gravitation area and the player does not control the virtual object to move, the target moving direction of the virtual object is matched with the gravitation direction corresponding to the specific gravitation parameter, and the target moving speed of the virtual object is matched with the gravitation size corresponding to the specific gravitation parameter. Specifically, the target movement state of the virtual object is related to the position of the virtual object in the specific gravitation area, that is, the target movement state of the virtual object is matched with the gravitation size and the gravitation direction of the position of the virtual object in the specific area. When the player controls the virtual object to move in the specific attraction area, the target movement state of the virtual object is influenced by the specific attraction parameter and the player control. For example, when the player controls the virtual object to move forward in the specific attraction area, the virtual object moves obliquely forward in the attraction direction corresponding to the specific attraction area.
Step S108, the virtual object is adjusted from the basic moving state to the target moving state.
When the virtual object moves from the non-specific gravitation area to the specific gravitation area, the moving state of the virtual object is adjusted from the basic moving state to the target moving state. It may also be understood that the movement state of the virtual object may change along with the change of the gravity parameter corresponding to the area where the virtual object is located, so that when the game scene includes a plurality of specific gravity areas, the virtual object may show different movement states through being located in different specific gravity areas, so as to improve the playability of the game. For example, if the virtual object is a bomb, the bomb is thrown in an unspecified attraction area, the movement path of the bomb is parabolic, but if the bomb is thrown in a specific attraction area, the movement path of the bomb may not be a simple parabolic any more, which is an increase in awareness, but the skill range can be extended, the parabolic path can be distorted, and the virtual character or virtual object which cannot be hit or hidden at ordinary times can be hit.
In a specific implementation, since at least one specific gravity area is included in the game scene, a plurality of virtual objects may be included in one game scene during the game running stage, so different virtual objects may be located in different specific gravity areas, and thus the moving states of different virtual objects in the same game scene may be different, for example, the standing direction of the virtual object 1 may be head-up, and the standing direction of the virtual object 2 may be head-down, etc.
According to the control method of the virtual object, provided by the embodiment of the invention, the active space of the virtual object in the game scene is expanded through the specific gravitation area generated in the game scene, so that the game scene with the original volume can accommodate more game contents, the playability of the game stage is increased, and the game experience of a player is improved.
The following embodiments focus on the manner in which the target movement state of a virtual object is determined according to a specific gravity parameter corresponding to a target specific gravity region.
Specifically, the specific gravitation parameter includes a gravitation direction for indicating a direction in which the virtual object is attracted by the gravitation within the specific gravitation area; the target movement state includes a target standing direction; the specific process of determining the target movement state of the virtual object according to the specific gravity parameter corresponding to the target specific gravity area may include: according to the gravitation direction corresponding to the target specific gravitation area, adjusting and determining the target standing direction of the virtual object in the target specific gravitation area; the target standing direction matches the attraction direction corresponding to the target specific attraction area.
In particular, when the virtual object stands in the specific gravitation area, the direction of the target standing in the specific gravitation area is the same as the gravitation direction corresponding to the specific gravitation area, which direction the sole of the virtual object is subjected to is changed along with the direction of the gravitation, and which direction the sole of the foot is subjected to is also understood, for example, for a ball, the direction of the gravitation always points to the center of the ball, so that the sole of the virtual character always points to the center of the ball, the virtual object can stand at the bottom end of the ball, and the effect of 'head downward and foot sticking at the bottom of the ball' is realized.
In an alternative embodiment, the specific attraction parameters are different from the underlying attraction parameters of the game scene configuration: the direction of attraction in a particular attraction parameter is different from the direction of attraction in the base attraction parameter. That is, the gravitation direction in the specific gravitation parameter is different from the gravitation direction in the basic gravitation parameter, thereby realizing various moving states of the virtual object in the game scene and improving the playability of the game level.
In practical applications, while adjusting the target standing direction of the virtual object in the target specific gravity area, it is also necessary to adjust the orientation of the virtual camera set in the game scene so that the orientation of the virtual camera changes following the change of the target standing direction of the virtual object; the virtual camera is configured to capture a game scene to form a game screen displayed in the graphical user interface, the game screen including the game scene therein. Specifically, in order to put a player dizziness and improve the spatial sense of a game scene, the orientation of the virtual camera is changed following the change in the target standing direction of the virtual object, so that the virtual camera always follows the virtual object to shoot.
In particular, a specific process of pre-establishing a preset angular relationship between an orientation of the virtual camera and a standing direction of the virtual object, so as to adjust the orientation of the virtual camera disposed in the game scene, may include: acquiring the current standing direction of the virtual object; determining the target orientation of the virtual camera according to the current standing direction and a preset angle relation; the current orientation of the virtual camera is adjusted to the target orientation. Specifically, the preset angular relationship may include: the direction of the virtual camera and the standing direction of the virtual object are within a preset angle range; that is, the virtual camera always tracks the standing direction rotation of the virtual object, and the angle between the direction of the virtual camera and the standing direction of the virtual object is kept within a preset angle range, which may be 20 degrees to 30 degrees, or 25 degrees to 35 degrees, etc., specifically may be determined according to the research and development requirements or player settings.
In order to prevent the virtual camera from turning too fast according to the virtual object, causing the player to dizziness, the orientation of the virtual camera may be adjusted from the current orientation to the target orientation at a preset switching speed. The preset switching speed may be a speed range, or may be a specific speed, which may be specifically determined according to the development requirement or the player setting.
It should be noted that, the direction of the virtual camera may also be set so as not to follow the standing direction of the virtual object for adjustment, and may be specifically determined according to the player setting or the development requirement.
In one embodiment, the specific gravity parameter further includes a gravity size; the specific process of determining the target movement state of the virtual object according to the specific gravity parameter corresponding to the target specific gravity area may further include: and controlling the virtual object to move towards the direction indicated by the gravitational direction corresponding to the target specific gravitational area according to the gravitational size corresponding to the target specific gravitational area, wherein the moving acceleration of the virtual object is matched with the gravitational size corresponding to the target specific gravitational area.
In particular, the virtual object moves into the target specific gravity region, which corresponds to the specific gravity region giving the virtual object a force in the same direction as the gravity force, which force affects the moving direction of the virtual object. Specifically, if the player does not control the virtual object to move within the target specific gravity area, the virtual object may move in a direction indicated by the gravity direction corresponding to the target specific gravity area, and the larger the gravity size corresponding to the target specific gravity area, the larger the movement acceleration of the virtual object. For example, if the gravitational direction of the target specific gravitational area is vertically upward, the virtual object flies after entering the target specific gravitational area, and the flying acceleration is related to the gravitational magnitude, the larger the gravitational force, the faster the flying speed, the farther the flying speed, if the virtual object flies out of the target specific gravitational area, the virtual object falls back into the target specific gravitational area after encountering the gravitational force with the gravitational direction vertically downward corresponding to the non-specific gravitational area, and if the player does not control the virtual object to move, the virtual object may always fly up and down.
If the player controls the virtual object to move within the target specific gravity area, the virtual object may not move toward the direction indicated by the gravity direction corresponding to the target specific gravity area, but the gravity direction corresponding to the target specific gravity area and the movement direction controlled by the player together affect the movement direction of the virtual object.
In a specific embodiment, when the target specific gravity region includes a gravity center, and the virtual object and the target specific gravity region satisfy the interaction condition, the further the virtual object is from the gravity center, the smaller the moving acceleration of the virtual object is; the closer the virtual object is to the center of gravity, the greater the acceleration of movement of the virtual object. The gravitational center may be any position point in the target specific gravitational area, and may be determined according to research and development requirements or player settings, for example, the gravitational center may be the center of the target specific gravitational area, or may be a position point in the lower left corner of the target specific gravitational center.
In another specific embodiment, when the target specific gravity region includes a gravity center axis, the further the vertical distance of the virtual object from the gravity center axis, the lower the moving acceleration of the virtual object, when the virtual object satisfies the interaction condition with the target specific gravity region; the closer the vertical distance of the virtual object from the gravitational center axis, the greater the moving acceleration of the virtual object. The center axis of the attraction force may be a line segment located at an arbitrary position in the specific attraction force region of the target, and the direction of the center axis of the attraction force may be arbitrary. The mode accords with the natural law, so that the movement of the virtual object is more practical, and the player game experience is improved.
In an alternative embodiment, the game scene includes a target object, where the target object may be a sphere, cone, cube, cylinder, or the like, and may also be any scene component, and is not limited herein specifically. The first surface of the target object is at least partially overlapped with the target specific gravitation region, and the gravitation direction corresponding to the target specific gravitation region points to the first surface of the target object; the foot of the virtual object is controlled to stand on the first surface of the target object in response to the virtual object being located in an area on the first surface of the target object that at least partially overlaps the target specific gravitational area.
In a specific implementation, the first surface of the target object may be any area of the surface of the target object. When the first surface of the target object and the target specific gravitation area have an overlapping portion, and the gravitation direction corresponding to the target specific gravitation area points to the first surface of the target object (which can also be understood as that the gravitation direction is perpendicular to the first surface), after the virtual object moves to the target specific gravitation area, the foot can stand on the first surface of the target object, and the player can control the virtual object to walk on the first surface. For example, if the target object is a triangular pyramid, the target specific gravitational area overlaps with one surface of the triangular pyramid, and the gravitational direction of the target specific gravitational area is only perpendicular to the overlapping surface of the triangular pyramid, so that the virtual object can stand on the overlapping surface; if the effect of the virtual object walking on the planet is desired to be set, the planet can be wrapped by using the target specific gravitation region, then the gravitation center of the target specific gravitation region coincides with the center of the planet, and meanwhile, the gravitation direction of the target specific gravitation region needs to be perpendicular to the surface of the planet and points to the gravitation center, so that the virtual object can walk on the surface of the planet after entering the target specific gravitation region.
Fig. 2 is a schematic diagram showing a specific gravity area provided by an embodiment of the present invention, where the area in the cube in fig. 2 is the specific gravity area, and the cube may or may not be displayed in a game scene in a game running stage, and is specifically determined according to a player setting. The sphere in fig. 2 represents the above-mentioned planet, and the direction of attraction in the specific attraction area is perpendicular to the surface of the planet (the arrow in the figure represents the direction of attraction), and after the virtual object enters the specific attraction area, the virtual object can walk on the surface of the planet.
The mode expands the movable space of the virtual object, and compared with the movable space in the related technology, the movable space of the virtual object is two-dimensional, and the movable space such as the wall surface, the back surface and the like can be increased, so that the whole scene is three-dimensional; meanwhile, the expansion of the space also enables more contents to be plugged into the original volume of game scenes. In addition, the mode increases the playability of the game level, and because the gravitational field is invisible in the game scene, the puzzle solving method has a new explorable direction, for example, key objects, entrances and the like are hidden under the bridge, and a player can not want to walk except the bridge floor and walk upside down under the bridge; the section of transverse wall surface is connected at the end of the broken end, so that a real reachable path and the like can be hidden, and the game experience of a player can be improved.
The following examples focus on the manner in which gravitational fields are superimposed.
Specifically, the interaction conditions of the virtual object and the target specific gravitation area include: the virtual object collides with a collision body corresponding to the specific gravitation area of the target; the collision body corresponding to the target specific area is determined in the game editing stage, and the collision body is a three-dimensional model with a preset volume. The solid model may be of any shape, as determined by the development requirements or player settings, for example, the cube may be a sphere, cylinder, tri-cone, cube, etc. The collision body defines the effective range of the specific gravitation parameters corresponding to the specific gravitation region of the target. The cube in fig. 2 is the collision volume corresponding to the target specific attraction area.
In a specific implementation, there is a case where two specific attraction areas are overlapped, and in order to avoid confusion of attraction, it is necessary to perform a mixing process on attraction in the overlapped area. Specifically, in response to the virtual object colliding with collision bodies corresponding to the plurality of target specific gravitation areas at the same time, mixing the specific gravitation parameters corresponding to the plurality of target specific gravitation areas based on a preset gravitation mixing mode to obtain mixed gravitation parameters; based on the hybrid attraction parameter, a target movement state of the virtual object is determined.
The preset gravitation mixing mode is preset, and can comprise a plurality of types, and players can set according to requirements and can also set according to research and development requirements. Specifically, the preset gravitation mixing mode includes one of the following:
1. calculating the addition of specific gravitation parameters corresponding to a plurality of target specific gravitation areas; that is, when the plurality of target specific gravitation regions overlap, the specific gravitation parameters corresponding to the plurality of target specific gravitation regions are added together, and the addition result is determined as the gravitation parameter of the overlapping region. For example, the target specific gravitation area 1 and the target specific gravitation area 2 have an overlapping area, and the target specific gravitation area 1 includes a gravitation having a gravitation size of 20 vertically downward, the target specific gravitation area 2 includes a gravitation having a gravitation size of 30 vertically downward, and then the gravitation direction of the overlapping area is vertically downward, and the gravitation size is 50.
2. Calculating the average value of specific gravitation parameters corresponding to a plurality of target specific gravitation areas; that is, when the plurality of target specific gravitation regions overlap, the average value of the specific gravitation parameters corresponding to the plurality of target specific gravitation regions is determined as the gravitation parameter of the overlapping region. For example, the target specific gravitation area 1 and the target specific gravitation area 2 have an overlapping area, and the target specific gravitation area 1 includes a gravitation having a gravitation size of 20 vertically downward, the target specific gravitation area 2 includes a gravitation having a gravitation size of 30 vertically downward, and then the gravitation direction of the overlapping area is vertically downward, and the gravitation size is 25.
3. And taking the maximum attraction parameter in the specific attraction parameters corresponding to the specific attraction areas of the targets. That is, when the plurality of target specific gravitation regions overlap, the maximum value of the specific gravitation parameters corresponding to the plurality of target specific gravitation regions is determined as the gravitation parameter of the overlapping region. For example, the target specific gravitation area 1 and the target specific gravitation area 2 have an overlapping area, and the target specific gravitation area 1 includes a gravitation having a gravitation size of 20 vertically downward, the target specific gravitation area 2 includes a gravitation having a gravitation size of 30 vertically downward, and then the gravitation direction of the overlapping area is vertically downward, and the gravitation size is 30.
The method can avoid the confusion of the gravitation suffered by the virtual object, so that the virtual object can normally move in any area in the game scene.
The following examples focus on the manner in which a particular attraction area is edited.
Specifically, the collision body and the specific gravitation parameters corresponding to the specific gravitation region of the target are realized through the following steps 10-12:
step 10, providing a graphical user interface of the game editing stage through the terminal equipment, wherein the graphical user interface comprises a game editing scene and an editing window, and the editing window comprises a plurality of editable components.
In a specific implementation, the above game editing scene is a scene provided by running a game program, and may also be understood as a scene provided by a game editor, in which editing operations may be performed on an editable component, and the edited editable component is determined to be a scene component and set in the game editing scene. In practical applications, when a player triggers a game editing instruction, a game editing scene may be displayed in a graphical user interface, and the game editing instruction may be determined according to game rules. For example, the editing instruction may be an operation to enter a game editor; the operation of selecting a certain scene map for editing may be performed.
The editing window can comprise a plurality of editable components, and the types and the forms of the editable components can be set according to the research and development requirements. In practice, a plurality of different types of editable components may be included in the editing window, for example, terrain-type components, organization-type components, decoration-type components, combination-type components, and the like may be included. And each type of editable component also comprises a plurality of editable components, and the display parameters of the editable components under the same type in the game play scene can be different, namely, some editable components are visible in the game play scene, and some editable components are visible in the game play scene but not visible in the game play scene. For example, the large base plate component and the fan-shaped round platform component in the terrain component, and the cylindrical component and the gear component in the organ component are editable components visible in the game editing scene and also visible in the game playing scene; but the birth point component, the reproduction alternative point component, and the like corresponding to the logical class component in the organization class component are editable components visible in the game editing scene but not visible in the game play scene.
And 11, responding to the selection operation of the target editable component in the plurality of editable components, controlling to generate a scene component corresponding to the target editable component in the game editing scene, wherein the scene component is a component with a corresponding three-dimensional shape, and the three-dimensional shape of the scene component is configured to generate a collision body with the corresponding shape in the game operation stage, and the collision body is used for limiting the triggering range of a specific gravitation area.
In a specific implementation, the specific operation of the selection operation may be determined according to the development requirement, for example, the selection operation may be an operation of dragging the target editable component into the game editing scene, or an operation of clicking or long-pressing the target editable component in the editing window, and the like. The scene component corresponding to the target editing component is a component with a certain three-dimensional shape, and the specific shape of the three-dimensional shape can be determined according to player selection and research and development requirements. The three-dimensional shape is the collision of collision bodies generated in the game running stage, the collision bodies mainly limit the triggering range of the specific gravitation area through the three-dimensional shape, namely limit the triggering range of the specific gravitation area in the three-dimensional shape, namely, as long as the collision bodies of the objects are contacted by the gravitation, the specific gravitation parameters of the specific gravitation area are triggered.
In step 12, in response to the editing operation for the scene component, component attribute parameters corresponding to the scene component are determined, the component attribute parameters being configured to determine specific attraction parameters corresponding to the specific attraction areas at the game running stage.
The specific operation of the editing operation may be determined according to the player operation, and according to the editing operation for the scene component, component attribute parameters corresponding to the scene component may be determined, where the component attribute parameters are used to determine specific attraction parameters corresponding to specific attraction areas in the game running stage. Usually, component attribute parameters need to be calculated by an gravitation calculation formula, so that specific gravitation parameters corresponding to specific gravitation areas can be obtained. Specifically, the component attribute parameters described above may include, but are not limited to: the type of attraction, the attraction size, the area scaling, the attenuation or gain with distance, etc. In the mode, the player can freely set the component attribute parameters corresponding to the scene components in the game editing scene, so that the performance of the scene components is enriched, and the player game experience is promoted.
In an alternative embodiment, the graphical user interface includes a first interactive control; responding to triggering operation aiming at the first interaction control, and controlling and generating game scene information corresponding to the game editing scene; the game scene information comprises component information of edited components in a game editing scene, wherein the edited components are editing components responding to editing operations in a plurality of editable components included in an editing window; controlling to transmit game scene information to a server; the server is configured to be in communication connection with the terminal equipment, the terminal equipment is configured with a game program, the terminal equipment is configured to acquire game scene information from the server, and a corresponding game scene is generated according to the game scene information through the game program. The terminal device may be a terminal device of the first touch interaction control, or may be other terminal devices connected with the server in a communication manner.
After the terminal device triggers the first interaction control, game scene information corresponding to the game editing scene can be generated, the game scene information can be stored in a preset position, the preset position can be a map file, the map file can store not only the game scene information, but also other map information (including but not limited to screenshot, map name, log and the like). The map file is uploaded to the server after storing the game scene information. After the server checks, the game scene generated by the game scene information can be released into a preset map pool, so that the terminal equipment connected with the server can download the corresponding game scene information from the server, generate the corresponding game scene according to the game scene information through a game program, and then play the game experience in the game scene. The method can release game scene information in the game editor and is experienced by other players, so that a rapid UGC (User Generated Content, original content of a user) function is realized.
In an alternative embodiment, a setting control is displayed in the graphical user interface; the above step 12 can be achieved by the following steps 20-21:
Step 20, after a scene component in a game editing scene is selected, aiming at the triggering operation of a setting control, displaying a parameter setting panel in an editing window; the parameter setting panel comprises a plurality of editable controls, and the editable controls are used for configuring component attribute parameters corresponding to the scene components.
The player can click or press a scene component in the game editing scene for a long time, after the scene component is selected, a setting control is triggered, and a parameter setting panel can be displayed in the editing window and is used for setting component attribute parameters corresponding to the scene component.
And step 21, determining the component attribute parameters corresponding to the scene components in response to the setting operation for the parameter setting panel.
In a specific implementation, the specific operation of the setting operation may be determined according to a player operation, where a player may set component attribute parameters corresponding to a scene component by performing numerical input or control selection on a plurality of editable controls displayed in the parameter setting panel.
In an alternative embodiment, the component attribute parameters include: configuring a first parameter of a gravitation type corresponding to the specific gravitation region and a second parameter of a gravitation size corresponding to the specific gravitation region; the above step 21 can be achieved by the following steps 30-31:
Step 30, in response to a first setting operation for a first editable control in the parameter setting panel, determining a first parameter corresponding to the scene component, and displaying a second editable control matching the attraction type indicated by the first parameter in the parameter setting panel.
In a specific implementation, the specific operation of the first setting operation may be determined according to a player operation. Because the parameters to be set are different in different gravitation types, the gravitation types indicated by the first parameter corresponding to the scene component are different, and the editable controls displayed in the parameter setting panel are also different, so that the player can enrich the specific gravitation parameters of the specific gravitation area generated in the game running stage by setting the different gravitation types, thereby improving the game playability.
Specifically, the specific process of determining the first parameter corresponding to the scene component may include: responding to the triggering operation for the first editable control, and displaying a plurality of gravitation type options in a parameter setting panel; different gravitation type options are respectively configured with corresponding gravitation types; and responding to the selected operation of the target gravitation type options in the plurality of gravitation type options, and determining the target gravitation type corresponding to the target gravitation type option as a first parameter corresponding to the scene component. The target attraction type option may be any one of a plurality of attraction type options, and in particular, which one may be determined according to player operations.
In particular implementations, the attractive force types include a plurality of the following: the attraction acting range is the attraction type of the whole scene area of the game editing scene, the attraction type of the attraction direction pointing to the specified direction, the attraction type of the attraction direction pointing to the preset position in the scene component, the attraction type of the attraction direction pointing to the preset shaft in the scene component, the attraction type of the attraction direction along the preset shaft of the scene component and the attraction type of the attraction direction vertically pointing to the surface of the preset model arranged in the scene component. The specified direction can be determined according to research and development requirements or player settings; the preset position can be any position in the scene component, and the preset position can be determined according to research and development requirements or player operations; the preset shaft can be any line segment arranged in the scene component, and the length and the position of the selected segment can be determined according to research and development requirements or player operation; the above-mentioned preset model may be any model, and the shape and position of the preset model may be determined according to development requirements or player operations, for example, the preset model may be a doughnut model, a ring model, a hollow cylinder model, or the like.
Step 31, in response to a second setting operation for a second editable control, determining a second parameter corresponding to the scene component.
The specific operation of the above-described second setting operation may be determined in accordance with the player operation. Specifically, the specific process of determining the second parameter corresponding to the scene component includes: and responding to the first input operation for the second editable control, and determining the numerical value input by the first input operation as a second parameter corresponding to the scene component. The first input operation may be determined according to a player operation, and the player may perform an input operation through a full keyboard displayed in the interface or through a mouse-keyboard. Specifically, the value input by the first input operation is a second parameter corresponding to the scene component, and the second parameter is matched with the attraction force corresponding to the specific attraction force area in size.
In specific implementation, the types of gravities indicated by the first parameters are different, and the gravitation calculation modes for determining the gravitation corresponding to the specific gravitation region according to the first parameters are different. Each gravity type corresponds to a corresponding gravity calculation mode, so that in the game operation stage, the gravity size and the gravity direction corresponding to the gravity area are calculated according to the gravity calculation mode of the gravity type corresponding to the specific gravity area.
In an alternative example, the gravity calculation mode corresponding to the gravity type is configured as any one of the following:
First, determining a second parameter as the gravitation size in a specific gravitation area, wherein the gravitation sizes in the specific gravitation area are the same; it is also understood that the attractive force of all the areas within a specific attractive force area is the same, and the attractive force is a value corresponding to the second parameter. The attraction force calculation mode is suitable for the attraction force type with the attraction force action range being the whole scene area of the game editing scene or the attraction force type with the attraction force direction pointing to the appointed direction.
Second, determining a second parameter as a magnitude of attraction at a preset location in the specific attraction area, the magnitude of attraction within the specific attraction area being inversely proportional to a distance from the preset location; it is also understood that the magnitude of the attraction force at the preset position in the specific attraction force area is set to a value corresponding to the second parameter, and the attraction force at the preset position in the specific attraction force area is maximum, and the farther the distance from the preset position, the smaller the attraction force. The attraction force calculation mode is suitable for the attraction force type that the attraction force direction points to a preset position in the scene component. For example, if the coordinates of the virtual object in the specific gravity area are X, the gravity applied to the virtual object is set to be g= (X-C) ×distance (X, C) ×a, where G is a vector (including the gravity and the gravity direction) representing the gravity, and distance (X, C) is the distance between the virtual object and the preset position C, and a is an adjustable parameter used to control the increase of the gravity.
Third, the second parameter is determined as a magnitude of attraction force at a preset axis in the specific attraction force region, the magnitude of attraction force in the specific attraction force region being inversely proportional to a vertical distance from the preset axis. It is also understood that the magnitude of the attraction force at the preset position in the specific attraction force area is set to a value corresponding to the second parameter, and the attraction force at the preset position in the specific attraction force area is maximum, and the farther the distance from the preset position, the smaller the attraction force. The attraction force calculation mode is suitable for the attraction force type that the attraction force direction points to a preset shaft in the scene component.
Fourth, the second parameter is determined as a gravitational force magnitude of the surface of the preset model in the specific gravitational force area, the gravitational force magnitude in the specific gravitational force area being inversely proportional to a vertical distance from the surface of the preset model. It is also understood that the magnitude of the attraction force at the surface of the preset model in the specific attraction force region is set to a value corresponding to the second parameter, and the attraction force at the surface of the preset model in the specific attraction force region is maximum, and the farther from the preset model, the smaller the attraction force. The attraction force calculation mode is suitable for the attraction force type that the attraction force direction vertically points to the surface of a preset model arranged in the scene component.
In an alternative embodiment, a third editable control is included in the parameter setting panel; the third editable control is used for setting the attenuation rate of the attraction force along with the distance; responding to a second input operation aiming at a third editable control, and determining a numerical value input by the second input operation as the attenuation rate of the attraction force along with the distance; wherein the decay rate of the attraction force with the distance is configured to: the magnitude of the attraction force within a particular attraction force region is determined, following the rate of change of the distance. The second input operation may be determined according to a player operation, and the player may perform the input operation through a full keyboard displayed in the interface or through a mouse-keyboard. Specifically, the value input by the second input operation is the attenuation rate of the attraction force corresponding to the scene component along with the distance.
In an alternative embodiment, the parameter setting panel further comprises a switch control; wherein the switch control is used for configuring: whether a scene component is visible in a game scene generated based on the game editing scene. That is, after the player opens the switch control, the collision body corresponding to the scene component is displayed in the game scene provided in the game running stage; if the player turns off the switch control, the collision volume corresponding to the scene component is not displayed in the game scene. When the collision body corresponding to the scene component is not visible in the game scene, the puzzle solving type playing method can have a new explorable direction, so that the playing method can be hidden in the game scene and can be waited for being discovered by a player.
In an alternative embodiment, the component property parameters further include an attractive force influencing object; the parameter setting panel also comprises a fourth editable control for setting the gravitation influencing object; responding to the triggering operation for setting the fourth editable control, and displaying a plurality of object options in the parameter setting panel; different object options are respectively configured with corresponding gravitation influencing objects; wherein the attraction-influencing object comprises at least one of: virtual roles and virtual props; and responding to the selected operation of the target object option in the object options, and determining the gravitation influence object corresponding to the target object option as the gravitation influence object corresponding to the scene component. The target object option may be any one of a plurality of object options, and in particular, which one of the object options may be determined according to the development requirements.
It should be noted that, in the above embodiment, the virtual object is an attraction influencing object, that is, an object that can be influenced by an attraction parameter corresponding to a specific attraction area, where the attraction influencing object may be a virtual character, a virtual prop, or a dynamic object or a static pendant in a game scene.
In an alternative embodiment, the component attribute parameters include: configuring a third parameter of the gravitational direction corresponding to the specific gravitational region; the parameter setting panel also comprises a fifth editable control for setting a third parameter; the fifth editable control includes: the preset coordinate system comprises a coordinate input control which is arranged downwards in a preset shaft direction. In response to a third input operation for a target coordinate input control in the fifth editable control, determining a coordinate direction based on a numerical value input by the third input operation, and determining the coordinate direction as a third parameter corresponding to the scene component.
The third input operation may be determined according to a player operation. The target coordinate input control can be any coordinate input control under a preset axis, and the coordinate direction can be reached through the corresponding numerical value under each coordinate input control. For example, the preset coordinate system is a rectangular coordinate system, the preset axial directions are an X axis, a Y axis and a Z axis, the player inputs 1 in the coordinate input control under the X axis, and inputs 0 in the coordinate input control under the Y axis and the Z axis, and then the coordinate direction is a positive direction along the X axis; if the player inputs 1 in the coordinate input controls under the X axis and the Y axis and 0 in the coordinate input controls under the Z axis, the coordinate direction is a direction pointing 45 degrees from the origin point to the X axis in the plane of the X axis and the Y axis.
In the specific implementation, in response to completion of setting of a third parameter corresponding to the scene component, displaying a direction indication identifier in the scene component displayed in the game editing scene; the direction indication identifies a direction of attraction for indicating a third parameter indication corresponding to the scene component. The direction indication mark can remind a player of determining the gravitation direction in the generated specific gravitation area by the scene component, so that when a plurality of scene components are arranged in a game editing scene, the player can easily distinguish the gravitation direction correspondingly arranged by each scene component, and the player's experience sense of swimming can be improved.
In an optional embodiment, the value input by the third input operation is further used to configure a gravitational size of a specific gravitational area corresponding to the scene component. Specifically, in the gravity type in which the gravity acting range is the whole scene area of the game editing scene, the second parameter and the third parameter corresponding to the setting scene component are all realized on the same control, and generally, the larger the numerical value input by the third input operation is, the larger the corresponding gravity in the preset axial direction is, but the final gravity is obtained comprehensively according to the numerical values set in the three preset axial directions. For example, the player inputs 1 in the coordinate input control under the X-axis and 0 in the coordinate input control under the Y-axis and the Z-axis, and then the attractive force is 1; if the player inputs 3 in the coordinate input control under the X axis, 4 in the coordinate input control under the Y axis, and 0 in the coordinate input control under the Z axis, the attraction force is 5.
In an alternative embodiment, the component attribute parameters include: a fourth parameter configuring a trigger priority of the specific gravity region corresponding to the specific gravity parameter when the specific gravity region overlaps with the first specific gravity region (the specific gravity region may be any specific gravity region other than itself); in response to a fourth input operation for the sixth editable control in the parameter setting panel, determining a value entered by the fourth input operation as a fourth parameter corresponding to the scene component. That is, the number of the trigger priorities of the specific gravity parameters corresponding to the specific gravity region in the gravity overlapping region is the value corresponding to the fourth parameter, and generally, the higher the number of the trigger priorities, the higher the trigger priority.
Further, the parameter setting panel further comprises a seventh editable control; the seventh editable control is to configure: when the specific gravitation areas with the same triggering priority are overlapped with the first specific gravitation area, determining a gravitation mixing mode corresponding to the overlapped area; responding to the triggering operation for the seventh editable control, and displaying a plurality of mixed mode options in a parameter setting panel; different mixing mode options are respectively configured with corresponding gravitation mixing modes; and responding to the selection operation of the target mixing mode option in the plurality of mixing mode options, determining the gravitation mixing mode corresponding to the target mixing mode option as the gravitation mixing mode of the overlapping area of the specific gravitation area corresponding to the scene component and the first specific gravitation area. The target mix option may be any one of a plurality of mix options, and may be specifically determined according to a player operation. The gravitation mixing modes corresponding to each mixing mode option can be determined according to the research and development requirements, and the gravitation mixing modes specifically comprise those which can be determined according to the research and development requirements, and the possible gravitation mixing modes are exemplified in the above embodiment and are not described in detail herein.
In an optional embodiment, the parameter setting panel further includes a first time setting control and a second time setting control; wherein, the first time setting control is used for configuration: after the gravitation influencing object collides with the collision body corresponding to the scene component, the effective time of influencing the moving state of the gravitation influencing object by the specific gravitation parameter of the specific gravitation area corresponding to the scene component; the second time setting control is used for configuring: and after the collision of the gravitation influencing object and the collision body corresponding to the scene component is finished, the specific gravitation parameter of the specific gravitation area corresponding to the scene component stops influencing the moving state of the gravitation influencing object. Specifically, responding to a fifth input operation aiming at the first time setting control, and determining a time value input by the fifth input operation as the effective time corresponding to the scene component; and responding to a sixth input operation of the second time setting control, and determining a time value input by the sixth input operation as the failure time corresponding to the scene component. The time of the fifth input operation and the sixth input operation may be determined according to the player setting, and the player may be arbitrarily set according to the need.
In an optional embodiment, the parameter setting panel further includes a first effect setting control and a second effect setting control; the first effect setting control is used for configuring: the attractive force influences the game performance effect when the object collides with the collision body corresponding to the scene component; the second effect setting control is used for configuring: the attractive force affects the game performance effect when the object and the collision body corresponding to the scene component end collision. The player can set the first effect setting control and the second effect setting control, so that the game performance effect wanted by the player is obtained, and the degree of freedom of game setting is improved.
In an implementation, the types of gravities indicated by the first parameter corresponding to the scene component are different, and the editable controls displayed in the parameter setting panel are also different, as shown in fig. 3, which is a schematic diagram of the parameter setting panel corresponding to the global field, that is, the type of gravities of the entire scene area of the game editing scene in the action range of gravities. The "gravitational field hierarchy" in fig. 3 is used to set the trigger priority of a specific gravitational parameter corresponding to a specific gravitational area (corresponding to the function of the sixth editable control) when the specific gravitational area overlaps with a specific gravitational area. The drop-down list of the 'mixed mode' corresponds to a plurality of gravitation mixed mode options, and a player can select according to requirements (the functions are equivalent to the functions of the seventh editable control); the corresponding XYZ under the global gravitation represents coordinate input controls under the X axis, the Y axis and the Z axis, and a player can set a third parameter corresponding to the gravitation direction of a specific gravitation area corresponding to the configuration scene component in the coordinate input controls; the numerical value under each coordinate input control is further used for indicating the gravitation size of a specific gravitation area corresponding to the scene component, the gravitation direction set in fig. 3 points to the negative direction of the Y axis, and the gravitation size is 9.8; the "attraction influencing object" is equivalent to the fourth editable control, and is used for setting the attraction influencing object corresponding to the specific attraction area, where the fourth editable control is a drop-down control, and the drop-down list is displayed by clicking, and a plurality of object options are displayed in the drop-down list. The first effect setting control is used for configuring a game performance effect when the attractive force influences the collision of the object and the collision body corresponding to the scene component; and the second effect setting control is used for configuring the game performance effect when the attractive force influences the collision body corresponding to the scene component to finish collision.
As shown in fig. 4, the parameter setting panel corresponding to the unidirectional gradient field is shown in fig. 4, the unidirectional gradient field is the type of attraction with the attraction direction pointing to the designated direction, and the scene component is provided with a plurality of gradients, the attraction corresponding to the same gradient is the same, but the attraction corresponding to each gradient is different, for example, the attraction can be increased gradually with the rise of the gradient level. The editable controls in fig. 4 that are functionally similar to those in fig. 3 will not be described in detail herein, and only the editable controls in fig. 4 that are functionally different from or added to those in fig. 3 will be described below. The "attraction direction" in fig. 4 is only used to set the third parameter corresponding to the scene component, and the setting manner and rule are the same as those of the "global attraction" control in fig. 3; the "gravity magnitude at center" in fig. 4 is used to set the gravity magnitude corresponding to the center gradient in the scene component, and the "gravity rate of increase with distance" is used to set the relationship between the gravity magnitude corresponding to the gradient level of the gradient and the gravity magnitude of the center gradient, and if the center gradient is the lowest gradient, the gravity magnitude becomes larger as the gradient level increases; if the center gradient is an intermediate gradient, the attraction force is smaller and smaller along with the decrease of the gradient progression, and the attraction force is larger and larger along with the increase of the gradient progression. The first time setting control is used for setting the time for which the specific gravitation parameter corresponding to the specific gravitation area takes effect after the gravitation influencing object enters the specific gravitation area; and the second time setting control is used for setting the time of failure of the specific gravitation parameter corresponding to the specific gravitation area after the gravitation influencing object leaves the specific gravitation area.
Fig. 5 is a schematic diagram of a parameter setting panel corresponding to the gravitational type point radiation field, i.e. the gravitational type in which the gravitational direction points to a preset position in the scene assembly in fig. 5. Specifically, the point radiation field is a spherical gravitational field, and the gravitational direction of the spherical gravitational field is directed around a sphere to the center of the sphere (the center of the sphere corresponds to the preset position), as shown in fig. 6, which is a schematic diagram of the point radiation field provided by the embodiment of the present invention. The "center attraction force" in fig. 5 is set to the attraction force of the center of sphere of the point radiation field; the "gravitational force increasing rate with distance" is the attenuation rate or increasing rate of gravitational force as the distance from the center of sphere increases.
Fig. 7 is a schematic diagram of a parameter setting panel corresponding to the attractive force type, and the linear radiation field in fig. 7 is the attractive force type with the attractive force direction pointing to a preset axis in the scene assembly. Specifically, the linear radial field is a gravitational field (which may also be referred to as a gravitational field) around a cylindrical center axis (which corresponds to the preset axis) pointing to the cylindrical shape, and is shown in fig. 8, where the direction indicated by the arrow in fig. 8 is the gravitational direction. The "center-at-a-center attraction force magnitude" in fig. 7 is set as the attraction force magnitude of the preset axis position of the linear radiation field; the 'gravitational force increasing rate along with the distance' is set as the attenuation rate or the increasing rate of the gravitational force along with the increase of the distance from the preset shaft; when the "reaction force to gravitational source" is selected, the gravitational direction will be reversed, for example, the gravitational direction in fig. 8 will be changed to the gravitational direction in fig. 9, and fig. 9 is a schematic diagram of another linear radiation field.
Fig. 10 is a schematic diagram showing a parameter setting panel corresponding to the gravitational type as the loop radial field, and the linear radial field in fig. 10 is the gravitational type in which the gravitational direction is vertically directed to the preset model in the scene assembly. For example, the preset model may be a doughnut model, in which case the toroidal radiation field is a gravitational field with gravitational force directed perpendicularly to all surfaces of the doughnut, as shown in fig. 11, which is a schematic diagram of the toroidal radiation field. The "center attraction force" in fig. 10 is set to be the attraction force of the center axis position of the preset model, and the radius of the loop line is the radius of the preset model.
In an alternative embodiment, a zoom control is included in the graphical user interface; responding to triggering operation aiming at a zoom control, and displaying three axial identifiers of a preset coordinate axis on a scene component; the different axial marks are respectively provided with corresponding preset axial directions; responding to the adjustment operation aiming at the target axial mark, and adjusting the size of the scene component in the preset axial direction corresponding to the target axial mark to obtain the scene component with the adjusted size; the target axial mark is one of three axial marks. The adjustment operation may be a drag operation or a click operation for the target axial marker. The size of the specific gravitation area can be adjusted by adjusting the size of the scene component, so that the gravitation acting range is adjusted.
In practical application, the coordinates of the gravitational field can move along with a certain virtual object, the effect of twisting the gravitational field can be dynamically opened and closed, and the gravitational influence objects can be classified, so that a plurality of logic playing methods can be integrated, and the creation enthusiasm of UGC users is stimulated. In addition, the mode can create a singular look, for example, when a main urban area is observed from a view angle of standing on a wall, the sense is completely different, and the view angle is changed due to the change of the gravitation direction along with the movement of the virtual object; moreover, different players can completely walk from top to top and from top to top, which is a novel experience for players and helps to promote the game experience of players.
For the above method embodiment, the embodiment of the present disclosure further provides a control device for a virtual object, as shown in fig. 12, where the device includes:
a game running module 70, configured to provide, through the terminal device, a graphical user interface of a game running stage, where the graphical user interface includes a game scene, and the game scene includes at least one specific attraction area; wherein, the specific gravitation area is configured with specific gravitation parameters which are different from basic gravitation parameters configured in the game scene.
The first state determining module 71 is configured to determine, when the virtual object is in the unspecified attraction area in the game scene, a basic movement state of the virtual object according to the basic attraction parameter, where the basic movement state includes at least one of the following states: base travel speed, base travel direction, and base standing direction.
The second state determining module 72 is configured to determine, in response to the virtual object and the target specific gravity area meeting the interaction condition, a target movement state of the virtual object according to a specific gravity parameter corresponding to the target specific gravity area, where the target movement state includes at least one of the following states: target moving speed, target moving direction and target standing direction; wherein the target specific gravity region is a specific gravity region of the at least one specific gravity region.
The state adjustment module 73 is configured to adjust the virtual object from the basic movement state to the target movement state.
In the control device of the virtual object, the specific gravitation area is generated in the game scene, so that the active space of the virtual object in the game scene is expanded, more game contents can be contained in the game scene with the original volume, the playability of the game stage is improved, and the game experience of a player is improved.
Specifically, the specific gravitation parameter includes a gravitation direction for indicating a direction in which the virtual object is attracted by the gravitation within the specific gravitation area; the target movement state includes a target standing direction; the second state determining module 72 is configured to: according to the gravitation direction corresponding to the target specific gravitation area, adjusting and determining the target standing direction of the virtual object in the target specific gravitation area; the target standing direction matches the attraction direction corresponding to the target specific attraction area.
In specific implementation, the specific gravitation parameters are different from basic gravitation parameters of game scene configuration: the direction of attraction in a particular attraction parameter is different from the direction of attraction in the base attraction parameter.
Further, the specific gravitation parameter includes a gravitation size; the second state determining module 72 is configured to: and controlling the virtual object to move towards the direction indicated by the gravitational direction corresponding to the target specific gravitational area according to the gravitational size corresponding to the target specific gravitational area, wherein the moving acceleration of the virtual object is matched with the gravitational size corresponding to the target specific gravitational area.
In an alternative embodiment, the target specific gravity region includes a gravity center; when the interaction condition is satisfied between the virtual object and the target specific gravity region, the moving acceleration of the virtual object is smaller as the virtual object is far away from the gravity center.
In an alternative embodiment, the target specific gravity region includes a gravity center axis; when the interaction condition is satisfied between the virtual object and the target specific gravity region, the moving acceleration of the virtual object is smaller as the vertical distance between the virtual object and the gravity center axis is longer.
In particular implementations, the specific attraction parameter includes an attraction type; different gravitation types are respectively configured with corresponding gravitation calculation modes; the magnitude and direction of the gravitation of the virtual object in the specific gravitation region are calculated by the gravitation calculation mode of the gravitation type corresponding to the specific gravitation region.
In practical application, the game scene comprises a target object, wherein the first surface of the target object is at least partially overlapped with a target specific gravitation area, and the gravitation direction corresponding to the target specific gravitation area points to the first surface of the target object; the apparatus further comprises a third state determining module configured to: the foot of the virtual object is controlled to stand on the first surface of the target object in response to the virtual object being located in an area on the first surface of the target object that at least partially overlaps the target specific gravitational area.
In a specific implementation, the device further comprises a camera adjusting module, which is used for adjusting the direction of the target standing direction of the virtual object in the target specific gravitation area and adjusting the direction of the virtual camera arranged in the game scene so that the direction of the virtual camera changes along with the change of the target standing direction of the virtual object; the virtual camera is configured to capture a game scene to form a game screen displayed in the graphical user interface, the game screen including the game scene.
Further, the camera adjustment module is further configured to: acquiring the current standing direction of the virtual object; determining the target orientation of the virtual camera according to the current standing direction and a preset angle relation; the current orientation of the virtual camera is adjusted to the target orientation.
In an alternative embodiment, the direction of the virtual camera is adjusted from the current direction to the target direction at a preset switching speed.
Further, the interaction conditions include: the virtual object collides with a collision body corresponding to the specific gravitation area of the target; the collision body corresponding to the target specific area is determined in the game editing stage, and the collision body is a three-dimensional model with a preset volume.
In an alternative embodiment, the apparatus further comprises an attraction mixing module for: responding to the collision of the virtual object and collision bodies corresponding to a plurality of target specific gravitation areas, and carrying out mixing processing on specific gravitation parameters corresponding to the plurality of target specific gravitation areas based on a preset gravitation mixing mode to obtain mixed gravitation parameters; based on the hybrid attraction parameter, a target movement state of the virtual object is determined.
In specific implementation, the preset gravitation mixing mode includes one of the following: calculating the addition of specific gravitation parameters corresponding to a plurality of target specific gravitation areas; calculating the average value of specific gravitation parameters corresponding to a plurality of target specific gravitation areas; and taking the maximum attraction parameter in the specific attraction parameters corresponding to the specific attraction areas of the targets.
Further, the device further comprises a parameter determining module for: providing a graphical user interface of a game editing stage through terminal equipment, wherein the graphical user interface comprises a game editing scene and an editing window; the editing window comprises a plurality of editable components; in response to a selection operation for a target editable component of the plurality of editable components, controlling generation of a scene component corresponding to the target editable component in a game editing scene, the scene component being a component having a corresponding stereoscopic shape, wherein the stereoscopic shape of the scene component is configured to generate a collision body of the corresponding shape at a game run stage, the collision body being used to define a trigger range of a specific attraction area; in response to an editing operation for a scene component, component attribute parameters corresponding to the scene component are determined, the component attribute parameters configured to determine specific attraction parameters corresponding to specific attraction areas at a game run stage.
In a specific implementation, the graphical user interface includes a first interactive control; the device further comprises an information generation module for: responding to triggering operation aiming at the first interaction control, and controlling and generating game scene information corresponding to the game editing scene; the game scene information comprises component information of edited components in a game editing scene, wherein the edited components are editing components responding to editing operations in a plurality of editable components included in an editing window; controlling to transmit game scene information to a server; the server is configured to be in communication connection with the terminal equipment, the terminal equipment is configured with a game program, the terminal equipment is configured to acquire game scene information from the server, and a corresponding game scene is generated according to the game scene information through the game program.
In a specific implementation, a setting control is displayed in the graphical user interface; the parameter determining module is used for: after a scene component in a game editing scene is selected, aiming at the triggering operation of a setting control, displaying a parameter setting panel in an editing window; the parameter setting panel comprises a plurality of editable controls, wherein the editable controls are used for configuring component attribute parameters corresponding to the scene components; and determining the component attribute parameters corresponding to the scene components in response to the setting operation aiming at the parameter setting panel.
Further, the component attribute parameters include: configuring a first parameter of a gravitation type corresponding to the specific gravitation region and a second parameter of a gravitation size corresponding to the specific gravitation region; the parameter determining module is further configured to: responding to a first setting operation aiming at a first editable control in a parameter setting panel, determining a first parameter corresponding to a scene component, and displaying a second editable control matched with the gravitation type indicated by the first parameter in the parameter setting panel; and responding to a second setting operation for a second editable control, and determining a second parameter corresponding to the scene component.
Further, the parameter determining module is further configured to: responding to the triggering operation for the first editable control, and displaying a plurality of gravitation type options in a parameter setting panel; different gravitation type options are respectively configured with corresponding gravitation types; and responding to the selected operation of the target gravitation type options in the plurality of gravitation type options, and determining the target gravitation type corresponding to the target gravitation type option as a first parameter corresponding to the scene component.
In particular implementations, the attractive force types include a plurality of the following: the attraction acting range is the attraction type of the whole scene area of the game editing scene, the attraction type of the attraction direction pointing to the specified direction, the attraction type of the attraction direction pointing to the preset position in the scene component, the attraction type of the attraction direction pointing to the preset shaft in the scene component, the attraction type of the attraction direction along the preset shaft of the scene component and the attraction type of the attraction direction vertically pointing to the surface of the preset model arranged in the scene component.
Further, the parameter determining module is further configured to: and responding to the first input operation for the second editable control, and determining the numerical value input by the first input operation as a second parameter corresponding to the scene component.
In a specific implementation, the types of gravities indicated by the first parameters are different, and the computing modes of gravities corresponding to the specific gravitation areas determined according to the first parameters are different.
In an alternative embodiment, the gravity calculation mode corresponding to the gravity type is configured as one of the following: determining the second parameter as the gravitation size in the specific gravitation area, wherein the gravitation sizes in the specific gravitation area are the same; determining the second parameter as a magnitude of attraction at a preset location in the specific attraction area, the magnitude of attraction within the specific attraction area being inversely proportional to a distance from the preset location; determining a second parameter as a magnitude of attraction at a preset axis in the specific attraction area, the magnitude of attraction in the specific attraction area being inversely proportional to a vertical distance from the preset axis; the second parameter is determined as a gravitational force magnitude of the surface of the pre-set model in the specific gravitational force region, the gravitational force magnitude in the specific gravitational force region being inversely proportional to a vertical distance from the surface of the pre-set model.
Further, the parameter setting panel comprises a third editable control; the third editable control is used for setting the attenuation rate of the attraction force along with the distance; the device further comprises an attenuation rate setting module for: responding to a second input operation aiming at a third editable control, and determining a numerical value input by the second input operation as the attenuation rate of the attraction force along with the distance; wherein the decay rate of the attraction force with the distance is configured to: the magnitude of the attraction force within a particular attraction force region is determined, following the rate of change of the distance.
Further, the parameter setting panel also comprises a switch control; wherein the switch control is used for configuring: whether a scene component is visible in a game scene generated based on the game editing scene.
In a specific implementation, the component attribute parameters further include an attraction influencing object; the parameter setting panel also comprises a fourth editable control for setting the gravitation influencing object; the apparatus further comprises an object determining module configured to: responding to the triggering operation for setting the fourth editable control, and displaying a plurality of object options in the parameter setting panel; different object options are respectively configured with corresponding gravitation influencing objects; wherein the attraction-influencing object comprises at least one of: virtual roles and virtual props; and responding to the selected operation of the target object option in the object options, and determining the gravitation influence object corresponding to the target object option as the gravitation influence object corresponding to the scene component.
Further, the component attribute parameters include: configuring a third parameter of the gravitational direction corresponding to the specific gravitational region; the parameter setting panel also comprises a fifth editable control for setting a third parameter; the fifth editable control includes: a coordinate input control with a preset axial direction contained in a preset coordinate system; the device further comprises a direction setting module for: in response to a third input operation for a target coordinate input control in the fifth editable control, determining a coordinate direction based on a numerical value input by the third input operation, and determining the coordinate direction as a third parameter corresponding to the scene component.
Further, the device further comprises an identification display module for: in response to completion of setting of the third parameter corresponding to the scene component, displaying a direction indication identifier in the scene component displayed in the game editing scene; the direction indication identifier is used for indicating the gravitational direction indicated by the third parameter corresponding to the scene component.
In a specific implementation, the numerical value input by the third input operation is further used for configuring the attraction force size of the specific attraction force area corresponding to the scene component.
Further, the component attribute parameters include: configuring a fourth parameter of the triggering priority of the specific gravitation parameter corresponding to the specific gravitation region when the specific gravitation region is overlapped with the first specific gravitation region; the apparatus further comprises a priority determining module for: in response to a fourth input operation for the sixth editable control in the parameter setting panel, determining a value entered by the fourth input operation as a fourth parameter corresponding to the scene component.
In a specific implementation, the parameter setting panel further comprises a seventh editable control; the seventh editable control is to configure: when the specific gravitation areas with the same triggering priority are overlapped with the first specific gravitation area, determining a gravitation mixing mode corresponding to the overlapped area; the device further comprises a mixing mode determining module for: responding to the triggering operation for the seventh editable control, and displaying a plurality of mixed mode options in a parameter setting panel; different mixing mode options are respectively configured with corresponding gravitation mixing modes; and responding to the selection operation of the target mixing mode option in the plurality of mixing mode options, determining the gravitation mixing mode corresponding to the target mixing mode option as the gravitation mixing mode of the overlapping area of the specific gravitation area corresponding to the scene component and the first specific gravitation area.
Further, the parameter setting panel further comprises a first time setting control and a second time setting control; wherein, the first time setting control is used for configuration: after the gravitation influencing object collides with the collision body corresponding to the scene component, the effective time of influencing the moving state of the gravitation influencing object by the specific gravitation parameter of the specific gravitation area corresponding to the scene component; the second time setting control is used for configuring: after the collision of the gravitation influencing object and the collision body corresponding to the scene component is finished, the specific gravitation parameter of the specific gravitation area corresponding to the scene component stops influencing the moving state of the gravitation influencing object; the device further comprises a time setting module for: responding to a fifth input operation aiming at the first time setting control, and determining a time value input by the fifth input operation as the effective time corresponding to the scene component; and responding to a sixth input operation of the second time setting control, and determining a time value input by the sixth input operation as the failure time corresponding to the scene component.
Further, the parameter setting panel further comprises a first effect setting control and a second effect setting control; the first effect setting control is used for configuring: the attractive force influences the game performance effect when the object collides with the collision body corresponding to the scene component; the second effect setting control is used for configuring: the attractive force affects the game performance effect when the object and the collision body corresponding to the scene component end collision.
Further, the graphical user interface comprises a zoom control; the apparatus further comprises a sizing module for: responding to triggering operation aiming at a zoom control, and displaying three axial identifiers of a preset coordinate axis on a scene component; the different axial marks are respectively provided with corresponding preset axial directions; responding to the adjustment operation aiming at the target axial mark, and adjusting the size of the scene component in the preset axial direction corresponding to the target axial mark to obtain the scene component with the adjusted size; the target axial mark is one of three axial marks.
The control device for virtual objects provided in the embodiment of the present invention has the same implementation principle and technical effects as those of the foregoing method embodiment, and for brevity, reference may be made to corresponding contents in the foregoing method embodiment where the device embodiment is not mentioned.
The embodiment of the invention also provides an electronic device, as shown in fig. 13, which includes a processor and a memory, wherein the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the control method of the virtual object.
Specifically, the specific process of the control method of the virtual object comprises the following steps: providing a graphical user interface of a game operation stage through terminal equipment, wherein the graphical user interface comprises a game scene which comprises at least one specific gravitation area; the specific gravitation area is configured with specific gravitation parameters which are different from basic gravitation parameters configured in the game scene; determining a basic movement state of the virtual object according to basic gravitation parameters when the virtual object is in an unspecified gravitation area in the game scene, wherein the basic movement state comprises at least one of the following states: base movement speed, base movement direction, and base standing direction; responding to the condition that the virtual object and the target specific gravitation area meet the interaction condition, and determining a target moving state of the virtual object according to the specific gravitation parameter corresponding to the target specific gravitation area, wherein the target moving state comprises at least one of the following states: target moving speed, target moving direction and target standing direction; wherein the target specific gravity region is a specific gravity region of the at least one specific gravity region; the virtual object is adjusted from the base movement state to the target movement state.
According to the control method of the virtual object, the specific gravitation area is generated in the game scene, so that the active space of the virtual object in the game scene is expanded, more game contents can be contained in the game scene with the original volume, the playability of the game stage is improved, and the game experience of a player is improved.
In an alternative embodiment, the specific gravity parameter includes a direction of gravity, the direction of gravity being used to indicate a direction in which the virtual object is attracted by gravity in the specific gravity region; the target movement state includes a target standing direction; the step of determining the target moving state of the virtual object according to the specific gravitation parameters corresponding to the target specific gravitation region comprises the following steps: according to the gravitation direction corresponding to the target specific gravitation area, adjusting and determining the target standing direction of the virtual object in the target specific gravitation area; the target standing direction matches the attraction direction corresponding to the target specific attraction area.
In an alternative embodiment, the specific gravity parameter is different from the basic gravity parameter of the game scene configuration, and is: the direction of attraction in a particular attraction parameter is different from the direction of attraction in the base attraction parameter.
In an alternative embodiment, the specific attraction parameter includes attraction force magnitude; the step of determining the target moving state of the virtual object according to the specific gravitation parameters corresponding to the target specific gravitation region comprises the following steps: and controlling the virtual object to move towards the direction indicated by the gravitational direction corresponding to the target specific gravitational area according to the gravitational size corresponding to the target specific gravitational area, wherein the moving acceleration of the virtual object is matched with the gravitational size corresponding to the target specific gravitational area.
In an alternative embodiment, the target specific gravity region includes a gravity center; when the interaction condition is satisfied between the virtual object and the target specific gravity region, the moving acceleration of the virtual object is smaller as the virtual object is far away from the gravity center.
In an alternative embodiment, the target specific gravity region includes a gravity center axis; when the interaction condition is satisfied between the virtual object and the target specific gravity region, the moving acceleration of the virtual object is smaller as the vertical distance between the virtual object and the gravity center axis is longer.
In an alternative embodiment, the specific attraction parameter includes an attraction type; different gravitation types are respectively configured with corresponding gravitation calculation modes; the magnitude and direction of the gravitation of the virtual object in the specific gravitation region are calculated by the gravitation calculation mode of the gravitation type corresponding to the specific gravitation region.
In an alternative embodiment, the game scene includes a target object, the first surface of the target object at least partially overlaps with the target specific gravitation area, and the gravitation direction corresponding to the target specific gravitation area points to the first surface of the target object; the method further comprises the following steps: the foot of the virtual object is controlled to stand on the first surface of the target object in response to the virtual object being located in an area on the first surface of the target object that at least partially overlaps the target specific gravitational area.
In an alternative embodiment, the orientation of the virtual camera disposed in the game scene is adjusted while adjusting the target standing direction of the virtual object within the target specific gravity region such that the orientation of the virtual camera changes following the change in the target standing direction of the virtual object; the virtual camera is configured to capture a game scene to form a game screen displayed in the graphical user interface, the game screen including the game scene.
In an optional embodiment, the step of pre-establishing a preset angle relationship between the orientation of the virtual camera and the standing direction of the virtual object, and adjusting the orientation of the virtual camera set in the game scene includes: acquiring the current standing direction of the virtual object; determining the target orientation of the virtual camera according to the current standing direction and a preset angle relation; the current orientation of the virtual camera is adjusted to the target orientation.
In an alternative embodiment, the direction of the virtual camera is adjusted from the current direction to the target direction at a preset switching speed.
In an alternative embodiment, the interaction conditions include: the virtual object collides with a collision body corresponding to the specific gravitation area of the target; the collision body corresponding to the target specific area is determined in the game editing stage, and the collision body is a three-dimensional model with a preset volume.
In an alternative embodiment, the method further comprises: responding to the collision of the virtual object and collision bodies corresponding to a plurality of target specific gravitation areas, and carrying out mixing processing on specific gravitation parameters corresponding to the plurality of target specific gravitation areas based on a preset gravitation mixing mode to obtain mixed gravitation parameters; based on the hybrid attraction parameter, a target movement state of the virtual object is determined.
In an alternative embodiment, the preset gravity mixing method includes one of the following: calculating the addition of specific gravitation parameters corresponding to a plurality of target specific gravitation areas; calculating the average value of specific gravitation parameters corresponding to a plurality of target specific gravitation areas; and taking the maximum attraction parameter in the specific attraction parameters corresponding to the specific attraction areas of the targets.
In an alternative embodiment, the collision volume and the specific gravity parameter corresponding to the target specific gravity region are determined by the following manner: providing a graphical user interface of a game editing stage through terminal equipment, wherein the graphical user interface comprises a game editing scene and an editing window; the editing window comprises a plurality of editable components; in response to a selection operation for a target editable component of the plurality of editable components, controlling generation of a scene component corresponding to the target editable component in a game editing scene, the scene component being a component having a corresponding stereoscopic shape, wherein the stereoscopic shape of the scene component is configured to generate a collision body of the corresponding shape at a game run stage, the collision body being used to define a trigger range of a specific attraction area; in response to an editing operation for a scene component, component attribute parameters corresponding to the scene component are determined, the component attribute parameters configured to determine specific attraction parameters corresponding to specific attraction areas at a game run stage.
In an alternative embodiment, the graphical user interface includes a first interactive control; the method further comprises the following steps: responding to triggering operation aiming at the first interaction control, and controlling and generating game scene information corresponding to the game editing scene; the game scene information comprises component information of edited components in a game editing scene, wherein the edited components are editing components responding to editing operations in a plurality of editable components included in an editing window; controlling to transmit game scene information to a server; the server is configured to be in communication connection with the terminal equipment, the terminal equipment is configured with a game program, the terminal equipment is configured to acquire game scene information from the server, and a corresponding game scene is generated according to the game scene information through the game program.
In an alternative embodiment, a setting control is displayed in the graphical user interface; the step of determining the component attribute parameters corresponding to the scene component in response to the editing operation of the scene component comprises the following steps: after a scene component in a game editing scene is selected, aiming at the triggering operation of a setting control, displaying a parameter setting panel in an editing window; the parameter setting panel comprises a plurality of editable controls, wherein the editable controls are used for configuring component attribute parameters corresponding to the scene components; and determining the component attribute parameters corresponding to the scene components in response to the setting operation aiming at the parameter setting panel.
In an alternative embodiment, the component attribute parameters include: configuring a first parameter of a gravitation type corresponding to the specific gravitation region and a second parameter of a gravitation size corresponding to the specific gravitation region; the step of determining the component attribute parameters corresponding to the scene component in response to the setting operation of the parameter setting panel comprises the following steps: responding to a first setting operation aiming at a first editable control in a parameter setting panel, determining a first parameter corresponding to a scene component, and displaying a second editable control matched with the gravitation type indicated by the first parameter in the parameter setting panel; and responding to a second setting operation for a second editable control, and determining a second parameter corresponding to the scene component.
In an alternative embodiment, the step of determining the first parameter corresponding to the scene component in response to the first setting operation for the first editable control in the parameter setting panel includes: responding to the triggering operation for the first editable control, and displaying a plurality of gravitation type options in a parameter setting panel; different gravitation type options are respectively configured with corresponding gravitation types; and responding to the selected operation of the target gravitation type options in the plurality of gravitation type options, and determining the target gravitation type corresponding to the target gravitation type option as a first parameter corresponding to the scene component.
In alternative embodiments, the attractive force types include a plurality of the following: the attraction acting range is the attraction type of the whole scene area of the game editing scene, the attraction type of the attraction direction pointing to the specified direction, the attraction type of the attraction direction pointing to the preset position in the scene component, the attraction type of the attraction direction pointing to the preset shaft in the scene component, the attraction type of the attraction direction along the preset shaft of the scene component and the attraction type of the attraction direction vertically pointing to the surface of the preset model arranged in the scene component.
In an alternative embodiment, the step of determining the second parameter corresponding to the scene component in response to the second setting operation for the second editable control includes: and responding to the first input operation for the second editable control, and determining the numerical value input by the first input operation as a second parameter corresponding to the scene component.
In an alternative embodiment, the types of gravities indicated by the first parameters are different, and the computing modes of gravities corresponding to the specific gravitation areas determined according to the first parameters are different.
In an alternative embodiment, the gravity calculation mode corresponding to the gravity type is configured as one of the following: determining the second parameter as the gravitation size in the specific gravitation area, wherein the gravitation sizes in the specific gravitation area are the same; determining the second parameter as a magnitude of attraction at a preset location in the specific attraction area, the magnitude of attraction within the specific attraction area being inversely proportional to a distance from the preset location; determining a second parameter as a magnitude of attraction at a preset axis in the specific attraction area, the magnitude of attraction in the specific attraction area being inversely proportional to a vertical distance from the preset axis; the second parameter is determined as a gravitational force magnitude of the surface of the pre-set model in the specific gravitational force region, the gravitational force magnitude in the specific gravitational force region being inversely proportional to a vertical distance from the surface of the pre-set model.
In an alternative embodiment, a third editable control is included in the parameter setting panel; the third editable control is used for setting the attenuation rate of the attraction force along with the distance; the method further comprises the following steps: responding to a second input operation aiming at a third editable control, and determining a numerical value input by the second input operation as the attenuation rate of the attraction force along with the distance; wherein the decay rate of the attraction force with the distance is configured to: the magnitude of the attraction force within a particular attraction force region is determined, following the rate of change of the distance.
In an alternative embodiment, the parameter setting panel further comprises a switch control; wherein the switch control is used for configuring: whether a scene component is visible in a game scene generated based on the game editing scene.
In an alternative embodiment, the component property parameters further include an attractive force influencing object; the parameter setting panel also comprises a fourth editable control for setting the gravitation influencing object; the method further comprises the following steps: responding to the triggering operation for setting the fourth editable control, and displaying a plurality of object options in the parameter setting panel; different object options are respectively configured with corresponding gravitation influencing objects; wherein the attraction-influencing object comprises at least one of: virtual roles and virtual props; and responding to the selected operation of the target object option in the object options, and determining the gravitation influence object corresponding to the target object option as the gravitation influence object corresponding to the scene component.
In an alternative embodiment, the component attribute parameters include: configuring a third parameter of the gravitational direction corresponding to the specific gravitational region; the parameter setting panel also comprises a fifth editable control for setting a third parameter; the fifth editable control includes: a coordinate input control with a preset axial direction contained in a preset coordinate system; the method further comprises the following steps: in response to a third input operation for a target coordinate input control in the fifth editable control, determining a coordinate direction based on a numerical value input by the third input operation, and determining the coordinate direction as a third parameter corresponding to the scene component.
In an alternative embodiment, the method further comprises: in response to completion of setting of the third parameter corresponding to the scene component, displaying a direction indication identifier in the scene component displayed in the game editing scene; the direction indication identifier is used for indicating the gravitational direction indicated by the third parameter corresponding to the scene component.
In an alternative embodiment, the value of the third input operation input is further used to configure a gravitational size of a specific gravitational area corresponding to the scene component.
In an alternative embodiment, the component attribute parameters include: configuring a fourth parameter of the triggering priority of the specific gravitation parameter corresponding to the specific gravitation region when the specific gravitation region is overlapped with the first specific gravitation region; the method further comprises the following steps: in response to a fourth input operation for the sixth editable control in the parameter setting panel, determining a value entered by the fourth input operation as a fourth parameter corresponding to the scene component.
In an alternative embodiment, a seventh editable control is further included in the parameter setting panel; the seventh editable control is to configure: when the specific gravitation areas with the same triggering priority are overlapped with the first specific gravitation area, determining a gravitation mixing mode corresponding to the overlapped area; the method further comprises the following steps: responding to the triggering operation for the seventh editable control, and displaying a plurality of mixed mode options in a parameter setting panel; different mixing mode options are respectively configured with corresponding gravitation mixing modes; and responding to the selection operation of the target mixing mode option in the plurality of mixing mode options, determining the gravitation mixing mode corresponding to the target mixing mode option as the gravitation mixing mode of the overlapping area of the specific gravitation area corresponding to the scene component and the first specific gravitation area.
In an optional embodiment, the parameter setting panel further includes a first time setting control and a second time setting control; wherein, the first time setting control is used for configuration: after the gravitation influencing object collides with the collision body corresponding to the scene component, the effective time of influencing the moving state of the gravitation influencing object by the specific gravitation parameter of the specific gravitation area corresponding to the scene component; the second time setting control is used for configuring: after the collision of the gravitation influencing object and the collision body corresponding to the scene component is finished, the specific gravitation parameter of the specific gravitation area corresponding to the scene component stops influencing the moving state of the gravitation influencing object; the method further comprises the following steps: responding to a fifth input operation aiming at the first time setting control, and determining a time value input by the fifth input operation as the effective time corresponding to the scene component; and responding to a sixth input operation of the second time setting control, and determining a time value input by the sixth input operation as the failure time corresponding to the scene component.
In an optional embodiment, the parameter setting panel further includes a first effect setting control and a second effect setting control; the first effect setting control is used for configuring: the attractive force influences the game performance effect when the object collides with the collision body corresponding to the scene component; the second effect setting control is used for configuring: the attractive force affects the game performance effect when the object and the collision body corresponding to the scene component end collision.
In an alternative embodiment, a zoom control is included in the graphical user interface; the method further comprises the following steps: responding to triggering operation aiming at a zoom control, and displaying three axial identifiers of a preset coordinate axis on a scene component; the different axial marks are respectively provided with corresponding preset axial directions; responding to the adjustment operation aiming at the target axial mark, and adjusting the size of the scene component in the preset axial direction corresponding to the target axial mark to obtain the scene component with the adjusted size; the target axial mark is one of three axial marks.
Further, the electronic device shown in fig. 13 further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.
The memory 100 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. The communication connection between the system network element and at least one other network element is implemented via at least one communication interface 103 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, an EISA bus, or the like. The buses may be classified as address buses, data buses, control buses, etc. For ease of illustration, only one bi-directional arrow is shown in FIG. 13, but not only one bus or type of bus.
The processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in the processor 101 or instructions in the form of software. The processor 101 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), etc.; but may also be a digital signal processor (Digital Signal Processing, DSP for short), application specific integrated circuit (Application Specific Integrated Circuit, ASIC for short), off-the-shelf programmable gate array (Field-Programmable Gate Array, FPGA for short), or other programmable logic device, discrete gate or transistor logic device, discrete hardware components. The disclosed methods, steps, and logic blocks in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be embodied directly in the execution of a hardware decoding processor, or in the execution of a combination of hardware and software modules in a decoding processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in the memory 100 and the processor 101 reads information in the memory 100 and in combination with its hardware performs the steps of the method of the previous embodiments.
The embodiment of the invention also provides a computer readable storage medium, which stores computer executable instructions that, when being called and executed by a processor, cause the processor to implement the control method of the virtual object, and the specific implementation can be referred to the method embodiment and will not be described herein.
Specifically, the specific process of the control method of the virtual object comprises the following steps: providing a graphical user interface of a game operation stage through terminal equipment, wherein the graphical user interface comprises a game scene which comprises at least one specific gravitation area; the specific gravitation area is configured with specific gravitation parameters which are different from basic gravitation parameters configured in the game scene; determining a basic movement state of the virtual object according to basic gravitation parameters when the virtual object is in an unspecified gravitation area in the game scene, wherein the basic movement state comprises at least one of the following states: base movement speed, base movement direction, and base standing direction; responding to the condition that the virtual object and the target specific gravitation area meet the interaction condition, and determining a target moving state of the virtual object according to the specific gravitation parameter corresponding to the target specific gravitation area, wherein the target moving state comprises at least one of the following states: target moving speed, target moving direction and target standing direction; wherein the target specific gravity region is a specific gravity region of the at least one specific gravity region; the virtual object is adjusted from the base movement state to the target movement state.
According to the control method of the virtual object, the specific gravitation area is generated in the game scene, so that the active space of the virtual object in the game scene is expanded, more game contents can be contained in the game scene with the original volume, the playability of the game stage is improved, and the game experience of a player is improved.
In an alternative embodiment, the specific gravity parameter includes a direction of gravity, the direction of gravity being used to indicate a direction in which the virtual object is attracted by gravity in the specific gravity region; the target movement state includes a target standing direction; the step of determining the target moving state of the virtual object according to the specific gravitation parameters corresponding to the target specific gravitation region comprises the following steps: according to the gravitation direction corresponding to the target specific gravitation area, adjusting and determining the target standing direction of the virtual object in the target specific gravitation area; the target standing direction matches the attraction direction corresponding to the target specific attraction area.
In an alternative embodiment, the specific gravity parameter is different from the basic gravity parameter of the game scene configuration, and is: the direction of attraction in a particular attraction parameter is different from the direction of attraction in the base attraction parameter.
In an alternative embodiment, the specific attraction parameter includes attraction force magnitude; the step of determining the target moving state of the virtual object according to the specific gravitation parameters corresponding to the target specific gravitation region comprises the following steps: and controlling the virtual object to move towards the direction indicated by the gravitational direction corresponding to the target specific gravitational area according to the gravitational size corresponding to the target specific gravitational area, wherein the moving acceleration of the virtual object is matched with the gravitational size corresponding to the target specific gravitational area.
In an alternative embodiment, the target specific gravity region includes a gravity center; when the interaction condition is satisfied between the virtual object and the target specific gravity region, the moving acceleration of the virtual object is smaller as the virtual object is far away from the gravity center.
In an alternative embodiment, the target specific gravity region includes a gravity center axis; when the interaction condition is satisfied between the virtual object and the target specific gravity region, the moving acceleration of the virtual object is smaller as the vertical distance between the virtual object and the gravity center axis is longer.
In an alternative embodiment, the specific attraction parameter includes an attraction type; different gravitation types are respectively configured with corresponding gravitation calculation modes; the magnitude and direction of the gravitation of the virtual object in the specific gravitation region are calculated by the gravitation calculation mode of the gravitation type corresponding to the specific gravitation region.
In an alternative embodiment, the game scene includes a target object, the first surface of the target object at least partially overlaps with the target specific gravitation area, and the gravitation direction corresponding to the target specific gravitation area points to the first surface of the target object; the method further comprises the following steps: the foot of the virtual object is controlled to stand on the first surface of the target object in response to the virtual object being located in an area on the first surface of the target object that at least partially overlaps the target specific gravitational area.
In an alternative embodiment, the orientation of the virtual camera disposed in the game scene is adjusted while adjusting the target standing direction of the virtual object within the target specific gravity region such that the orientation of the virtual camera changes following the change in the target standing direction of the virtual object; the virtual camera is configured to capture a game scene to form a game screen displayed in the graphical user interface, the game screen including the game scene.
In an optional embodiment, the step of pre-establishing a preset angle relationship between the orientation of the virtual camera and the standing direction of the virtual object, and adjusting the orientation of the virtual camera set in the game scene includes: acquiring the current standing direction of the virtual object; determining the target orientation of the virtual camera according to the current standing direction and a preset angle relation; the current orientation of the virtual camera is adjusted to the target orientation.
In an alternative embodiment, the direction of the virtual camera is adjusted from the current direction to the target direction at a preset switching speed.
In an alternative embodiment, the interaction conditions include: the virtual object collides with a collision body corresponding to the specific gravitation area of the target; the collision body corresponding to the target specific area is determined in the game editing stage, and the collision body is a three-dimensional model with a preset volume.
In an alternative embodiment, the method further comprises: responding to the collision of the virtual object and collision bodies corresponding to a plurality of target specific gravitation areas, and carrying out mixing processing on specific gravitation parameters corresponding to the plurality of target specific gravitation areas based on a preset gravitation mixing mode to obtain mixed gravitation parameters; based on the hybrid attraction parameter, a target movement state of the virtual object is determined.
In an alternative embodiment, the preset gravity mixing method includes one of the following: calculating the addition of specific gravitation parameters corresponding to a plurality of target specific gravitation areas; calculating the average value of specific gravitation parameters corresponding to a plurality of target specific gravitation areas; and taking the maximum attraction parameter in the specific attraction parameters corresponding to the specific attraction areas of the targets.
In an alternative embodiment, the collision volume and the specific gravity parameter corresponding to the target specific gravity region are determined by the following manner: providing a graphical user interface of a game editing stage through terminal equipment, wherein the graphical user interface comprises a game editing scene and an editing window; the editing window comprises a plurality of editable components; in response to a selection operation for a target editable component of the plurality of editable components, controlling generation of a scene component corresponding to the target editable component in a game editing scene, the scene component being a component having a corresponding stereoscopic shape, wherein the stereoscopic shape of the scene component is configured to generate a collision body of the corresponding shape at a game run stage, the collision body being used to define a trigger range of a specific attraction area; in response to an editing operation for a scene component, component attribute parameters corresponding to the scene component are determined, the component attribute parameters configured to determine specific attraction parameters corresponding to specific attraction areas at a game run stage.
In an alternative embodiment, the graphical user interface includes a first interactive control; the method further comprises the following steps: responding to triggering operation aiming at the first interaction control, and controlling and generating game scene information corresponding to the game editing scene; the game scene information comprises component information of edited components in a game editing scene, wherein the edited components are editing components responding to editing operations in a plurality of editable components included in an editing window; controlling to transmit game scene information to a server; the server is configured to be in communication connection with the terminal equipment, the terminal equipment is configured with a game program, the terminal equipment is configured to acquire game scene information from the server, and a corresponding game scene is generated according to the game scene information through the game program.
In an alternative embodiment, a setting control is displayed in the graphical user interface; the step of determining the component attribute parameters corresponding to the scene component in response to the editing operation of the scene component comprises the following steps: after a scene component in a game editing scene is selected, aiming at the triggering operation of a setting control, displaying a parameter setting panel in an editing window; the parameter setting panel comprises a plurality of editable controls, wherein the editable controls are used for configuring component attribute parameters corresponding to the scene components; and determining the component attribute parameters corresponding to the scene components in response to the setting operation aiming at the parameter setting panel.
In an alternative embodiment, the component attribute parameters include: configuring a first parameter of a gravitation type corresponding to the specific gravitation region and a second parameter of a gravitation size corresponding to the specific gravitation region; the step of determining the component attribute parameters corresponding to the scene component in response to the setting operation of the parameter setting panel comprises the following steps: responding to a first setting operation aiming at a first editable control in a parameter setting panel, determining a first parameter corresponding to a scene component, and displaying a second editable control matched with the gravitation type indicated by the first parameter in the parameter setting panel; and responding to a second setting operation for a second editable control, and determining a second parameter corresponding to the scene component.
In an alternative embodiment, the step of determining the first parameter corresponding to the scene component in response to the first setting operation for the first editable control in the parameter setting panel includes: responding to the triggering operation for the first editable control, and displaying a plurality of gravitation type options in a parameter setting panel; different gravitation type options are respectively configured with corresponding gravitation types; and responding to the selected operation of the target gravitation type options in the plurality of gravitation type options, and determining the target gravitation type corresponding to the target gravitation type option as a first parameter corresponding to the scene component.
In alternative embodiments, the attractive force types include a plurality of the following: the attraction acting range is the attraction type of the whole scene area of the game editing scene, the attraction type of the attraction direction pointing to the specified direction, the attraction type of the attraction direction pointing to the preset position in the scene component, the attraction type of the attraction direction pointing to the preset shaft in the scene component, the attraction type of the attraction direction along the preset shaft of the scene component and the attraction type of the attraction direction vertically pointing to the surface of the preset model arranged in the scene component.
In an alternative embodiment, the step of determining the second parameter corresponding to the scene component in response to the second setting operation for the second editable control includes: and responding to the first input operation for the second editable control, and determining the numerical value input by the first input operation as a second parameter corresponding to the scene component.
In an alternative embodiment, the types of gravities indicated by the first parameters are different, and the computing modes of gravities corresponding to the specific gravitation areas determined according to the first parameters are different.
In an alternative embodiment, the gravity calculation mode corresponding to the gravity type is configured as one of the following: determining the second parameter as the gravitation size in the specific gravitation area, wherein the gravitation sizes in the specific gravitation area are the same; determining the second parameter as a magnitude of attraction at a preset location in the specific attraction area, the magnitude of attraction within the specific attraction area being inversely proportional to a distance from the preset location; determining a second parameter as a magnitude of attraction at a preset axis in the specific attraction area, the magnitude of attraction in the specific attraction area being inversely proportional to a vertical distance from the preset axis; the second parameter is determined as a gravitational force magnitude of the surface of the pre-set model in the specific gravitational force region, the gravitational force magnitude in the specific gravitational force region being inversely proportional to a vertical distance from the surface of the pre-set model.
In an alternative embodiment, a third editable control is included in the parameter setting panel; the third editable control is used for setting the attenuation rate of the attraction force along with the distance; the method further comprises the following steps: responding to a second input operation aiming at a third editable control, and determining a numerical value input by the second input operation as the attenuation rate of the attraction force along with the distance; wherein the decay rate of the attraction force with the distance is configured to: the magnitude of the attraction force within a particular attraction force region is determined, following the rate of change of the distance.
In an alternative embodiment, the parameter setting panel further comprises a switch control; wherein the switch control is used for configuring: whether a scene component is visible in a game scene generated based on the game editing scene.
In an alternative embodiment, the component property parameters further include an attractive force influencing object; the parameter setting panel also comprises a fourth editable control for setting the gravitation influencing object; the method further comprises the following steps: responding to the triggering operation for setting the fourth editable control, and displaying a plurality of object options in the parameter setting panel; different object options are respectively configured with corresponding gravitation influencing objects; wherein the attraction-influencing object comprises at least one of: virtual roles and virtual props; and responding to the selected operation of the target object option in the object options, and determining the gravitation influence object corresponding to the target object option as the gravitation influence object corresponding to the scene component.
In an alternative embodiment, the component attribute parameters include: configuring a third parameter of the gravitational direction corresponding to the specific gravitational region; the parameter setting panel also comprises a fifth editable control for setting a third parameter; the fifth editable control includes: a coordinate input control with a preset axial direction contained in a preset coordinate system; the method further comprises the following steps: in response to a third input operation for a target coordinate input control in the fifth editable control, determining a coordinate direction based on a numerical value input by the third input operation, and determining the coordinate direction as a third parameter corresponding to the scene component.
In an alternative embodiment, the method further comprises: in response to completion of setting of the third parameter corresponding to the scene component, displaying a direction indication identifier in the scene component displayed in the game editing scene; the direction indication identifier is used for indicating the gravitational direction indicated by the third parameter corresponding to the scene component.
In an alternative embodiment, the value of the third input operation input is further used to configure a gravitational size of a specific gravitational area corresponding to the scene component.
In an alternative embodiment, the component attribute parameters include: configuring a fourth parameter of the triggering priority of the specific gravitation parameter corresponding to the specific gravitation region when the specific gravitation region is overlapped with the first specific gravitation region; the method further comprises the following steps: in response to a fourth input operation for the sixth editable control in the parameter setting panel, determining a value entered by the fourth input operation as a fourth parameter corresponding to the scene component.
In an alternative embodiment, a seventh editable control is further included in the parameter setting panel; the seventh editable control is to configure: when the specific gravitation areas with the same triggering priority are overlapped with the first specific gravitation area, determining a gravitation mixing mode corresponding to the overlapped area; the method further comprises the following steps: responding to the triggering operation for the seventh editable control, and displaying a plurality of mixed mode options in a parameter setting panel; different mixing mode options are respectively configured with corresponding gravitation mixing modes; and responding to the selection operation of the target mixing mode option in the plurality of mixing mode options, determining the gravitation mixing mode corresponding to the target mixing mode option as the gravitation mixing mode of the overlapping area of the specific gravitation area corresponding to the scene component and the first specific gravitation area.
In an optional embodiment, the parameter setting panel further includes a first time setting control and a second time setting control; wherein, the first time setting control is used for configuration: after the gravitation influencing object collides with the collision body corresponding to the scene component, the effective time of influencing the moving state of the gravitation influencing object by the specific gravitation parameter of the specific gravitation area corresponding to the scene component; the second time setting control is used for configuring: after the collision of the gravitation influencing object and the collision body corresponding to the scene component is finished, the specific gravitation parameter of the specific gravitation area corresponding to the scene component stops influencing the moving state of the gravitation influencing object; the method further comprises the following steps: responding to a fifth input operation aiming at the first time setting control, and determining a time value input by the fifth input operation as the effective time corresponding to the scene component; and responding to a sixth input operation of the second time setting control, and determining a time value input by the sixth input operation as the failure time corresponding to the scene component.
In an optional embodiment, the parameter setting panel further includes a first effect setting control and a second effect setting control; the first effect setting control is used for configuring: the attractive force influences the game performance effect when the object collides with the collision body corresponding to the scene component; the second effect setting control is used for configuring: the attractive force affects the game performance effect when the object and the collision body corresponding to the scene component end collision.
In an alternative embodiment, a zoom control is included in the graphical user interface; the method further comprises the following steps: responding to triggering operation aiming at a zoom control, and displaying three axial identifiers of a preset coordinate axis on a scene component; the different axial marks are respectively provided with corresponding preset axial directions; responding to the adjustment operation aiming at the target axial mark, and adjusting the size of the scene component in the preset axial direction corresponding to the target axial mark to obtain the scene component with the adjusted size; the target axial mark is one of three axial marks.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the description of the present invention, it should be noted that the directions or positional relationships indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. are based on the directions or positional relationships shown in the drawings, are merely for convenience of describing the present invention and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be configured and operated in a specific orientation, and thus should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above examples are only specific embodiments of the present invention, and are not intended to limit the scope of the present invention, but it should be understood by those skilled in the art that the present invention is not limited thereto, and that the present invention is described in detail with reference to the foregoing examples: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention, and are intended to be included in the scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.