Interaction method, device, equipment, medium and program product based on virtual object

By displaying the second virtual object when the slave virtual object locks the second virtual object, the second virtual object imitates the behavior of the first virtual object, the problem of single pet assisted combat strategy in the prior art is solved, and the diversity of combat strategies between virtual objects is achieved and richness.

CN114042317BActive Publication Date: 2025-02-25TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111652624.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2021-11-24
Filing Date
2021-12-30
Publication Date
2025-02-25
Estimated Expiration
2041-12-30

AI Technical Summary

Technical Problem

In the prior art, pets have limited roles in assisting their role in combat in virtual environments, only attacks, and lack diversified combat strategies.

Method used

When the slave virtual object locks the second virtual object, displays a screen where the second virtual object mimics the behavior of the first virtual object, thereby providing a diverse combat strategy.

Benefits of technology

The diversity of subordinate virtual objects assisting the first virtual object in combat is realized, the combat strategies between the first virtual object and the second virtual object are enriched, and the diversity of gameplay is improved.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application discloses an interactive method, device, equipment, medium and program product based on virtual objects, belonging to the field of virtual environment. The method includes: displaying a perspective screen of a first virtual object, the first virtual object having a subordinate virtual object; controlling the subordinate virtual object to move in the virtual environment; in response to the second virtual object being in the locking range of the subordinate virtual object, controlling the subordinate virtual object to lock the second virtual object; when the subordinate virtual object successfully locks the second virtual object, displaying a screen of the second virtual object imitating the behavior of the first virtual object; wherein the control account of the second virtual object in a non-imitation state is different from the control account of the first virtual object. This scheme not only provides a way for the subordinate virtual object to assist the first virtual object in combat (interfering with the second virtual object), but also improves the diversity of the game modes between virtual objects, thereby enriching the game strategies between the first virtual object and the second virtual object.
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Description

[0001] This application claims priority to the Chinese patent application filed on November 24, 2021, with application number 202111400456.3 and invention name “Interaction method, device, equipment, medium and program product based on virtual objects”, the entire contents of which are incorporated by reference into this application. Technical Field

[0002] The embodiments of the present application relate to the field of virtual environments, and in particular to a virtual object-based interaction method, device, equipment, medium and program product. Background Art

[0003] As the gaming industry continues to develop, it is common to configure pets for player-controlled characters in virtual environments. Pets are used to assist the player's characters in the game.

[0004] In the related art, pets can follow the characters of the team to participate in the game, and when receiving the instructions from the player, the pets attack the enemy characters selected by the player. In the related art, the role of pets in the game between the characters of the team and the enemy characters is very limited, and the pets only play an attacking role. Summary of the invention

[0005] The present application provides a virtual object-based interaction method, device, equipment, medium and program product, which enriches the way in which subordinate virtual objects assist first virtual objects in combat. The technical solution is as follows:

[0006] According to one aspect of the present application, a virtual object-based interaction method is provided, the method comprising:

[0007] Displaying a perspective picture of a first virtual object, where the first virtual object has subordinate virtual objects;

[0008] Controlling the movement of slave virtual objects in the virtual environment;

[0009] In response to the second virtual object being within the locking range of the slave virtual object, controlling the slave virtual object to lock the second virtual object;

[0010] When the slave virtual object successfully locks the second virtual object, displaying a screen in which the second virtual object imitates the behavior of the first virtual object;

[0011] The control account of the second virtual object in the non-imitation state is different from the control account of the first virtual object.

[0012] According to another aspect of the present application, a virtual object-based interaction method is provided, the method comprising:

[0013] Displaying a perspective picture of a second virtual object;

[0014] When the second virtual object is locked by a subordinate virtual object of the first virtual object, the control authority of the second virtual object is lost;

[0015] Displaying a screen in which the second virtual object imitates the behavior of the first virtual object;

[0016] The control account of the second virtual object in the non-imitation state is different from the control account of the first virtual object.

[0017] According to another aspect of the present application, a virtual object-based interaction device is provided, the device comprising:

[0018] A display module, used to display a perspective image of a first virtual object, where the first virtual object has subordinate virtual objects;

[0019] A control module, used for controlling the movement of the subordinate virtual objects in the virtual environment;

[0020] The control module is further used to control the subordinate virtual object to lock the second virtual object in response to the second virtual object being in the locking range of the subordinate virtual object;

[0021] The display module is further used to display a picture of the second virtual object imitating the behavior of the first virtual object when the subordinate virtual object successfully locks the second virtual object;

[0022] The control account of the second virtual object in the non-imitation state is different from the control account of the first virtual object.

[0023] According to another aspect of the present application, a virtual object-based interaction device is provided, the device comprising:

[0024] A display module, used to display a perspective image of a second virtual object;

[0025] A control module, configured to lose control authority over the second virtual object when the second virtual object is locked by a subordinate virtual object of the first virtual object;

[0026] The display module is further used to display a picture of the second virtual object imitating the behavior of the first virtual object;

[0027] The control account of the second virtual object in the non-imitation state is different from the control account of the first virtual object.

[0028] According to one aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the virtual object-based interaction method as described above.

[0029] According to another aspect of the present application, a computer-readable storage medium is provided, wherein the storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the virtual object-based interaction method as described above.

[0030] According to another aspect of the present application, a computer program product is provided, the computer program product comprising computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the virtual object-based interaction method provided in the above aspect.

[0031] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:

[0032] By displaying a screen in which the second virtual object imitates the behavior of the first virtual object when the subordinate virtual object locks the second virtual object, not only is there a way for the subordinate virtual object to assist the first virtual object in combat (interfering with the second virtual object), but also the diversity of the game modes between virtual objects is increased, thereby enriching the combat strategies of the first virtual object and the second virtual object. For example, the first virtual object uses the subordinate virtual object to force the second virtual object to imitate the first virtual object's behavior of randomly shooting in all directions, thereby exposing the position of the second virtual object. After knowing the position of the second virtual object, other virtual objects may attack the second virtual object in groups. BRIEF DESCRIPTION OF THE DRAWINGS

[0033] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0034] Figure 1 A structural block diagram of a computer system provided by an exemplary embodiment is shown;

[0035] Figure 2 A flowchart of a virtual object-based interaction method provided by an exemplary embodiment is shown;

[0036] Figure 3 A schematic diagram of a perspective picture of a first virtual object provided by an exemplary embodiment is shown;

[0037] Figure 4 A schematic diagram of a perspective picture of a first virtual object provided by another exemplary embodiment is shown;

[0038] Figure 5A schematic diagram showing a second virtual object imitating a behavior of a first virtual object provided by an exemplary embodiment is shown;

[0039] Figure 6 A flowchart of a virtual object-based interaction method provided by another exemplary embodiment is shown;

[0040] Figure 7 A schematic diagram showing a subordinate virtual object determining a second virtual object provided by an exemplary embodiment is shown;

[0041] Figure 8 A schematic diagram showing a subordinate virtual object moving toward a second virtual object provided by an exemplary embodiment is shown;

[0042] Fig. 9 A schematic diagram showing a subordinate virtual object locking a second virtual object provided by an exemplary embodiment is shown;

[0043] Fig.10 A flowchart of a virtual object-based interaction method provided by another exemplary embodiment is shown;

[0044] Fig.11 A flowchart of a virtual object-based interaction method provided by another exemplary embodiment is shown;

[0045] Fig.12 A structural block diagram of an interactive device based on a virtual object provided by an exemplary embodiment is shown;

[0046] Fig.13 A structural block diagram of an interactive device based on a virtual object provided by another exemplary embodiment is shown;

[0047] Fig.14 A structural block diagram of a computer device provided by an exemplary embodiment is shown. DETAILED DESCRIPTION

[0048] Exemplary embodiments will be described in detail herein, examples of which are shown in the accompanying drawings. When the following description refers to the drawings, the same numbers in different drawings represent the same or similar elements unless otherwise indicated. The implementations described in the following exemplary embodiments do not represent all implementations consistent with the present application. Instead, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.

[0049] It should be understood that the "several" mentioned in this article refers to one or more, and "multiple" refers to two or more. "And / or" describes the association relationship of the associated objects, indicating that there can be three relationships. For example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects before and after are in an "or" relationship.

[0050] First, the nouns involved in the embodiments of the present application are briefly introduced:

[0051] Virtual environment: is a virtual environment displayed (or provided) when the client runs on the terminal. The virtual environment can be a simulation of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and this application does not limit this. The following embodiments are illustrated by taking the virtual environment as a three-dimensional virtual environment.

[0052] Optionally, the virtual environment may provide a game environment for virtual objects. Exemplarily, in a battle royale game, at least one virtual object plays a single game in the virtual environment. The virtual object survives in the virtual environment by avoiding attacks launched by enemy units and dangers in the virtual environment (such as swamps, etc.). When the life value of the virtual object in the virtual environment is zero, the life of the virtual object in the virtual environment ends, and the virtual object that successfully passes the route in the level is the winner. Each client can control one or more virtual objects in the virtual environment.

[0053] Virtual object: refers to an active object in a virtual environment. The active object can be a virtual person, a virtual animal, an animated character, etc., such as a person or an animal displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.

[0054] Figure 1 The computer system 100 includes a first terminal 120 , a server 140 , and a second terminal 160 .

[0055] The first terminal 120 is installed and runs a first client that supports a virtual environment. A control account of a first virtual object is logged into the first client, and the first client can be any one of a three-dimensional map program, a horizontal shooting program, a horizontal adventure program, a horizontal level pass program, a horizontal strategy program, a virtual reality (VR) application program, and an augmented reality (AR) program. The first terminal 120 is a terminal used by a first user, and the first user uses the first terminal 120 to control the first virtual object in the virtual environment to perform activities, and the activities include but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, using throwing props, and attacking other virtual objects. Exemplarily, the first virtual object is a first virtual character, such as a simulated character object or an animated character object. Exemplarily, the first user controls the first virtual character to perform activities through the UI controls on the virtual environment screen.

[0056] The second terminal 160 is installed and runs a second client supporting the virtual environment, and a control account of the second virtual object in a non-imitation state is logged in to the second client. The second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to control the second virtual object in the virtual environment to perform activities. The activities include but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, using throwing props, and attacking other virtual objects. Optionally, the first virtual object and the second virtual object belong to different camps or the same camp.

[0057] The first terminal 120 and the second terminal 160 are connected to the server 140 via a wireless network or a wired network.

[0058] The server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, the server 140 includes a processor 144 and a memory 142, and the memory 142 includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 is used to receive a request sent by a client, such as a firing request; the control module 1422 is used to control the rendering of the virtual environment screen; and the sending module 1423 is used to send a response to the client, such as sending the damage value caused by the bullet to the client. The server 140 is used to provide background services for applications that support three-dimensional virtual environments. Optionally, the server 140 undertakes the main computing work, and the first terminal 120 and the second terminal 160 undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120 and the second terminal 160 undertake the main computing work; or, the server 140, the first terminal 120, and the second terminal 160 undertake the computing work in a collaborative manner.

[0059] Optionally, the first client and the second client are the same client on different operating system platforms (Android or IOS). Optionally, the first terminal 120 and the second terminal 160 are of the same or different device types, and the device type includes: at least one of a smart phone, a smart watch, a vehicle terminal, a wearable device, a smart TV, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are illustrated by taking the terminal including a smart phone as an example.

[0060] Those skilled in the art will appreciate that the number of the above terminals may be more or less. For example, the above terminal may be only one, or the above terminals may be dozens or hundreds, or more. The embodiment of the present application does not limit the number of terminals and device types.

[0061] To enrich the way in which subordinate virtual objects assist the primary virtual object in combat, Figure 2 A flowchart of an interactive method based on virtual objects provided by an exemplary embodiment of the present application is shown. Figure 1 The method is performed by the first client (or the first terminal 120) in the first terminal 120 shown in the figure for illustration. The method includes:

[0062] Step 220, displaying a perspective picture of a first virtual object, where the first virtual object has subordinate virtual objects;

[0063] First virtual object: refers to a virtual object controlled by the first client. The first client controls the first virtual object to perform activities in a virtual environment during the game. A control account of the first virtual object is logged into the first client.

[0064] Subordinate virtual object: refers to a virtual object owned by the first virtual object. Optionally, the subordinate virtual object is a virtual object released by the first virtual object through skills in the virtual environment, or, the subordinate virtual object is a virtual object released by the first virtual object in the virtual environment by using props, or, the subordinate virtual object is a virtual object that the first virtual object carries when it is born in the virtual environment. Illustratively, the subordinate virtual object can be an avatar, a virtual pet, a virtual robot, etc. of the first virtual object. It is worth noting that the present application does not limit the form of expression of the subordinate virtual object, and it may also be expressed in the form of a certain virtual prop, such as a subordinate virtual object in the form of a "drone".

[0065] The perspective picture of the first virtual object is displayed on the first client. Optionally, the perspective picture is a picture observed by the camera model in the virtual environment from a first-person perspective or a third-person perspective.

[0066] Indicative, Figure 3The perspective picture of the first virtual object observed from the first person perspective is shown. Several skill controls are displayed on the interface of the first client. In response to the user touching the release control 301 of the subordinate virtual object, the first virtual object releases the subordinate virtual object. Figure 4 The perspective screen of the first virtual object also shows a subordinate virtual object 401, which is in the form of a virtual car.

[0067] In one embodiment, the release control 301 of the subordinate virtual object is in a disabled state when the current score of the first virtual object does not reach a preset value, and is otherwise in an enabled state. Optionally, the score of the first virtual object is accumulated according to the performance of the first virtual object, for example, the score of the first virtual object is accumulated according to at least one of the number of enemies defeated by the first virtual object, enemies of different levels defeated, the number of items picked up, items of different levels picked up, the time to pass a level, and levels of different difficulty passed.

[0068] Step 240, controlling the subordinate virtual object to move in the virtual environment;

[0069] The first client controls the subordinate virtual object to move in the virtual environment, and optionally, the movement mode includes at least one of walking, running, swimming, driving a vehicle, riding a mount, and flying. Optionally, the movement type of the subordinate virtual object toward the second virtual object in the virtual environment is tracking or moving along a fixed trajectory.

[0070] In one embodiment, the subordinate virtual object performs autonomous activities based on a preset behavior logic. For example, the subordinate virtual object will autonomously attack the second virtual object according to the preset attack logic; the subordinate virtual object will autonomously track the second virtual object according to the preset tracking logic; the subordinate virtual object will autonomously lock the second virtual object according to the preset locking logic. Schematically, the subordinate virtual object selects the second virtual object with the least health within the preset range to attack; the subordinate virtual object tracks the second virtual object closest to it within the preset range.

[0071] In one embodiment, the subordinate virtual object moves based on the control of the user. For example, the user selects the second virtual object to be attacked, and controls the subordinate virtual object to attack the second virtual object; the user selects the second virtual object to be tracked, and controls the subordinate virtual object to track the second virtual object; the user selects the second virtual object to be locked, and controls the subordinate virtual object to lock the second virtual object.

[0072] Step 260, in response to the second virtual object being within the locking range of the subordinate virtual object, controlling the subordinate virtual object to lock the second virtual object;

[0073] Second virtual object: refers to a virtual object corresponding to the second client, and a control account of the second virtual object in a non-imitation state is logged into the second client. Optionally, the second virtual object refers to a virtual object generated by the second client when the game is launched, and the second virtual object is controlled by the second client to perform activities in the virtual environment most of the time.

[0074] Locking: When the second virtual object is locked by the subordinate virtual object, the second virtual object is forced to imitate the behavior of the first virtual object. Optionally, the subordinate virtual object locks the second virtual object by sending a locking ray toward the second virtual object.

[0075] In response to the second virtual object being in the locking range of the subordinate virtual object, the first client controls the subordinate virtual object to lock the second virtual object. Optionally, the locking range of the subordinate virtual object refers to a locking range around the subordinate virtual object determined based on a preset distance.

[0076] Step 280: When the subordinate virtual object successfully locks the second virtual object, a screen showing the second virtual object imitating the behavior of the first virtual object is displayed.

[0077] The control account of the second virtual object in the non-imitation state is different from the control account of the first virtual object. Schematically, a first account is logged in on the first client, and the first account is the control account of the first virtual object. A second account is logged in on the second client, and the second account is the control account of the second virtual object in the non-imitation state.

[0078] In one embodiment, in response to the locking ray sent by the subordinate virtual object successfully hitting the second virtual object, the first client determines that the subordinate virtual object successfully locks the second virtual object. In response to the subordinate virtual object successfully locking the second virtual object, the first client displays a screen in which the second virtual object imitates the behavior of the first virtual object.

[0079] The first client displays a screen in which the second virtual object imitates the behavior of the first virtual object, including at least one of the following:

[0080] · Displaying a screen in which the second virtual object imitates the attack behavior of the first virtual object, wherein the attack behavior includes at least one of firing, aiming, stabbing, punching, and changing props;

[0081] · Displaying a screen in which the second virtual object imitates a prop-related behavior of the first virtual object, wherein the prop-related behavior includes at least one of using a prop, interrupting the use of a prop, picking up a prop, discarding a prop, and selling a prop;

[0082] · Displaying a picture of the second virtual object imitating the physical behavior of the first virtual object, optionally, the physical behavior includes at least one of stillness, climbing, jumping, squatting, lying down, turning, moving forward and moving backward;

[0083] Displaying a field of view of the second virtual object, where the field of view of the second virtual object is obtained based on the second virtual object imitating the field of view acquisition behavior of the first virtual object, and optionally, the field of view acquisition behavior includes at least one of enlarging a map control, marking a position (marking a position on the map control that is within the field of view of the second virtual object and outside the field of view of the first virtual object) and rotating the viewing angle (dragging the screen left and right).

[0084] To summarize, by displaying a screen in which the second virtual object imitates the behavior of the first virtual object when the subordinate virtual object locks the second virtual object, not only is there a way for the subordinate virtual object to assist the first virtual object in combat (interfering with the second virtual object), but also the diversity of the game modes between virtual objects is increased, thereby enriching the combat strategies of the first virtual object and the second virtual object. For example, the first virtual object uses the subordinate virtual object to force the second virtual object to imitate the first virtual object's behavior of randomly shooting in all directions, thereby exposing the position of the second virtual object. After knowing the position of the second virtual object, other virtual objects may attack the second virtual object in groups.

[0085] In the above method, the second virtual object imitates the behavior of the first virtual object, including attacking behavior, prop-related behavior, physical behavior and vision acquisition behavior, providing a variety of ways for subordinate virtual objects to assist the first virtual object in combat, bringing a variety of negative effects to the second virtual object on the battlefield.

[0086] based on Figure 2 In the optional embodiment shown, "displaying a screen showing the second virtual object imitating the behavior of the first virtual object" in step 260 can be replaced by any one of the first to fifth possible imitation methods described below.

[0087] A first possible imitation manner is to display a picture of the second virtual object firing at the first aiming object, where the first aiming object is a common aiming object for the first virtual object and the second virtual object when the second virtual object imitates the first virtual object firing.

[0088] In one embodiment, when the server determines that the subordinate virtual object has successfully locked the second virtual object, the server sends an instruction to the second client to block the second user's operation (which may be an instruction to disable the control on the second client).

[0089] Optionally, in response to the first client receiving the first instruction to control the first virtual object to fire at the first aiming object, the first client generates a second instruction to control the second virtual object to also fire at the first aiming object, the first client sends the second instruction to the server, the server forwards the second instruction to the second client, and the second client executes the second instruction. A screen of the second virtual object firing at the first aiming object is displayed on the first client.

[0090] In another possible implementation, the server generates a second instruction to control the second virtual object to fire at the first aiming object; in another possible implementation, the second client generates a second instruction to control the second virtual object to fire at the first aiming object. The specific setting of the generation method and the number of times of the second instruction can be determined according to the operating status of the client and the server.

[0091] In one example, a first client displays a screen in which both the first virtual object and the second virtual object are firing at the first aiming object, because the distance between the second virtual object and the first virtual object is very close; or, based on the first client displaying a screen in which the first virtual object is firing at the first aiming object, a small window is provided on the interface of the first client, and the small window displays a screen in which the second virtual object is firing at the first aiming object; or, based on the first client displaying a screen in which the second virtual object is firing at the first aiming object, a small window is provided on the interface of the first client, and the small window displays a screen in which the first virtual object is firing at the first aiming object.

[0092] A second possible imitation manner: displaying a picture of the second virtual object firing at a first aiming angle, where the first aiming angle is an aiming angle shared by the first virtual object and the second virtual object when the second virtual object imitates the first virtual object firing.

[0093] In one embodiment, when the server determines that the subordinate virtual object has successfully locked the second virtual object, the server sends an instruction to the second client to block the second user's operation (which may be an instruction to disable the control on the second client).

[0094] Optionally, in response to the first client receiving the third instruction for controlling the first virtual object to fire at the first aiming angle, the first client generates a fourth instruction for controlling the second virtual object to also fire at the first aiming angle, the first client sends the fourth instruction to the server, the server forwards the fourth instruction to the second client, and the second client executes the fourth instruction. A screen showing the second virtual object firing at the first aiming angle is displayed on the first client.

[0095] In another possible implementation, the server generates a fourth instruction for controlling the second virtual object to fire at the first aiming angle; in another possible implementation, the second client generates a fourth instruction for controlling the second virtual object to fire at the first aiming angle. The specific generation method and generation frequency of the fourth instruction can be determined according to the operating status of the client and the server.

[0096] In one example, a first client displays a screen in which both the first virtual object and the second virtual object are fired at a first aiming angle, because the distance between the second virtual object and the first virtual object is very close; or, based on the first client displaying a screen in which the first virtual object is fired at the first aiming angle, a small window is provided on the interface of the first client, and the small window displays a screen in which the second virtual object is also fired at the first aiming angle; or, based on the first client displaying a screen in which the second virtual object is fired at the first aiming angle, a small window is provided on the interface of the first client, and the small window displays a screen in which the first virtual object is also fired at the first aiming angle.

[0097] Indicative, with reference Figure 5 , Figure 5 (a) shows a screen showing a first virtual object firing at a first aiming angle on a first client. Figure 5 (b) shows a screen displayed on the second client in which the second virtual object imitates the first virtual object to fire at the first aiming angle.

[0098] A third possible imitation method is to display a screen in which the second virtual object replaces the currently used prop with the first virtual prop, where the first virtual prop is the same virtual prop held by the first virtual object and the second virtual object after the second virtual object imitates the first virtual object changing the prop.

[0099] In one embodiment, when the server determines that the subordinate virtual object has successfully locked the second virtual object, the server sends an instruction to the second client to block the second user's operation (which may be an instruction to disable the control on the second client).

[0100] Optionally, in response to the first client receiving the fifth instruction for controlling the first virtual object to replace the currently used prop with the first virtual prop, the first client generates a sixth instruction for controlling the second virtual object to also replace the currently used prop with the first virtual prop, the first client sends the sixth instruction to the server, the server forwards the sixth instruction to the second client, and the second client executes the sixth instruction. A screen showing the second virtual object replacing the currently used prop with the first virtual prop is displayed on the first client.

[0101] In another possible implementation, the server generates a sixth instruction for controlling the second virtual object to replace the currently used props with the first virtual props; in another possible implementation, the second client generates a sixth instruction for controlling the second virtual object to replace the currently used props with the first virtual props. The specific generation method and generation frequency of the sixth instruction can be determined according to the operating status of the client and the server.

[0102] In one example, a first client displays a screen in which both the first virtual object and the second virtual object replace the currently used props with the first virtual props, because the distance between the second virtual object and the first virtual object is very close; or, based on the first client displaying a screen in which the first virtual object replaces the currently used props with the first virtual props, a small window is provided on the interface of the first client, and the small window displays a screen in which the second virtual object also replaces the currently used props with the first virtual props; or, based on the first client displaying a screen in which the second virtual object replaces the currently used props with the first virtual props, a small window is provided on the interface of the first client, and the small window displays a screen in which the first virtual object also replaces the currently used props with the first virtual props.

[0103] Illustratively, the props include any one of a virtual firearm, a virtual dagger, a virtual grenade, a virtual smoke bomb and a virtual fist. When the sniper rifle currently used by the first virtual object is replaced with a virtual dagger, the virtual grenade currently used by the second virtual object is also replaced with a virtual dagger.

[0104] A fourth possible imitation method: displaying a screen in which the second virtual object replaces the currently used prop with a second virtual prop, the second virtual prop being the virtual prop held by the second virtual object after the second virtual object imitates the first virtual object's replacement of the prop, and the second virtual prop being the virtual prop that is next in rank among the props owned by the second virtual object.

[0105] In one embodiment, when the server determines that the subordinate virtual object has successfully locked the second virtual object, the server sends an instruction to the second client to block the second user's operation (which may be an instruction to disable the control on the second client).

[0106] Optionally, in response to the first client receiving the seventh instruction to control the first virtual object to replace the currently used props with the virtual props of the next rank, the first client generates an eighth instruction to control the second virtual object to also replace the currently used props with the virtual props of the next rank, the first client sends the eighth instruction to the server, the server forwards the eighth instruction to the second client, and the second client executes the eighth instruction. A screen showing the second virtual object replacing the currently used props with the second virtual props (the virtual props of the next rank) is displayed on the first client.

[0107] In another possible implementation, the server generates an eighth instruction to control the second virtual object to replace the currently used props with the virtual props of the next rank; in another possible implementation, the second client generates an eighth instruction to control the second virtual object to replace the currently used props with the virtual props of the next rank. The specific generation method and generation frequency of the eighth instruction can be determined according to the operating status of the client and the server.

[0108] In one example, a screen in which both the first virtual object and the second virtual object replace the currently used props with the virtual props of the next rank is displayed on the first client, because the distance between the second virtual object and the first virtual object is very close; or, based on the first client displaying the screen in which the first virtual object replaces the currently used props with the virtual props of the next rank, a small window is provided on the interface of the first client, and the small window displays a screen in which the second virtual object also replaces the currently used props with the virtual props of the next rank; or, based on the first client displaying the screen in which the second virtual object replaces the currently used props with the virtual props of the next rank, a small window is provided on the interface of the first client, and the small window displays a screen in which the first virtual object also replaces the currently used props with the virtual props of the next rank.

[0109] Indicatively, the props include any one of a virtual firearm, a virtual dagger, a virtual grenade, a virtual smoke bomb, and a virtual fist. When the sniper rifle currently used by the first virtual object is replaced with a virtual dagger, the virtual grenade currently used by the second virtual object is replaced with a virtual smoke bomb. Indicatively, the order of switching props is as follows: virtual firearm→virtual dagger→virtual grenade→virtual smoke bomb→virtual fist→virtual firearm.

[0110] A fifth possible imitation method: displaying a first field of view screen including the positions of all virtual objects of the camp to which the second virtual object belongs, the first field of view screen being obtained based on the second virtual object imitating the behavior of the zoom map control of the first virtual object.

[0111] In one embodiment, when the server determines that the subordinate virtual object has successfully locked the second virtual object, the server sends an instruction to the second client to block the second user's operation (which may be an instruction to disable the control on the second client).

[0112] Optionally, in response to the first client receiving the ninth instruction for controlling the behavior of enlarging the map control of the first virtual object, the first client generates a tenth instruction for controlling the second virtual object to also enlarge the map control, the first client sends the tenth instruction to the server, the server forwards the tenth instruction to the second client, and the second client executes the tenth instruction. The first client displays the first field of view of the positions of all virtual objects of the camp to which the second virtual object belongs.

[0113] In another possible implementation, the server generates the tenth instruction for controlling the behavior of the second virtual object zooming in on the map control; in another possible implementation, the second client generates the tenth instruction for controlling the behavior of the second virtual object zooming in on the map control. The specific generation method and generation frequency of the tenth instruction can be determined according to the operating status of the client and the server.

[0114] Illustratively, the camp to which the second virtual object belongs also includes five virtual objects A, B, C, D and E. The second virtual object imitates the behavior of the first virtual object's enlarged map control to expose the locations of A, B, C, D and E on the map control of the first client.

[0115] In summary, the first possible imitation method to the fifth possible imitation method specifically provide implementation plans for the second virtual object to imitate the behavior of the first virtual object, which brings various negative effects to the second virtual object on the battlefield.

[0116] To set up the movement and locking of slave virtual objects in the virtual environment, Figure 6 A flowchart of an interactive method based on a virtual object provided by an exemplary embodiment of the present application is shown, and the method is applied to Figure 1 The first terminal 120 (or the first client in the first terminal 120) is used as an example to illustrate that the method includes:

[0117] Step 620, displaying a perspective picture of a first virtual object, where the first virtual object has subordinate virtual objects;

[0118] The first client controls the first virtual object to move in the virtual environment during the game and displays the perspective image of the first virtual object.

[0119] Step 640, controlling the subordinate virtual object to move in a manner of tracking the second virtual object;

[0120] In one embodiment, in response to the first virtual object releasing the subordinate virtual object through the skill control, the subordinate virtual object is born near the first virtual object, and then the subordinate virtual object moves toward the second virtual object in the virtual environment according to the preset movement logic. Optionally, the steps of the subordinate virtual object moving toward the second virtual object in the virtual environment are as follows:

[0121] S1, determining a second virtual object closest to the subordinate virtual object within a first preset distance;

[0122] S2, controlling the slave virtual object to track the second virtual object at a first speed, the second virtual object having a second speed, the first speed being greater than the second speed;

[0123] S3, when the second virtual object dies during the process of the subordinate virtual object moving toward the second virtual object, re-execute step S1 until the subordinate virtual object tracks the second virtual object (the second virtual object falls into the locking range of the subordinate virtual object).

[0124] Indicative, Figure 7 The schematic diagram shows a process of determining a second virtual object by a subordinate virtual object. The subordinate virtual object 401 determines that a virtual object at a distance L1 from the subordinate virtual object 401 is the second virtual object based on L1 being smaller than L2 within a first preset range.

[0125] Indicative, Figure 8 The schematic diagram of a certain screen in the process of a subordinate virtual object tracking a second virtual object is shown. The subordinate virtual object 401 tracks the second virtual object 801.

[0126] Step 661, in response to the distance between the subordinate virtual object and the second virtual object being not greater than the second preset distance, determining that the second virtual object is within the locking range of the subordinate virtual object;

[0127] During the process of the slave virtual object tracking the second virtual object, in response to the distance between the slave virtual object and the second virtual object being not greater than the second preset distance, the first client determines that the second virtual object is in the locking range of the slave virtual object.

[0128] Step 662, controlling the subordinate virtual object to intermittently emit locking rays toward the second virtual object;

[0129] When the subordinate virtual object determines that the second virtual object is within the locking range of the subordinate virtual object, the first client controls the subordinate virtual object to intermittently emit locking rays toward the second virtual object. Optionally, the locking rays exhibit at least one of lightning effects, flame effects, and blue energy column effects.

[0130] In one embodiment, the subordinate virtual object emits a locking ray every 2 seconds. If the second virtual object successfully dodges or defends against the locking ray, the subordinate virtual object will emit the locking ray again until the locking ray hits the second virtual object.

[0131] Step 663, when the locking ray hits the second virtual object, determining that the subordinate virtual object successfully locks the second virtual object;

[0132] When the locking ray hits the second virtual object, the first client determines that the slave virtual object successfully locks the second virtual object.

[0133] Indicative, Fig. 9 It shows that the slave virtual object 401 emits a locking ray 901 to hit the second virtual object 801, and the locking ray 901 shows a lightning effect.

[0134] Step 680: When the subordinate virtual object successfully locks the second virtual object, a puppet mark is added to the second virtual object, and a picture showing the second virtual object imitating the behavior of the first virtual object is displayed.

[0135] The control account of the second virtual object in the non-imitation state is different from the control account of the first virtual object, and the puppet mark indicates that the second virtual object is in the imitation state of imitating the behavior of the first virtual object.

[0136] In one embodiment, the puppet mark is visible to at least one of the first client, the second client, and other clients controlling other virtual objects. For example, the puppet mark is visible only to the first client, and is used to prompt the first user controlling the first client that the second virtual object is in an imitation state. The puppet mark is invisible to the second client and other clients, and is used to hide that the second virtual object is in an imitation state, and when the second virtual object starts to imitate the behavior of the first virtual object, it has an unexpected effect.

[0137] In one embodiment, the subordinate virtual object carries an imitation time interval. When the subordinate virtual object successfully locks the second virtual object and the current time falls within the imitation time interval, the first client displays a screen in which the second virtual object imitates the behavior of the first virtual object.

[0138] Schematically, the subordinate virtual object carries a 5-10s imitation time interval, indicating that when the subordinate virtual line successfully locks the second virtual object within the time range of 5-10 seconds, the second virtual object can imitate the behavior of the first virtual object. For example, the second user who controls the second client does not know that the second virtual object has been locked, and controls the second virtual object to move near other virtual objects in the same camp within 5 seconds after being locked. After that, the control authority of the second virtual object is lost, and the second virtual object imitates the firing behavior of the first virtual object, causing damage to teammates in the same camp.

[0139] In summary, by setting the subordinate virtual object to track the second virtual object and emit locking rays towards the second virtual object, the subordinate virtual object can assist the first virtual object in combat based on the preset behavior logic, which greatly simplifies the player's operation difficulty and improves the efficiency of human-computer interaction.

[0140] The above method also sets puppet imprints and imitation time intervals, enriching the implementation methods of the scheme and making the scheme more reasonable and interesting.

[0141] The following will discuss the application of virtual object-based interaction methods to Figure 1 An embodiment of a second client (or second terminal 160 ) in the second terminal 160 is shown.

[0142] To enrich the way in which subordinate virtual objects assist the primary virtual object in combat, Fig.10 A flowchart of an interactive method based on a virtual object provided by an exemplary embodiment of the present application is shown, and the method is applied to Figure 1 Taking the second client shown as an example, the method includes:

[0143] Step 1020, displaying the perspective picture of the second virtual object;

[0144] The perspective picture of the second virtual object is displayed on the second client. Optionally, the perspective picture is a picture observed by the camera model in the virtual environment from a first-person perspective or a third-person perspective.

[0145] Step 1040, when the second virtual object is locked by a subordinate virtual object of the first virtual object, the control authority of the second virtual object is lost;

[0146] Subordinate virtual object: refers to a virtual object owned by the first virtual object. Optionally, the subordinate virtual object is a virtual object released by the first virtual object through skills in the virtual environment, or, the subordinate virtual object is a virtual object released by the first virtual object in the virtual environment by using props, or, the subordinate virtual object is a virtual object that the first virtual object carries when it is born in the virtual environment. Illustratively, the subordinate virtual object can be an avatar, a virtual pet, a virtual robot, etc. of the first virtual object. It is worth noting that the present application does not limit the form of expression of the subordinate virtual object, and it may also be expressed in the form of a certain virtual prop, such as a subordinate virtual object in the form of a "drone".

[0147] In one embodiment, the subordinate virtual object moves in the virtual environment, and in response to the second virtual object being within the locking range of the subordinate virtual object, the first virtual object locks the second virtual object. When the second virtual object is locked by the subordinate virtual object, the second client loses control authority over the second virtual object. In an exemplary embodiment, the second client loses control authority over the second virtual object as a control on the interface for controlling the second virtual object becomes invalid; or, a control on the interface for controlling the second virtual object becomes invalid, and a warning effect is displayed on the interface.

[0148] Optionally, the subordinate virtual object moves in the virtual environment. For details, please refer to the above step 640.

[0149] Optionally, the subordinate virtual object locks the second virtual object in the virtual environment. For details, please refer to the above steps 661, 662 and 663.

[0150] Optionally, after the subordinate virtual object successfully locks the second virtual object, a puppet mark is also added to the second virtual object. For details, please refer to the above step 680.

[0151] Optionally, the time for the second virtual object to imitate the behavior of the first virtual object must meet the imitation time interval. For details, please refer to the above step 680.

[0152] Step 1060: Display a screen showing the second virtual object imitating the behavior of the first virtual object.

[0153] The control account of the second virtual object in the non-imitation state is different from the control account of the first virtual object.

[0154] The second client displays a screen in which the second virtual object imitates the behavior of the first virtual object, including at least one of the following:

[0155] · Displaying a screen in which the second virtual object imitates the attack behavior of the first virtual object, wherein the attack behavior includes at least one of firing, aiming, stabbing, punching, and changing props;

[0156] · Displaying a screen in which the second virtual object imitates a prop-related behavior of the first virtual object, wherein the prop-related behavior includes at least one of using a prop, interrupting the use of a prop, picking up a prop, discarding a prop, and selling a prop;

[0157] · Displaying a picture of the second virtual object imitating the physical behavior of the first virtual object, optionally, the physical behavior includes at least one of stillness, climbing, jumping, squatting, lying down, turning, moving forward and moving backward;

[0158] Displaying a field of view of the second virtual object, where the field of view of the second virtual object is obtained based on the second virtual object imitating the field of view acquisition behavior of the first virtual object, and optionally, the field of view acquisition behavior includes at least one of enlarging a map control, marking a position (marking a position on the map control that is within the field of view of the second virtual object and outside the field of view of the first virtual object) and rotating the viewing angle (dragging the screen left and right).

[0159] In one embodiment, "displaying a screen showing the second virtual object imitating the behavior of the first virtual object" can be replaced by any one of the first to fifth possible imitation methods described above, which will not be described in detail here.

[0160] Indicative, with reference Figure 5 , Figure 5 (b) shows a screen showing a second virtual object imitating the first virtual object firing at the first aiming angle on the second client. Figure 5 (a) shows a screen displayed on the first client showing a first virtual object firing at a first aiming angle.

[0161] To summarize, by displaying a screen in which the second virtual object imitates the behavior of the first virtual object when the second virtual object is locked by the subordinate virtual object, not only is there a way for the subordinate virtual object to assist the first virtual object in combat (interfering with the second virtual object), but also the diversity of the game modes between virtual objects is increased, thereby enriching the combat strategies of the first virtual object and the second virtual object. For example, the first virtual object uses the subordinate virtual object to force the second virtual object to imitate the first virtual object's behavior of randomly shooting in all directions, thereby exposing the position of the second virtual object. After knowing the position of the second virtual object, other virtual objects may attack the second virtual object in groups.

[0162] Fig.11 An interactive method based on virtual objects provided by an exemplary embodiment of the present application is shown. Figure 1 The first client (or first terminal 120) is used as an example to illustrate that the method includes:

[0163] Step 1101, start;

[0164] The first client starts to run the logic for displaying the second virtual object imitating the behavior of the first virtual object based on the mechanical unit. The mechanical unit is the slave virtual object mentioned above.

[0165] Step 1102, the first virtual object is equipped with a skill to release a mechanical unit;

[0166] The first client controls the first virtual object to equip itself with a skill for releasing the mechanical unit, and displays a skill control for releasing the mechanical unit on an interface of the first client.

[0167] Step 1103, the skill to release the mechanical unit has been activated;

[0168] In one embodiment, the skill of releasing the mechanical unit is available only after being activated, and the unactivated skill cannot be used. Optionally, the skill is activated by obtaining points after killing the enemy, and the skill is activated when the accumulated points reach a preset value. If the skill of releasing the mechanical unit is activated, step 1104 is executed; if it is not activated, it is determined again whether the skill of the mechanical unit has been activated.

[0169] Step 1104, the skill icon is highlighted;

[0170] In response to the skill being activated, a highlighted skill icon is displayed on the interface of the first client.

[0171] Step 1105, the first virtual object releases the mechanical unit;

[0172] The first virtual object releases the mechanical unit. If yes, execute step 1106; if no, determine again whether the first client receives the release instruction of the mechanical unit.

[0173] Step 1106, the first virtual object summons a mechanical unit, and the mechanical unit automatically tracks the second virtual object;

[0174] The first virtual object summons a mechanical unit, and the mechanical unit automatically tracks the second virtual object. After the first virtual object releases a mechanical unit (the default mechanical unit's birth position is near the first virtual object), the mechanical unit tracks the second virtual object in the entire map. The tracking principle is the proximity principle. First, determine the nearest enemy (the second virtual object), and then move towards the second virtual object. Because the movement speed of the mechanical unit is faster than that of the second virtual object, no matter how far away, the mechanical unit will eventually catch up with the second virtual object.

[0175] Step 1107, the mechanical unit locks the second virtual object;

[0176] When the mechanical unit tracks the second virtual object, the mechanical unit starts to lock the second virtual object. Optionally, the mechanical unit locks the second virtual object by electrocuting the second virtual object. Determine whether the mechanical unit has locked the second virtual object. If so, execute step 1108; if not, re-determine whether the mechanical unit has locked the second virtual object.

[0177] Step 1108, the second virtual object is locked;

[0178] An interface showing that the second virtual object is locked is displayed on the first client.

[0179] Step 1109, the first virtual object performs a behavior;

[0180] Determine whether the first virtual object executes the behavior. If so, execute step 1110 ; if not, re-determine whether the first virtual object executes the behavior.

[0181] Step 1110, displaying a screen of a second virtual object performing the same behavior;

[0182] The first client displays a picture of the second virtual object performing the same behavior.

[0183] Step 1111, the behavior time has ended;

[0184] Determine whether the action time has ended. If yes, execute step 1112; if no, re-determine whether the action time has ended.

[0185] Step 1112, the second virtual object returns to normal;

[0186] The first client displays a picture in which the second virtual object returns to normal.

[0187] Step 1113, end.

[0188] The first client ends running logic for displaying the second virtual object mimicking the behavior of the first virtual object based on the mechanical unit.

[0189] Fig.12 The structure block diagram of an interactive device based on a virtual object provided by an exemplary embodiment of the present application is shown, and the device includes:

[0190] A display module 1201 is used to display a perspective image of a first virtual object, where the first virtual object has subordinate virtual objects;

[0191] A control module 1202, used to control the movement of the subordinate virtual object in the virtual environment;

[0192] The control module 1202 is further configured to control the subordinate virtual object to lock the second virtual object in response to the second virtual object being in the locking range of the subordinate virtual object;

[0193] The display module 1201 is also used to display a screen showing the second virtual object imitating the behavior of the first virtual object when the subordinate virtual object successfully locks the second virtual object; wherein the control account of the second virtual object in the non-imitation state is different from the control account of the first virtual object.

[0194] In an optional embodiment, the display module 1201 is further used for at least one of the following:

[0195] Displaying a screen in which the second virtual object imitates the attack behavior of the first virtual object, where the attack behavior includes at least one of firing, aiming, stabbing, punching, and changing props;

[0196] Displaying a screen in which the second virtual object imitates the prop-related behavior of the first virtual object, where the prop-related behavior includes at least one of using the prop, interrupting the use of the prop, picking up the prop, discarding the prop, and selling the prop;

[0197] Displaying a picture of the second virtual object imitating the physical behavior of the first virtual object, where the physical behavior includes at least one of standing still, climbing, jumping, squatting, lying down, turning, moving forward, and moving backward;

[0198] Displaying a field of view of a second virtual object, where the field of view of the second virtual object is obtained based on the second virtual object imitating a field of view acquisition behavior of the first virtual object, where the field of view acquisition behavior includes at least one of enlarging a map control, marking a position, and rotating a viewing angle.

[0199] In an optional embodiment, the attack behavior includes firing, and the display module 1201 is further used to display a picture of the second virtual object firing at the first aiming object, and the first aiming object is the common aiming object of the first virtual object and the second virtual object when the second virtual object imitates the firing of the first virtual object.

[0200] In an optional embodiment, the attack behavior includes firing, and the display module 1201 is further used to display a picture of the second virtual object firing at a first aiming angle, where the first aiming angle is an aiming angle shared by the first virtual object and the second virtual object when the second virtual object imitates the firing of the first virtual object.

[0201] In an optional embodiment, the attack behavior includes replacing props, and the props include at least one of a virtual firearm, a virtual dagger, a virtual grenade, a virtual smoke bomb and a virtual fist. The display module 1201 is also used to display a screen in which the second virtual object replaces the currently used prop with the first virtual prop. The first virtual prop is the same prop held by the first virtual object and the second virtual object after the second virtual object imitates the first virtual object to change the prop.

[0202] In an optional embodiment, the attack behavior includes replacing props, and the props include at least one of a virtual firearm, a virtual dagger, a virtual grenade, a virtual smoke bomb and a virtual fist. The display module 1201 is also used to display a screen in which the second virtual object replaces the currently used prop with a second virtual prop. The second virtual prop is the prop held by the second virtual object after the second virtual object imitates the first virtual object to change the prop. The second prop is the next prop in the prop set owned by the second virtual object.

[0203] In an optional embodiment, the field of view acquisition behavior includes a zoomed-in map control, and the display module 1201 is also used to display a first field of view image including the positions of all virtual objects of the camp to which the second virtual object belongs, and the first field of view image is obtained based on the second virtual object imitating the behavior of the zoomed-in map control of the first virtual object.

[0204] In an optional embodiment, the control module 1202 is further configured to control the subordinate virtual object to move in a manner of tracking the second virtual object.

[0205] In an optional embodiment, the control module 1202 is further configured to determine a second virtual object that is closest to the subordinate virtual object within the first preset distance.

[0206] In an optional embodiment, the control module 1202 is further configured to control the slave virtual object to track the second virtual object at a first speed, the second virtual object has a second speed, and the first speed is greater than the second speed.

[0207] In an optional embodiment, the control module 1202 is further configured to re-execute the step of determining the second virtual object closest to the subordinate virtual object within the first preset distance when the second virtual object dies during the process of the subordinate virtual object moving toward the second virtual object.

[0208] In an optional embodiment, the control module 1202 is further configured to determine that the second virtual object is within the locking range of the subordinate virtual object in response to the distance between the subordinate virtual object and the second virtual object being not greater than a second preset distance.

[0209] In an optional embodiment, the control module 1202 is further configured to control the subordinate virtual object to intermittently emit locking rays toward the second virtual object.

[0210] In an optional embodiment, the control module 1202 is further configured to determine that the subordinate virtual object successfully locks the second virtual object when the locking ray hits the second virtual object.

[0211] In an optional embodiment, the device further includes an adding module 1203 .

[0212] The adding module 1203 is used to add a puppet mark on the second virtual object, where the puppet mark indicates that the second virtual object is in an imitation state of imitating the behavior of the first virtual object.

[0213] In an optional embodiment, the subordinate virtual object carries a simulation time interval.

[0214] In an optional embodiment, the display module 1201 is further configured to display a screen showing the second virtual object imitating the behavior of the first virtual object when the subordinate virtual object successfully locks the second virtual object and the current time falls within the imitation time interval.

[0215] To summarize, the above-mentioned device, by displaying a screen in which the second virtual object imitates the behavior of the first virtual object when the subordinate virtual object locks the second virtual object, not only provides a way for the subordinate virtual object to assist the first virtual object in combat (interfering with the second virtual object), but also increases the diversity of the game modes between virtual objects, thereby enriching the combat strategies of the first virtual object and the second virtual object. For example, the first virtual object forces the second virtual object to imitate the behavior of the first virtual object shooting in all directions through the subordinate virtual object, thereby exposing the position of the second virtual object. After knowing the position of the second virtual object, other virtual objects may attack the second virtual object in groups.

[0216] Fig.13 The structure block diagram of an interactive device based on a virtual object provided by an exemplary embodiment of the present application is shown, and the device includes:

[0217] Display module 1301, used to display the perspective picture of the second virtual object;

[0218] A control module 1302, configured to lose control authority over the second virtual object when the second virtual object is locked by a subordinate virtual object of the first virtual object;

[0219] The display module 1301 is further used to display a screen showing the second virtual object imitating the behavior of the first virtual object; wherein the control account of the second virtual object in a non-imitation state is different from the control account of the first virtual object.

[0220] In an optional embodiment, the display module 1301 is also used for at least one of the following:

[0221] Displaying a screen in which the second virtual object imitates the attack behavior of the first virtual object, where the attack behavior includes at least one of firing, aiming, stabbing, punching, and changing props;

[0222] Displaying a screen in which the second virtual object imitates the prop-related behavior of the first virtual object, where the prop-related behavior includes at least one of using the prop, interrupting the use of the prop, picking up the prop, discarding the prop, and selling the prop;

[0223] Displaying a picture of the second virtual object imitating the physical behavior of the first virtual object, where the physical behavior includes at least one of standing still, climbing, jumping, squatting, lying down, turning, moving forward, and moving backward;

[0224] Displaying a field of view of a second virtual object, where the field of view of the second virtual object is obtained based on the second virtual object imitating a field of view acquisition behavior of the first virtual object, where the field of view acquisition behavior includes at least one of enlarging a map control, marking a position, and rotating a viewing angle.

[0225] In an optional embodiment, the attack behavior includes firing, and the display module 1301 is further used to display a picture of the second virtual object firing at the first aiming object, where the first aiming object is a common aiming object when both the first virtual object and the second virtual object fire.

[0226] In an optional embodiment, the attack behavior includes firing, and the display module 1301 is further used to display a picture of the second virtual object firing at a first aiming angle, where the first aiming angle is a common aiming angle when both the first virtual object and the second virtual object fire.

[0227] In an optional embodiment, the attack behavior includes replacing props, and the props include at least one of a virtual firearm, a virtual dagger, a virtual grenade, a virtual smoke bomb and a virtual fist. The display module 1301 is also used to display a screen in which the second virtual object replaces the currently used prop with the first virtual prop. The first virtual prop is the same virtual prop held by the first virtual object and the second virtual object after the props are replaced.

[0228] In an optional embodiment, the attack behavior includes replacing props, and the props include at least one of a virtual firearm, a virtual dagger, a virtual grenade, a virtual smoke bomb and a virtual fist. The display module 1301 is also used to display a screen in which the second virtual object replaces the currently used props with a second virtual prop. The second virtual prop is the virtual prop held by the second virtual object after both the first virtual object and the second virtual object have replaced the props. The second virtual prop is the virtual prop in the next order among the props owned by the second virtual object.

[0229] In an optional embodiment, the field of view acquisition behavior includes enlarging the map control, and the display module 1301 is also used to display a first field of view image including the positions of all virtual objects of the camp to which the second virtual object belongs, and the first field of view image is obtained based on enlarging the map control of both the first virtual object and the second virtual object.

[0230] In one embodiment, the subordinate virtual object moves in the virtual environment, and for details, please refer to the above step 640. The steps shown in step 640 can be applied to the virtual object-based interaction device provided in this embodiment.

[0231] Optionally, the subordinate virtual object locks the second virtual object in the virtual environment. For details, please refer to the above steps 661, 662 and 663. The steps shown in steps 661, 662 and 663 can be applied to the virtual object-based interaction device provided in this embodiment.

[0232] Optionally, after the subordinate virtual object successfully locks the second virtual object, a puppet mark is also added to the second virtual object, for details, please refer to the above step 680. The steps shown in step 680 can be applied to the virtual object-based interactive device provided in this embodiment.

[0233] Optionally, the time for the second virtual object to imitate the behavior of the first virtual object must meet the imitation time interval, and for details, please refer to the above step 680. The steps shown in step 680 can be applied to the virtual object-based interaction device provided in this embodiment.

[0234] To summarize, the above-mentioned device, by displaying a screen in which the second virtual object imitates the behavior of the first virtual object when the second virtual object is locked by the subordinate virtual object, not only provides a way for the subordinate virtual object to assist the first virtual object in combat (interfering with the second virtual object), but also increases the diversity of the game modes between virtual objects, thereby enriching the combat strategies of the first virtual object and the second virtual object. For example, the first virtual object forces the second virtual object to imitate the behavior of the first virtual object shooting in all directions through the subordinate virtual object, thereby exposing the position of the second virtual object. After knowing the position of the second virtual object, other virtual objects may attack the second virtual object in groups.

[0235] Fig.14 The block diagram of the structure of a computer device 1400 provided by an exemplary embodiment of the present application is shown. The computer device 1400 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer. The computer device 1400 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.

[0236] Typically, the computer device 1400 includes a processor 1401 and a memory 1402 .

[0237] The processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0238] The memory 1402 may include one or more computer-readable storage media, which may be non-transitory. The memory 1402 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1402 is used to store at least one instruction, which is used to be executed by the processor 1401 to implement the virtual object-based interaction method provided in the method embodiment of the present application.

[0239] In some embodiments, the computer device 1400 may also optionally include: a peripheral device interface 1403 and at least one peripheral device. The processor 1401, the memory 1402 and the peripheral device interface 1403 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1403 via a bus, a signal line or a circuit board.

[0240] Those skilled in the art will understand that Fig.14 The structure shown in the figure does not constitute a limitation on the computer device 1400, and the computer device 1400 may include more or less components than shown in the figure, or combine some components, or adopt a different arrangement of components.

[0241] The present application also provides a computer-readable storage medium, in which at least one instruction, at least one program, a code set or an instruction set is stored. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the virtual object-based interaction method provided by the above method embodiment.

[0242] The present application provides a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. A processor of a computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the virtual object-based interaction method provided by the above method embodiment.

[0243] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0244] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0245] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A virtual object-based interaction method, characterized in that: The method comprises: Displaying a perspective picture of a first virtual object, wherein the first virtual object has subordinate virtual objects; Controlling the subordinate virtual object to move in the virtual environment; In response to the second virtual object being within the locking range of the subordinate virtual object, controlling the subordinate virtual object to lock the second virtual object; When the subordinate virtual object successfully locks the second virtual object, displaying a screen in which the second virtual object imitates the behavior of the first virtual object; Wherein, the control account of the second virtual object in a non-imitation state is different from the control account of the first virtual object; The behavior of the first virtual object includes an attack behavior, and the attack behavior includes at least one of firing and changing props; If the attack behavior is firing, the screen showing the second virtual object imitating the behavior of the first virtual object includes: A screen showing the second virtual object firing at a first aiming object, the first aiming object being the common aiming object of the first virtual object and the second virtual object when the second virtual object imitates the first virtual object firing; or a screen showing the second virtual object firing at a first aiming angle, the first aiming angle being the common aiming angle of the first virtual object and the second virtual object when the second virtual object imitates the first virtual object firing; If the attack behavior is to replace a prop, the screen showing the second virtual object imitating the behavior of the first virtual object includes: A screen is displayed in which the second virtual object replaces the currently used prop with the first virtual prop, where the first virtual prop is the same virtual prop held by the first virtual object and the second virtual object after the second virtual object imitates the first virtual object in replacing the prop; or a screen is displayed in which the second virtual object replaces the currently used prop with the second virtual prop, where the second virtual prop is the prop held by the second virtual object after the second virtual object imitates the first virtual object in replacing the prop, and the second virtual prop is the next virtual prop in the prop set owned by the second virtual object.

2. The method according to claim 1, characterized in that The screen showing the second virtual object imitating the behavior of the first virtual object further includes at least one of the following: Displaying a screen in which the second virtual object imitates the prop-related behavior of the first virtual object; displaying a screen in which the second virtual object imitates the physical behavior of the first virtual object; The field of view picture of the second virtual object is displayed, where the field of view picture of the second virtual object is obtained based on the field of view acquisition behavior of the second virtual object imitating the first virtual object.

3. The method according to claim 2, characterized in that The field of view acquisition behavior includes enlarging a map control, and the field of view picture of the second virtual object is displayed, and the field of view picture of the second virtual object is obtained based on the field of view acquisition behavior of the first virtual object imitated by the second virtual object, including: A first field of view screen including the positions of all virtual objects of the camp to which the second virtual object belongs is displayed, wherein the first field of view screen is obtained based on the behavior of the second virtual object imitating the enlarged map control of the first virtual object.

4. The method according to any one of claims 1 to 3, characterized in that: The controlling the subordinate virtual object to move in the virtual environment comprises: The slave virtual object is controlled to move in a manner of tracking the second virtual object.

5. The method according to claim 4, characterized in that The controlling the subordinate virtual object to move in a manner of tracking the second virtual object includes: Determine the second virtual object closest to the subordinate virtual object within a first preset distance; Controlling the slave virtual object to track the second virtual object at a first speed, the second virtual object having a second speed, the first speed being greater than the second speed; In a case where the second virtual object dies during the process of the subordinate virtual object moving toward the second virtual object, the step of determining the second virtual object closest to the subordinate virtual object within the first preset distance is re-executed.

6. The method according to any one of claims 1 to 3, characterized in that: In response to the second virtual object being in the locking range of the subordinate virtual object, controlling the subordinate virtual object to lock the second virtual object comprises: In response to the distance between the subordinate virtual object and the second virtual object being not greater than a second preset distance, determining that the second virtual object is within a locking range of the subordinate virtual object; Controlling the subordinate virtual object to intermittently emit locking rays toward the second virtual object; In the case that the locking ray hits the second virtual object, it is determined that the subordinate virtual object successfully locks the second virtual object.

7. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: A puppet mark is added to the second virtual object, wherein the puppet mark indicates that the second virtual object is in an imitation state of imitating the behavior of the first virtual object.

8. The method according to any one of claims 1 to 3, characterized in that: The subordinate virtual object carries a simulation time interval; When the subordinate virtual object successfully locks the second virtual object, displaying a screen in which the second virtual object imitates the behavior of the first virtual object includes: When the subordinate virtual object successfully locks the second virtual object and the current time falls within the imitation time interval, a screen showing the second virtual object imitating the behavior of the first virtual object is displayed.

9. A virtual object-based interaction method, characterized in that: The method comprises: Displaying a perspective picture of a second virtual object; When the second virtual object is locked by a subordinate virtual object of the first virtual object, the control authority of the second virtual object is lost; Displaying a screen in which the second virtual object imitates the behavior of the first virtual object; Wherein, the control account of the second virtual object in a non-imitation state is different from the control account of the first virtual object; The behavior of the first virtual object includes an attack behavior, and the attack behavior includes at least one of firing and changing props; If the attack behavior is firing, the screen showing the second virtual object imitating the behavior of the first virtual object includes: A screen showing the second virtual object firing at a first aiming object, the first aiming object being the common aiming object of the first virtual object and the second virtual object when the second virtual object imitates the first virtual object firing; or a screen showing the second virtual object firing at a first aiming angle, the first aiming angle being the common aiming angle of the first virtual object and the second virtual object when the second virtual object imitates the first virtual object firing; If the attack behavior is to replace a prop, the screen showing the second virtual object imitating the behavior of the first virtual object includes: A screen is displayed in which the second virtual object replaces the currently used prop with the first virtual prop, where the first virtual prop is the same virtual prop held by the first virtual object and the second virtual object after the second virtual object imitates the first virtual object in replacing the prop; or a screen is displayed in which the second virtual object replaces the currently used prop with the second virtual prop, where the second virtual prop is the prop held by the second virtual object after the second virtual object imitates the first virtual object in replacing the prop, and the second virtual prop is the next virtual prop in the prop set owned by the second virtual object.

10. The method according to claim 9, characterized in that The screen showing the second virtual object imitating the behavior of the first virtual object further includes at least one of the following: Displaying a screen in which the second virtual object imitates the prop-related behavior of the first virtual object; displaying a screen in which the second virtual object imitates the physical behavior of the first virtual object; The field of view picture of the second virtual object is displayed, where the field of view picture of the second virtual object is obtained based on the field of view acquisition behavior of the second virtual object imitating the first virtual object.

11. The method according to claim 10, characterized in that The field of view acquisition behavior includes enlarging a map control, and the field of view picture of the second virtual object is displayed, and the field of view picture of the second virtual object is obtained based on the field of view acquisition behavior of the first virtual object imitated by the second virtual object, including: A first field of view screen including the positions of all virtual objects of the camp to which the second virtual object belongs is displayed, wherein the first field of view screen is obtained based on the behavior of the second virtual object imitating the enlarged map control of the first virtual object.

12. An interactive device based on a virtual object, characterized in that: The device comprises: A display module, configured to display a perspective image of a first virtual object, wherein the first virtual object has subordinate virtual objects; A control module, used for controlling the subordinate virtual object to move in the virtual environment; The control module is further configured to control the subordinate virtual object to lock the second virtual object in response to the second virtual object being within the locking range of the subordinate virtual object; The display module is further configured to display a screen showing that the second virtual object imitates the behavior of the first virtual object when the subordinate virtual object successfully locks the second virtual object; Wherein, the control account of the second virtual object in a non-imitation state is different from the control account of the first virtual object; The behavior of the first virtual object includes an attack behavior, and the attack behavior includes at least one of firing and changing props; If the attack behavior is firing, the display module is further used for: A screen showing the second virtual object firing at a first aiming object, the first aiming object being the common aiming object of the first virtual object and the second virtual object when the second virtual object imitates the first virtual object firing; or a screen showing the second virtual object firing at a first aiming angle, the first aiming angle being the common aiming angle of the first virtual object and the second virtual object when the second virtual object imitates the first virtual object firing; If the attack behavior is to replace the props, the display module is further used to: A screen is displayed in which the second virtual object replaces the currently used prop with the first virtual prop, where the first virtual prop is the same virtual prop held by the first virtual object and the second virtual object after the second virtual object imitates the first virtual object in replacing the prop; or a screen is displayed in which the second virtual object replaces the currently used prop with the second virtual prop, where the second virtual prop is the prop held by the second virtual object after the second virtual object imitates the first virtual object in replacing the prop, and the second virtual prop is the next virtual prop in the prop set owned by the second virtual object.

13. The device according to claim 12, characterized in that The display module is further configured to perform at least one of the following: Displaying a screen in which the second virtual object imitates the prop-related behavior of the first virtual object; displaying a screen in which the second virtual object imitates the physical behavior of the first virtual object; The field of view picture of the second virtual object is displayed, where the field of view picture of the second virtual object is obtained based on the field of view acquisition behavior of the second virtual object imitating the first virtual object.

14. The device according to claim 13, characterized in that The field of view acquisition behavior includes enlarging the map control, and the display module is further used to: A first field of view screen including the positions of all virtual objects of the camp to which the second virtual object belongs is displayed, wherein the first field of view screen is obtained based on the behavior of the second virtual object imitating the enlarged map control of the first virtual object.

15. The device according to any one of claims 12 to 14, characterized in that: The control module is also used for: The slave virtual object is controlled to move in a manner of tracking the second virtual object.

16. The device according to claim 15, characterized in that The control module is also used for: Determine the second virtual object closest to the subordinate virtual object within a first preset distance; Controlling the slave virtual object to track the second virtual object at a first speed, the second virtual object having a second speed, the first speed being greater than the second speed; In a case where the second virtual object dies during the process of the subordinate virtual object moving toward the second virtual object, the step of determining the second virtual object closest to the subordinate virtual object within the first preset distance is re-executed.

17. The device according to any one of claims 12 to 14, characterized in that The control module is also used for: In response to the distance between the subordinate virtual object and the second virtual object being not greater than a second preset distance, determining that the second virtual object is within a locking range of the subordinate virtual object; Controlling the subordinate virtual object to intermittently emit locking rays toward the second virtual object; In the case that the locking ray hits the second virtual object, it is determined that the subordinate virtual object successfully locks the second virtual object.

18. The device according to any one of claims 12 to 14, characterized in that: The device also includes: The adding module is used to add a puppet mark on the second virtual object, wherein the puppet mark indicates that the second virtual object is in an imitation state of imitating the behavior of the first virtual object.

19. The device according to any one of claims 12 to 14, characterized in that The subordinate virtual object carries a simulation time interval; The display module is further configured to display a screen showing the second virtual object imitating the behavior of the first virtual object when the subordinate virtual object successfully locks the second virtual object and the current time falls within the imitation time interval.

20. An interactive device based on a virtual object, characterized in that: The device comprises: A display module, used to display a perspective image of a second virtual object; A control module, configured to lose control authority over the second virtual object when the second virtual object is locked by a subordinate virtual object of the first virtual object; The display module is further used to display a picture showing the second virtual object imitating the behavior of the first virtual object; Wherein, the control account of the second virtual object in a non-imitation state is different from the control account of the first virtual object; The behavior of the first virtual object includes an attack behavior, and the attack behavior includes at least one of firing and changing props; If the attack behavior is firing, the display module is further used for: A screen showing the second virtual object firing at a first aiming object, the first aiming object being the common aiming object of the first virtual object and the second virtual object when the second virtual object imitates the first virtual object firing; or a screen showing the second virtual object firing at a first aiming angle, the first aiming angle being the common aiming angle of the first virtual object and the second virtual object when the second virtual object imitates the first virtual object firing; If the attack behavior is to replace the props, the display module is further used to: A screen is displayed in which the second virtual object replaces the currently used prop with the first virtual prop, where the first virtual prop is the same virtual prop held by the first virtual object and the second virtual object after the second virtual object imitates the first virtual object in replacing the prop; or a screen is displayed in which the second virtual object replaces the currently used prop with the second virtual prop, where the second virtual prop is the prop held by the second virtual object after the second virtual object imitates the first virtual object in replacing the prop, and the second virtual prop is the next virtual prop in the prop set owned by the second virtual object.

21. The device according to claim 20, characterized in that The display module is further configured to perform at least one of the following: Displaying a screen in which the second virtual object imitates the prop-related behavior of the first virtual object; displaying a screen in which the second virtual object imitates the physical behavior of the first virtual object; The field of view picture of the second virtual object is displayed, where the field of view picture of the second virtual object is obtained based on the field of view acquisition behavior of the second virtual object imitating the first virtual object.

22. The device according to claim 21, characterized in that The field of view acquisition behavior includes a zoom map control. The display module is also used to display a first field of view picture including the positions of all virtual objects in the camp to which the second virtual object belongs. The first field of view picture is obtained based on the behavior of the second virtual object imitating the zoom map control of the first virtual object.

23. A computer device, characterized in that: The computer device comprises: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the virtual object-based interaction method according to any one of claims 1 to 11.

24. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the virtual object-based interaction method according to any one of claims 1 to 11.

25. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes to implement the virtual object-based interaction method as described in any one of claims 1 to 11.