Method, device, equipment, medium and program product for using virtual props
By controlling flight virtual props to rebound on obstacles and change trajectories in a virtual environment, the problem of obstacles not helping enough in combat is solved, and the tactical importance of obstacles and the attack efficiency of props are improved.
Patent Information
- Application Number
- CN202111664302.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2021-11-12
- Filing Date
- 2021-12-31
- Publication Date
- 2025-07-22
- Estimated Expiration
- 2041-12-31
AI Technical Summary
In the prior art, obstacles in virtual environments provide limited assistance in combat, and only affect combat as terrain, lacking tactical importance.
Provide a method of using virtual props, by controlling the flight virtual prop to rebound on an obstacle, change its flight trajectory to increase the probability of hitting the second virtual object, including displaying the viewing image of the flight virtual prop, launching the prop in response to the launch operation, and bounce back and change the trajectory when the prop hits the obstacle when it meets certain conditions.
It enriches the impact of obstacles in combat, increases the probability of flying virtual props hitting the second virtual object, increases the importance of obstacles in combat, and avoids unreasonable unlimited rebounds.
Smart Images

Figure CN114130031B_ABST
Abstract
Description
[0001] This application claims the priority of a Chinese patent application with the application number 202111342613.X, titled "Method, Device, Equipment, Medium and Program Product for Using Virtual Props", filed on November 12, 2021, the entire content of which is incorporated herein by reference. Technical Field
[0002] Embodiments of this application relate to the field of virtual environments, and particularly to a method, device, equipment, medium and program product for using virtual props. Background Art
[0003] A first user controls a first virtual character to fight in a virtual environment. For example, the first virtual character controlled by the first user and the second virtual characters controlled by other users fight in an alley.
[0004] In the related art, the first virtual character uses the obstacles in the alley to execute tactics such as concealment, outflanking, surrounding from the rear, and frontal assault. The obstacles in the alley provide terrain conditions that can be utilized for the battle between the first virtual character and the second virtual characters.
[0005] However, the help provided by the above obstacles to the battle is still very limited, and essentially only affects the battle as terrain. Summary of the Invention
[0006] This application provides a method, device, equipment, medium and program product for using virtual props, which improves the importance of obstacles in battles. The technical solutions are as follows:
[0007] According to one aspect of this application, a method for using virtual props is provided. The method is applied to a client for controlling a first virtual object, and the method includes:
[0008] Display the perspective view of the first virtual object, where the first virtual object has a flying virtual prop;
[0009] In response to a launch operation, control the first virtual object to launch the flying virtual prop;
[0010] When the flying virtual prop hits an obstacle during the flight along a first flight trajectory and this hit meets the target conditions, rebound the flying virtual prop and control the flying virtual prop to continue flying along a second flight trajectory.
[0011] According to another aspect of this application, a device for using virtual props is provided. The device includes:
[0012] A display module for displaying the perspective view of the first virtual object, where the first virtual object has a flying virtual prop;
[0013] A control module, configured to control a first virtual object to launch a flying virtual item in response to a launch operation;
[0014] A rebound module, configured to rebound the flying virtual item and control the flying virtual item to continue flying along a second flight trajectory when the flying virtual item hits an obstacle during the process of flying along a first flight trajectory and the current hit meets the target condition.
[0015] According to one aspect of the present application, there is provided a computer device, including: a processor and a memory, where the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the method for using a virtual item as described above.
[0016] According to another aspect of the present application, there is provided a computer-readable storage medium, where the storage medium stores a computer program, and the computer program is loaded and executed by the processor to implement the method for using a virtual item as described above.
[0017] According to another aspect of the present application, there is provided a computer program product, including computer instructions, where the computer instructions are stored in a computer-readable storage medium. The processor of the 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 method for using a virtual item provided in the above aspect.
[0018] The beneficial effects brought by the technical solution provided by the embodiments of the present application at least include:
[0019] By controlling the flying virtual item to hit an obstacle during the process of flying along a first flight trajectory and the current hit meets the target condition, rebounding the flying virtual item, and controlling the flying virtual item to continue flying along a second flight trajectory, the influence of the obstacle on the battle is enriched. Setting the obstacle can change the flight trajectory of the flying virtual item, increasing the probability that the flying virtual item hits a second virtual object, and greatly improving the importance of the obstacle in the battle. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.
[0021] Figure 1 The block diagram of the structure of a computer system provided by an exemplary embodiment is shown;
[0022] Figure 2The flowchart of the usage method of virtual props provided by an exemplary embodiment is shown;
[0023] Figure 3 The schematic diagram of the flight of a flight virtual prop along the first flight trajectory provided by an exemplary embodiment is shown;
[0024] Figure 4 The schematic diagram of the front and back trajectories of a flight virtual prop after bouncing provided by an exemplary embodiment is shown;
[0025] Figure 5 The schematic diagram of the bouncing process of a flight virtual prop provided by an exemplary embodiment is shown;
[0026] Figure 6 The flowchart of the usage method of virtual props provided by another exemplary embodiment is shown;
[0027] Figure 7 The flowchart of the usage method of virtual props provided by another exemplary embodiment is shown;
[0028] Figure 8 The flowchart of the usage method of virtual props provided by another exemplary embodiment is shown;
[0029] Figure 9 The flowchart of the usage method of virtual props provided by another exemplary embodiment is shown;
[0030] Figure 10 The flowchart of the usage method of virtual props provided by another exemplary embodiment is shown;
[0031] Figure 11 The schematic diagram of the virtual world map provided by an exemplary embodiment is shown;
[0032] Figure 12 The schematic diagram of the virtual world map control provided by an exemplary embodiment is shown;
[0033] Figure 13 The schematic diagram of a flight virtual prop passing through 5 second virtual objects provided by an exemplary embodiment is shown;
[0034] Figure 14 The flowchart of the usage method of virtual props provided by another exemplary embodiment is shown;
[0035] Figure 15 The structural block diagram of the usage device of virtual props provided by an exemplary embodiment is shown;
[0036] Figure 16 The structural block diagram of a computer device provided by an exemplary embodiment is shown. Detailed implementation manners
[0037] Here, exemplary embodiments will be described in detail, and examples thereof are shown in the drawings. When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The implementation manners described in the following exemplary embodiments do not represent all implementation manners consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0038] It should be understood that the "several" mentioned herein refers to one or more, and the "multiple" refers to two or more. "And / or" describes the association relationship of associated objects and indicates that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.
[0039] First, a brief introduction to the nouns involved in the embodiments of the present application is given:
[0040] Virtual environment: It is a virtual environment displayed (or provided) when the client runs on the terminal. The virtual environment can be a simulation environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5D virtual environment, and a three-dimensional virtual environment, and the present application does not limit this. The following embodiments take the virtual environment as a three-dimensional virtual environment as an example for illustration.
[0041] Optionally, the virtual environment can provide a battle environment for virtual objects. Exemplarily, in a battle royale type game, at least one virtual object conducts a single-round battle in the virtual environment. The virtual object survives in the virtual environment by avoiding attacks initiated by enemy units and dangers existing in the virtual environment (such as a poison gas circle, a swamp, etc.). When the health 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 finally successfully passes the route within the level is the winning party; Exemplarily, in a level-breaking type game, at least one virtual object conducts a single-round battle in the virtual environment. The virtual object obtains the clearance permission for the current level by killing monsters in order to enter the next level or end the current game.
[0042] Virtual object: It refers to an active object in the virtual environment. The active object can be a virtual character, a virtual animal, an anime character, etc., such as: a character or an animal displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional solid 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.
[0043] Virtual props: Include virtual weapons that can change the attribute values of virtual objects, supply props such as virtual bullets, defense props such as virtual shields, virtual armors, virtual armored vehicles, virtual props such as virtual beams, virtual shock waves, etc., which are used to display through the hand when a virtual object releases a skill, and virtual props that can change the attribute values of other virtual objects, including long-distance virtual props such as virtual pistols, virtual rifles, virtual sniper rifles, virtual frisbee guns, short-distance virtual props such as virtual daggers, virtual knives, virtual swords, virtual ropes, and throwing virtual props such as virtual axes, virtual throwing knives, virtual grenades, virtual flash bombs, virtual smoke bombs. In this application, flying virtual props belong to the props with flying functions among virtual props. The flying virtual prop can be a virtual prop with a flying attribute itself, or a virtual prop thrown by a virtual object, or a virtual prop fired when a virtual object shoots. It should be noted that props such as virtual bullets, virtual armored vehicles, virtual pistols, virtual rifles, virtual sniper rifles, virtual frisbee guns in the embodiments of this application are all props in the game.
[0044] Figure 1 The structural block diagram of a computer system provided by an exemplary embodiment of this application is shown. The computer system 100 includes: a terminal 120 and a server 140.
[0045] The terminal 120 installs and runs a client that supports a virtual environment. The client can be any one of a three-dimensional map program, a horizontal shooting game, a horizontal adventure game, a horizontal level-passing game, a horizontal strategy game, a Virtual Reality (VR) application program, and an Augmented Reality (AR) program. The terminal 120 is a terminal used by a first user. The first user uses the terminal 120 to control a first virtual object located in the virtual environment to perform activities, and the activities include but are not limited to: adjusting the body posture, walking, running, jumping, cycling, driving, aiming, picking up, using throwing props, attacking other virtual objects. Exemplarily, the first virtual object is a first virtual character, such as a simulated human object or an anime character object. Exemplarily, the first user controls the first virtual character to perform activities through the UI control on the virtual environment screen.
[0046] The terminal 120 is connected to the server 140 through a wireless network or a wired network.
[0047] Server 140 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, server 140 includes a processor 144 and a memory 142. The memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 is configured to receive requests sent by a client, such as a request to launch a flying virtual item; the control module 1422 is configured to control the rendering of the virtual environment screen; the sending module 1423 is configured to send responses to the client, such as a response indicating that a flying virtual item hits an obstacle to the client. Server 140 is used to provide background services for a client that supports a three-dimensional virtual environment. Optionally, server 140 undertakes the main computing work, and terminal 120 undertakes the secondary computing work; or, server 140 undertakes the secondary computing work, and terminal 120 undertakes the main computing work; or, a distributed computing architecture is adopted between server 140 and terminal 120 for collaborative computing.
[0048] Optionally, the client installed on terminal 120 is a client on different operating system platforms (Android or IOS). Terminal 120 can generally refer to one of multiple terminals, and only terminal 120 is used as an example in this embodiment. The device types of terminal 120 include at least one of a smart phone, a vehicle-mounted 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 take the terminal including a smart phone as an example for illustration.
[0049] Those skilled in the art can know that the number of the above terminals can be more or less. For example, the above terminal can be only one, or the above terminals can be dozens or hundreds, or more. The embodiments of the present application do not limit the number and device types of the terminals.
[0050] To increase the importance of obstacles in the battle, Figure 2 FIG. shows a flowchart of a method for using a virtual item provided by an exemplary embodiment of the present application. This method is illustrated by applying it to Figure 1 the shown terminal 120 (or a client installed with a virtual environment). This method is applied to a client that controls a first virtual object, and the method includes:
[0051] Step 220, display a perspective view of a first virtual object, where the first virtual object has a flying virtual item;
[0052] The first virtual object: refers to the virtual object corresponding to the client in the present application. The first virtual object is a virtual object controlled by a user. Optionally, the first 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.
[0053] Flying virtual item: It refers to a virtual item with a flying function carried by the first virtual object. Optionally, the flying virtual item 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. Schematically, the flying virtual items include virtual bullets, virtual throwing knives, virtual frisbees, virtual grenades, virtual flash bombs, virtual smoke bombs, etc.
[0054] In one embodiment, the flying virtual item is a virtual item launched by the first virtual object through a shooting weapon. Optionally, the flying virtual item is implemented to be out of the control of the first virtual object after being launched. Optionally, the flying virtual item is implemented to still be under the control of the first virtual object after being launched.
[0055] Schematically, after the first virtual object launches, it can receive a bounce trigger operation from the user. The bounce trigger operation is used to control the flying virtual item to achieve a bounce function after hitting an obstacle. Schematically, after the first virtual object launches, it can change at least one of the speed and the appearance form of the flying virtual item. The appearance form includes at least one of color, pattern, shape, and size. For details, please refer to step 663, step 762, and step 862 below.
[0056] The perspective view of the first virtual object displays the virtual environment view. Optionally, the virtual environment view includes obstacles; Optionally, the virtual environment view includes n second virtual objects. The second virtual objects include at least one of virtual objects controlled by other users and NPCs (Non-Player Characters).
[0057] Step 240, in response to the launch operation, control the first virtual object to launch a flying virtual item;
[0058] In one embodiment, the launch operation is a touch operation of the user on the terminal screen. In response to the operation that the terminal receives the user touching the launch control, the terminal controls the first virtual object to launch a flying virtual item.
[0059] In one embodiment, the launch operation is a key operation of the user on the keyboard or mouse. In response to the operation that the terminal receives the user pressing the launch key on the keyboard or the click operation on the mouse, the terminal controls the first virtual object to launch a flying virtual item.
[0060] In one embodiment, the launch operation is a limb operation of the user in front of the somatosensory device. Schematically, the user assumes the launch posture indicated by the terminal screen in front of the somatosensory device, and the terminal determines that the launch operation is received, and then launches the flying virtual item.
[0061] In one embodiment, the launching operation is a voice operation of the user in front of the voice input device (usually the voice input device collects the user's voice). Illustratively, the user inputs a preset launching voice to the terminal through the voice input device (such as a microphone), and the terminal determines that the launching operation is received, and then launches a flying virtual prop.
[0062] Step 260, when the flying virtual prop hits an obstacle during the flight along the first flight trajectory and the current hit meets the target condition, bounce the flying virtual prop and control the flying virtual prop to continue flying along the second flight trajectory.
[0063] After the terminal launches the flying virtual prop, the flying virtual prop flies along the first flight trajectory. If the flying virtual prop hits an obstacle during the flight and the current hit meets the target condition, the terminal bounces the flying virtual prop and controls the flying virtual prop to continue flying along the second flight trajectory.
[0064] Obstacle: refers to a virtual item that is preset and does not allow the flying virtual prop to pass through. Illustratively, the obstacles include virtual walls, virtual cars, virtual trees, and virtual ground, etc.
[0065] The first flight trajectory refers to the flight trajectory of the flying virtual prop before bouncing, and the second flight trajectory refers to the flight trajectory of the flying virtual prop after bouncing. Illustratively, the first flight trajectory is a straight line or an arc trajectory, and the second flight trajectory is a straight line or an arc trajectory corresponding to the first flight trajectory.
[0066] Target condition: refers to the condition under which the flying virtual prop can perform a bounce after hitting an obstacle. Optionally, the target conditions include:
[0067] · The current hit of the flying virtual prop on the obstacle is the kth hit on the obstacle, where k is less than the hit times threshold and k is a positive integer;
[0068] · The angle formed between the first flight trajectory and the surface of the obstacle falls within a preset angle range;
[0069] · The flying virtual prop passes through at least one second virtual object during the flight along the first flight trajectory.
[0070] Illustratively, the flying virtual prop flies along the first flight trajectory and hits an obstacle. If the current hit on the obstacle is the kth hit on the obstacle and k is less than the preset hit times threshold, bounce the flying virtual prop and control the flying virtual prop to continue flying along the second flight trajectory. Optionally, the flying virtual prop is pre-configured with a hit times threshold.
[0071] Schematically, the flying virtual prop flies along a first flight trajectory and hits an obstacle. If the angle formed between the first flight trajectory and the surface of the obstacle falls within a preset angle range, the flying virtual prop is rebounded and controlled to continue flying along a second flight trajectory. Optionally, the first flight trajectory is a straight-line trajectory, and the flying virtual prop is pre-configured with a preset angle range of the angle formed between the first flight trajectory and the surface of the obstacle. Schematically, if the angle formed between the first flight trajectory and the surface of the obstacle is 45°, and the preset angle range is 30° to 75°, then the flying virtual prop is rebounded.
[0072] Schematically, the flying virtual prop flies along a first flight trajectory and hits an obstacle. If the flying virtual prop passes through at least one second virtual object during the flight along the first flight trajectory, the flying virtual prop is rebounded and controlled to continue flying along a second flight trajectory. Optionally, the second virtual object is a virtual object that is in a hostile relationship with the first virtual object.
[0073] In an alternative embodiment, the target condition can also be implemented as at least one of the following steps 663, step 762, and step 862.
[0074] Schematically, Figure 3 The figure shows a screen of the flying virtual prop 301 provided by an exemplary embodiment of the present application flying along a first flight trajectory.
[0075] In one embodiment, if the flying virtual prop meets the target condition when hitting an obstacle during the flight, the flying virtual prop will rebound infinitely until the target condition is no longer met. Schematically, Figure 4 The figure shows a screen of the front and rear trajectories of the flying virtual prop provided by an exemplary embodiment of the present application after rebounding (the screen shows the flying trajectory of a flying virtual prop after 3 rebounds by continuously launching the flying virtual prop four times at the same position). Schematically, the flying virtual prop 301 flies along the first flight trajectory 401. When hitting an obstacle and meeting the target condition, the flying virtual prop 301 continues to fly along the second flight trajectory 402 after rebounding.
[0076] In one embodiment, when the terminal hits an obstacle during the flight of the flying virtual prop along the first flight trajectory and this hit meets the target condition, the first flight trajectory is switched to the second flight trajectory, and the first flight trajectory and the second flight trajectory are axisymmetric with respect to the normal line of the surface of the obstacle. Schematically, Figure 5 The figure shows a schematic diagram of the rebounding flying virtual prop. The first flight trajectory 401 and the second flight trajectory 402 are axisymmetric with respect to the normal line of the surface of the obstacle.
[0077] In summary, during the process of controlling the flying virtual prop to fly along the first flight trajectory, when the obstacle is hit and the current hit meets the target condition, the flying virtual prop is rebounded, and the flying virtual prop is controlled to continue flying along the second flight trajectory, which enriches the impact of the obstacle on the battle. By setting the obstacle to be able to change the flight trajectory of the flying virtual prop, the probability of the flying virtual prop hitting the second virtual object is increased, and the importance of the obstacle in the battle is greatly improved.
[0078] The above method also sets the target condition to be associated with at least one of the number of times the flying virtual prop hits the obstacle, the angle between the first flight trajectory and the surface of the obstacle, and whether the flying virtual prop passes through the second virtual object along the first flight trajectory, further improving the solution for the obstacle to rebound the flying virtual prop and avoiding unreasonable infinite rebounds.
[0079] To avoid unreasonable infinite rebounds of the flying virtual prop, based on Figure 2 In the optional embodiment shown, step 260 can be replaced by step 661, step 662, step 663, and step 664. Figure 6 FIG. shows a flowchart of a method for using a virtual prop provided by an exemplary embodiment of the present application. Taking the method applied to Figure 1 the terminal 120 (or a client installed with a virtual environment) shown as an example, the method is applied to a client for controlling a first virtual object, and the method includes:
[0080] Step 661, displaying a screen of the flying virtual prop flying along the first flight trajectory;
[0081] In one embodiment, there is a camera model in the three-dimensional virtual environment where the first virtual object is located. In the three-dimensional virtual environment, the three-dimensional model of the flying virtual prop flies along the first flight trajectory, and the camera model captures the virtual environment screen and displays it on the terminal.
[0082] Step 662, receiving a rebound trigger operation;
[0083] The rebound trigger operation is used to determine whether the flying virtual prop has a rebound function when hitting the obstacle next time. Optionally, in response to the terminal receiving the rebound trigger operation during the process of the flying virtual prop flying along the first flight trajectory, the terminal determines that the flying virtual prop has a rebound function when hitting the obstacle next time.
[0084] Illustratively, the rebound trigger operation includes at least one of a trigger operation of a rebound control, a trigger operation of a rebound voice, and a trigger operation of a rebound gesture. The following takes the rebound trigger operation as a trigger operation of a rebound control for example.
[0085] Step 663, when the operation time of the rebounding trigger operation triggered by the flying virtual item hitting an obstacle falls within a preset time range, rebound the flying virtual item.
[0086] In one embodiment, a rebound control is set on the terminal. During the flight of the flying virtual item along a first flight trajectory, the rebound control is in a state of waiting to be triggered. When the flying virtual item hits an obstacle and the terminal determines that the operation time of the user touching the rebound control falls within the preset time range, the terminal determines to rebound the flying virtual item.
[0087] Optionally, the preset time range refers to the time range before the flying virtual item hits an obstacle. For example, within 2 s before the flying virtual item hits an obstacle, or from 1 s to 3 s before the flying virtual item hits an obstacle.
[0088] In one embodiment, the terminal determines that the operation time of the rebounding trigger operation falls within the preset time range after the flying virtual item hits an obstacle. Schematically, after receiving the rebounding trigger operation, the terminal obtains the first timestamp of the rebounding trigger operation; the terminal obtains the second timestamp when the flying virtual item hits an obstacle; based on the difference between the first timestamp and the second timestamp being lower than the time threshold, the terminal rebounds the flying virtual item. For example, if the first timestamp is 00:17:42, the second timestamp is 00:17:45, the difference between the first timestamp and the second timestamp is 3 s, and the time threshold is 5 s, then the terminal rebounds the flying virtual item.
[0089] In one embodiment, the terminal determines that the operation time of the rebounding trigger operation falls within the preset time range before the flying virtual item hits an obstacle. Optionally, the terminal measures in advance the time point when the flying virtual item hits an obstacle, and determines the preset time range based on this hitting time point. Schematically, after receiving the rebounding trigger operation, the terminal obtains the first timestamp of the rebounding trigger operation, and based on the difference between the pre-measured hitting time point and the first timestamp being lower than the time threshold, rebounds the flying virtual item. For example, if the pre-measured hitting time point is 00:17:45, the first timestamp is 00:17:42, the difference between the pre-measured hitting time point and the first timestamp is 3 s, and the time threshold is 5 s, then the terminal rebounds the flying virtual item.
[0090] Step 664, display the screen of the flying virtual item continuing to fly along a second flight trajectory.
[0091] In one embodiment, in the three-dimensional virtual environment where the first virtual object is located, there is a camera model. In the three-dimensional virtual environment, the three-dimensional model of the flying virtual item continues to fly along a second flight trajectory, and the camera model captures the virtual environment screen and displays it on the terminal.
[0092] In summary, by determining that the bounce trigger operation falls within a preset time range, it is determined that the flying virtual item has a bounce function, further improving the solution for the obstacle to bounce the flying virtual item and avoiding unreasonable infinite bounces.
[0093] To avoid unreasonable infinite bounces of the flying virtual item, based on Figure 2 In the optional embodiment shown, step 260 may be replaced with step 761, step 762, and step 763. Figure 7 FIG. shows a flowchart of a method for using a virtual item provided by an exemplary embodiment of the present application. Taking this method applied to Figure 1 the terminal 120 (or a client installed with a virtual environment) shown as an example, this method is applied to a client that controls a first virtual object, and the method includes:
[0094] Step 761, displaying a screen in which the flying virtual item flies along a first flight trajectory;
[0095] In one embodiment, the server independently controls the display of the screen in which the flying virtual item flies along the first flight trajectory. For example, the client sends variables related to calculating the first flight trajectory to the server, and the server calculates the first flight trajectory based on the related variables and the influencing factors of the virtual environment, and sends the first flight trajectory to the client. The client renders the screen in which the flying virtual item flies along the first flight trajectory on the terminal screen. Optionally, the server also synchronously sends the first flight trajectory to the clients of other users for other clients to synchronously render the screen in which the flying virtual item flies along the first flight trajectory.
[0096] In one embodiment, the client independently controls the display of the screen in which the flying virtual item flies along the first flight trajectory. For example, the client calculates the first flight trajectory based on the variables related to the first flight trajectory and renders the screen in which the flying virtual item flies along the first flight trajectory on the terminal screen. Optionally, the client also sends the first flight trajectory to the server, and the server synchronizes it to the clients of other users.
[0097] In one embodiment, the server and the client cooperate to control the display of the screen in which the flying virtual item flies along the first flight trajectory. For example, the client of the first user calculates a first preliminary flight trajectory based on the variables related to the first flight trajectory, and the client of the first user also sends the first preliminary flight trajectory to the server. The server calculates the first flight trajectory based on the first preliminary flight trajectory and the influencing factors of the virtual environment, and sends the first flight trajectory to the clients of the first user and other users.
[0098] Step 762, bouncing the flying virtual item when the flying virtual item hits an obstacle and the speed of the flying virtual item falls within a preset speed range;
[0099] During the flight of the flying virtual item along the first flight trajectory, if the flying virtual item hits an obstacle and the speed of the flying virtual item falls within a preset speed range, the flying virtual item is rebounded. Schematically, if the speed of the flying virtual item is 50 and the preset speed range is 30-70, the terminal rebounds the flying virtual item.
[0100] In one embodiment, the flying speed of the flying virtual item cannot be changed by the user after it is launched.
[0101] In one embodiment, the flying speed of the flying virtual item can still be manually changed by the user after it is launched. Optionally, a speed control is provided on the terminal, and the speed control is used to change the flying speed of the flying virtual item during flight. The terminal receives the speed change operation of the flying virtual item and adjusts the flying speed of the flying virtual item; the terminal obtains the first flying speed when the flying virtual item hits an obstacle; based on the first flying speed falling within the preset speed range, the terminal rebounds the flying virtual item. The speed change operation includes acceleration, deceleration, and hold operations on the speed control, etc. Schematically, the flying speed of the flying virtual item at the moment of just being launched is 80, and the speed decreases by 20 every 1 s. If the flying virtual item will hit an obstacle at 3 s without adjusting the speed, the speed of the flying virtual item when it hits the obstacle is 20 and it cannot rebound. In response to the user triggering an acceleration operation at 1 s and the speed increasing by 10 at 1 s, the flying virtual item will at speed hits the obstacle, meeting the preset speed range, and the terminal rebounds the flying virtual item.
[0102] Step 763, display the picture of the flying virtual item continuing to fly along the second flight trajectory.
[0103] Similarly, referring to the above-mentioned step 761, there are three possible implementation manners for displaying the picture of the flying virtual item continuing to fly along the second flight trajectory, which will not be elaborated here.
[0104] In summary, by determining that the speed of the flying virtual item falls within the preset speed range when the flying virtual item hits an obstacle, it is determined that the flying virtual item has a rebounding function, further improving the solution of the obstacle rebounding the flying virtual item and avoiding unreasonable infinite rebounds.
[0105] To avoid unreasonable infinite rebounds of the flying virtual item, based on Figure 2 In the optional embodiment shown, step 260 can be replaced by step 861, step 862, and step 863. Figure 8 shows a flowchart of a method for using a virtual item provided by an exemplary embodiment of the present application, with this method applied to Figure 1Taking the terminal 120 (or the client installed with the virtual environment) shown as an example, this method is applied to the client for controlling the first virtual object, and this method includes:
[0106] Step 861, displaying a screen in which the flying virtual prop flies along a first flight trajectory;
[0107] This is similar to the above step 761 and will not be elaborated here.
[0108] Step 862, when the flying virtual prop hits an obstacle and the presentation form of the flying virtual prop matches the obstacle, rebounding the flying virtual prop;
[0109] Among them, the presentation form includes at least one of color, pattern, shape, and size;
[0110] During the process of the flying virtual prop flying along the first flight trajectory, if the flying virtual prop hits an obstacle and the presentation form of the flying virtual prop matches the obstacle, the flying virtual prop is rebounded. Schematically, when the flying virtual prop hits an obstacle and appears as a circle, and the obstacle is a wall (preset to match the circle), the flying virtual prop is rebounded; Schematically, when the flying virtual prop hits an obstacle and appears as a square, and the obstacle is a virtual car (preset to match the square), the flying virtual prop is rebounded.
[0111] In one embodiment, the presentation form of the flying virtual prop cannot be changed after being launched, and the presentation form of the flying virtual prop is randomly determined. Schematically, after the flying virtual prop is launched and determined to be in the shape of a golden bullet, when the flying virtual prop hits a stone (obstacle), the flying virtual prop is rebounded.
[0112] In one embodiment, the presentation form of the flying virtual prop can still be changed after being launched. Optionally, a form control is set on the terminal, and the form control is used to change the presentation form of the flying virtual prop. The terminal receives the change operation of the presentation form of the flying virtual prop and changes the presentation form of the flying virtual prop; the terminal obtains the first presentation form when the flying virtual prop hits an obstacle; based on the first presentation form matching the obstacle, the terminal rebounds the flying virtual prop. Schematically, the obstacle is a tree, and there is a yellow mark on the tree. In response to the terminal receiving the color change operation on the form control, the color of the flying virtual prop when it hits the tree is changed to yellow (the first presentation form), and the terminal rebounds the flying virtual prop. Schematically, the obstacle is the ground, and there is a mark of size 10 on the ground. In response to the terminal receiving the size change operation on the form control, the size of the flying virtual prop when it hits the ground is adjusted to 9.5 - 10.5 (the first presentation form), and 9.5 - 10.5 is the preset allowable error range, and the terminal rebounds the flying virtual prop.
[0113] Step 863, display the screen where the flying virtual item continues to fly along the second flight trajectory.
[0114] This is similar to the above-mentioned step 761 and will not be elaborated here.
[0115] In summary, by determining that the manifestation form of the flying virtual item matches the obstacle when the flying virtual item hits the obstacle, it is determined that the flying virtual item has a rebounding function, further improving the solution of the rebounding flying virtual item and avoiding unreasonable infinite rebounds.
[0116] To improve the attack efficiency of the flying virtual item, based on Figure 2 In the optional embodiment shown, after step 260, step 270 may further be included. Figure 9 FIG. shows a flowchart of a method for using a virtual item provided by an exemplary embodiment of the present application. Taking this method applied to Figure 1 the terminal 120 (or a client installed with a virtual environment) shown as an example, this method is applied to a client for controlling a first virtual object, and this method includes:
[0117] Step 270, when the flying virtual item hits n second virtual objects during the process of flying along the second flight trajectory, display the screen where the flying virtual item passes through the n second virtual objects one by one, and display the screen where the flying virtual item continues to fly along the second flight trajectory, where n is a positive integer;
[0118] Second virtual object: refers to other virtual objects in the virtual environment except the first virtual object. Optionally, the second virtual object and the first virtual object belong to a hostile relationship or a cooperative relationship; optionally, the second virtual object is a virtual object controlled by another player or an NPC.
[0119] During the process of the flying virtual item flying along the second flight trajectory, if the flying virtual item hits n second virtual objects, the terminal displays the screen where the flying virtual item passes through the n second virtual objects one by one, and displays the screen where the flying virtual item continues to fly along the second flight trajectory. It should be noted that the n second virtual objects fall on the second flight trajectory, and the flying virtual item has a penetration function for all the n second virtual objects.
[0120] For one of the n second virtual objects, when the three-dimensional model of the flying virtual item hits the three-dimensional model of the second virtual object during the process of flying along the second flight trajectory, the terminal turns off the rigid body attribute of the three-dimensional model of the second virtual object, and the rigid body attribute is used to set whether the three-dimensional model can be penetrated; then, the terminal controls the three-dimensional model of the flying virtual item to pass through the three-dimensional model of the second virtual object, and finally, the terminal displays the screen where the flying virtual item passes through the second virtual object.
[0121] Optionally, after the terminal displays the picture of the flying virtual prop passing through the second virtual object, the terminal also displays a bullet hole special effect at the position where the flying virtual prop passes through the second virtual object, and the bullet hole special effect indicates that the second virtual object has been passed through by the flying virtual prop.
[0122] In summary, by setting the flying virtual prop to fly along the second flight trajectory to achieve infinite penetration of n second virtual objects, the efficiency of the player attacking multiple enemies in the virtual environment is improved.
[0123] Based on Figure 2 In the optional embodiment shown, after step 260, steps 281, 282, 283, 284, and 285 may further be included. Figure 10 FIG. shows a flowchart of a method for using a virtual prop provided by an exemplary embodiment of the present application. Taking the method applied to Figure 1 the terminal 120 (or a client installed with a virtual environment) shown as an example, the method is applied to a client for controlling a first virtual object, and the method includes:
[0124] Step 281: During the process of controlling the flying virtual prop to fly along the second flight trajectory, hitting n second virtual objects;
[0125] The terminal controls the flying virtual prop to fly along the second flight trajectory and hits n second virtual objects that fall into the second flight trajectory.
[0126] Step 282: Display a picture of the flying virtual prop passing through the i-th second virtual object with the i-th damage value;
[0127] In one embodiment, the flying virtual prop carries n damage values sorted from high to low, that is, the damage values caused by the flying virtual prop passing through n second virtual objects gradually decrease. Then, in the case where the flying virtual prop hits n second virtual objects during the process of flying along the second flight trajectory, the terminal displays a picture of the flying virtual prop passing through the i-th second virtual object with the i-th damage value, and the initial value of i is 1;
[0128] In one embodiment, after the terminal displays the picture of the flying virtual prop passing through the i-th second virtual object with the i-th damage value, it further includes: in the case where the i-th damage value is not lower than the health value of the i-th second virtual object, the terminal displays a picture of the i-th second virtual object being knocked down; then, the terminal exposes the position where the second virtual object that has not been knocked down is located on the virtual world map control, and the virtual world map control is used to display the virtual world map observed from a top-down perspective.
[0129] Schematically, the virtual world map is as Figure 11 shown, and the virtual world map control is asFigure 12 As shown, there is a mapping relationship between the virtual world map and the virtual world map control. Select three points A, B, and C on the virtual world map, then there are corresponding points A', B', and C' on the virtual world map control. Based on the mapping relationship between A, B, C and A', B', C', the position of the second virtual object knocked down on the virtual world map can be mapped to the position of the second virtual object knocked down on the virtual world map control.
[0130] In one embodiment, after the terminal displays the picture of the flying virtual prop passing through the i-th second virtual object with the i-th damage value, it further includes: when the i-th damage value is lower than the health value of the i-th second virtual object, displaying the picture that the i-th second virtual object is not knocked down. Optionally, the terminal also displays virtual weapons corresponding to the knocked-down second virtual objects respectively, and the virtual weapons are used to enhance the force value of the first virtual object; optionally, the terminal also increases the score value corresponding to the knocked-down second virtual object, and the score value is used to determine the reward after the first virtual object completes the game.
[0131] Step 283, calculate i = i + 1;
[0132] The terminal calculates i = i + 1.
[0133] Step 284, i is greater than n;
[0134] The terminal determines whether i is greater than n. If i is greater than n, execute step 285; if i is not greater than n, execute step 282.
[0135] Step 285, display the picture of the flying virtual prop continuing to fly along the second flight trajectory.
[0136] The terminal displays the picture of the flying virtual prop continuing to fly along the second flight trajectory.
[0137] In summary, by setting that the damage when the flying virtual prop passes through n second virtual objects gradually decreases, and the n second virtual objects may be knocked down or not knocked down, and further setting the reward for the first virtual object that controls the flying virtual prop, an implementation method of the infinite penetration scheme is provided, which improves the attack efficiency of the flying virtual prop.
[0138] It should be noted that the above method can also be implemented as the flying virtual prop hitting m second virtual objects on the first flight trajectory, which is similar to hitting n second virtual objects on the second flight trajectory and will not be elaborated here. Therefore, the flying virtual prop can achieve infinite penetration of the second virtual object on both the first flight trajectory and the second flight trajectory.
[0139] Schematically, Figure 13 (a) shows that there are 5 second virtual objects 1301 on the first flight trajectory, Figure 13(b) shows that after the flying virtual prop hits and penetrates 5 second virtual objects 1301, 2 of the second virtual objects 1301 are knocked down and the other 3 second virtual objects 1301 are not knocked down.
[0140] Figure 14 The figure shows a flowchart of a method for using a virtual prop provided by an exemplary embodiment of the present application, taking the method applied to Figure 1 the terminal 120 shown (or a client installed with a virtual environment) as an example. The method includes:
[0141] Step 1401, start;
[0142] The terminal starts to run the usage logic of the virtual frisbee gun.
[0143] Step 1402, control the first virtual object to equip the virtual frisbee gun;
[0144] The virtual frisbee gun is a shooting weapon, and the first virtual object can fire a flying virtual prop (virtual frisbee or virtual bullet) through the virtual frisbee gun. In one embodiment, the backpack carried by the first virtual object stores the virtual frisbee gun, and the user controls the first virtual object to obtain the virtual frisbee gun from the backpack and directly equip it on the first virtual object. In one embodiment, the user controls the first virtual object to pick up the virtual frisbee gun from the three-dimensional virtual environment and directly equip it on the first virtual object.
[0145] Step 1403, detect whether the first virtual object fires;
[0146] The terminal detects whether the first virtual object fires through the virtual frisbee gun; if the terminal detects that the first virtual object has fired, execute step 1404, if the terminal does not detect that the first virtual object fires, then re-execute step 1403.
[0147] Step 1404, control the virtual bullet to fly in a straight line in the air;
[0148] The terminal controls the virtual bullet to fly in a straight line in the air, that is, both the first flight trajectory and the second flight trajectory are straight line trajectories.
[0149] Step 1405, whether the virtual bullet hits the enemy;
[0150] The terminal detects whether the virtual bullet hits the enemy. If the terminal detects that the virtual bullet hits the enemy, execute step 1406, if the terminal detects that the virtual bullet does not hit the enemy, then execute step 1404.
[0151] Step 1406, calculate the damage;
[0152] In the case where a virtual bullet hits an enemy, the terminal calculates the damage caused by the virtual bullet to the enemy. Optionally, when the virtual bullet hits multiple enemies, the damage caused by the virtual bullet to the enemies gradually decreases. If the damage caused by the virtual bullet to an enemy is not less than the enemy's health value, the terminal determines that the virtual bullet kills the enemy. If the damage caused by the virtual bullet to an enemy is less than the enemy's health value, the terminal exposes the position of the enemy on the world map control.
[0153] Step 1407, continue to fly;
[0154] The terminal controls the virtual bullet to continue flying until the virtual bullet hits an obstacle.
[0155] Step 1408, does the virtual bullet hit an obstacle?
[0156] The terminal determines whether the virtual bullet hits an obstacle. If so, execute step 1409. If not, execute step 1407.
[0157] Step 1409, fly according to the new trajectory after rebounding;
[0158] After the terminal determines that the virtual bullet hits an obstacle, the terminal rebounds the virtual bullet and controls the virtual bullet to fly according to the new trajectory, and the new trajectory is the above-mentioned second flight trajectory. In one embodiment, the terminal determines that the second flight trajectory of the virtual bullet after rebounding is axisymmetric with the first flight trajectory based on the normal line of the surface of the obstacle.
[0159] Step 1410, does it reach the rebounding limit?
[0160] The terminal determines whether the virtual bullet reaches the rebounding limit. If so, execute step 1411. If not, execute step 1409.
[0161] Step 1411, control the virtual bullet to disappear;
[0162] In the case where the virtual bullet reaches the rebounding limit, the terminal controls the virtual bullet to disappear.
[0163] Step 1412, end.
[0164] The terminal ends the usage logic of the virtual frisbee gun.
[0165] Figure 15 The structural block diagram of the usage device of the virtual prop provided by an exemplary embodiment of the present application is shown. The device includes:
[0166] A display module 1501, configured to display the perspective view of a first virtual object, and the first virtual object has a flying virtual prop;
[0167] The control module 1502 is used to control the first virtual object to launch the flying virtual prop in response to the launch operation;
[0168] The rebound module 1503 is used to rebound the flying virtual props and control the flying virtual props to continue flying along the second flight trajectory when the flying virtual props hits an obstacle during the flying along the first flight trajectory and the hit meets the target condition.
[0169] In an optional embodiment, the rebound module 1503 is also used to display a picture of the flying virtual prop flying along the first flight trajectory.
[0170] In an optional embodiment, the rebound module 1503 is further configured to receive a rebound trigger operation.
[0171] In an optional embodiment, the rebound module 1503 is further configured to rebound the flying virtual props when the flying virtual props hit an obstacle and the operation time of the rebound triggering operation is determined to fall within a preset time range.
[0172] In an optional embodiment, the rebound module 1503 is also used to display a picture of the flying virtual prop continuing to fly along the second flight trajectory.
[0173] In an optional embodiment, the rebound module 1503 is further configured to obtain a first timestamp of the rebound triggering operation.
[0174] In an optional embodiment, the rebound module 1503 is further configured to obtain a second timestamp when the flying virtual prop hits an obstacle.
[0175] In an optional embodiment, the rebound module 1503 is further configured to rebound the flying virtual prop based on the difference between the first timestamp and the second timestamp being lower than a time threshold.
[0176] In an optional embodiment, the rebound module 1503 is also used to display a picture of the flying virtual prop flying along the first flight trajectory.
[0177] In an optional embodiment, the rebound module 1503 is further configured to rebound the flying virtual prop when the flying virtual prop hits an obstacle and the speed of the flying virtual prop falls within a preset speed range.
[0178] In an optional embodiment, the rebound module 1503 is also used to display a picture of the flying virtual prop continuing to fly along the second flight trajectory.
[0179] In an optional embodiment, the rebound module 1503 is further used to receive a speed change operation of the flying virtual prop and adjust the flying speed of the flying virtual prop.
[0180] In an optional embodiment, the rebound module 1503 is further used to obtain the first flying speed when the flying virtual prop hits an obstacle.
[0181] In an optional embodiment, the rebound module 1503 is further configured to rebound the flying virtual prop based on the first flying speed falling into a preset speed range.
[0182] In an optional embodiment, the rebound module 1503 is also used to display a picture of the flying virtual prop flying along the first flight trajectory.
[0183] In an optional embodiment, the rebound module 1503 is also used to rebound the flying virtual props when the flying virtual props hit an obstacle and the appearance of the flying virtual props matches the obstacle, and the appearance includes at least one of color, pattern, shape and size.
[0184] In an optional embodiment, the rebound module 1503 is also used to display a picture of the flying virtual prop continuing to fly along the second flight trajectory.
[0185] In an optional embodiment, the rebound module 1503 is further used to receive an operation of changing the expression form of the flying virtual prop, and change the expression form of the flying virtual prop.
[0186] In an optional embodiment, the rebound module 1503 is also used to obtain the first expression form when the flying virtual prop hits an obstacle.
[0187] In an optional embodiment, the rebound module 1503 is further configured to rebound the flying virtual prop based on matching the first expression form with the obstacle.
[0188] In an optional embodiment, the target condition further includes at least one of the following:
[0189] The flying virtual prop hits the obstacle this time for the kth time, k is less than the number threshold, and k is a positive integer;
[0190] The angle formed by the first flight trajectory and the surface of the obstacle falls within a preset angle range;
[0191] The flying virtual prop passes through at least one second virtual object while flying along the first flight trajectory.
[0192] In an optional embodiment, the rebound module 1503 is further used to convert the first flight trajectory into a second flight trajectory, and the first flight trajectory and the second flight trajectory are symmetrical based on the normal axis of the surface of the obstacle.
[0193] In an optional embodiment, the display module 1501 is further configured to, when the flying virtual prop hits n second virtual objects during flying along a second flight trajectory, display a picture of the flying virtual prop passing through the n second virtual objects one by one, and display a picture of the flying virtual prop continuing to fly along the second flight trajectory, where n is a positive integer.
[0194] In an optional embodiment, the display module 1501 is further configured to, for one of the n second virtual objects, when the three-dimensional model of the flying virtual prop hits the three-dimensional model of the second virtual object during flying along the second flight trajectory, turn off the rigid body attribute of the three-dimensional model of the second virtual object.
[0195] In an optional embodiment, the display module 1501 is further configured to control the three-dimensional model of the flying virtual prop to pass through the three-dimensional model of the second virtual object.
[0196] In an optional embodiment, the display module 1501 is further configured to display a picture of the flying virtual prop passing through the second virtual object.
[0197] In an optional embodiment, the display module 1501 is further configured to display a bullet hole special effect at the position where the flying virtual prop passes through the second virtual object.
[0198] In an optional embodiment, the flying virtual prop carries n damage values sorted from high to low.
[0199] In an optional embodiment, the display module 1501 is further configured to display a picture of the flying virtual prop passing through the i-th second virtual object with the i-th damage value.
[0200] In an optional embodiment, the display module 1501 is further configured to set i = i + 1, and re-execute the step of displaying a picture of the flying virtual prop passing through the i-th second virtual object with the i-th damage value, where the initial value of i is 1, and i is a positive integer not greater than n.
[0201] In an optional embodiment, the display module 1501 is further configured to, when the i-th damage value is not lower than the health value of the i-th second virtual object, display a picture of the i-th second virtual object being knocked down; or, when the i-th damage value is lower than the health value of the i-th second virtual object, display a picture of the i-th second virtual object not being knocked down.
[0202] In an optional embodiment, the display module 1501 is further configured to expose the position where the second virtual object that has not been knocked down is located on the virtual world map control, and the virtual world map control is used to display the virtual world map observed from a top-down perspective.
[0203] In an alternative embodiment, the display module 1501 is further configured to display virtual weapons respectively corresponding to the second virtual objects that have been knocked down, and the virtual weapons are used to enhance the combat power value of the first virtual object.
[0204] In an alternative embodiment, the display module 1501 is further configured to increase the score value corresponding to the second virtual object that has been knocked down, and the score value is used to determine the reward after the first virtual object completes the game.
[0205] In summary, during the process of controlling the flying virtual prop to fly along the first flight trajectory, the above device hits an obstacle and this hit meets the target condition, rebounds the flying virtual prop, and controls the flying virtual prop to continue flying along the second flight trajectory, enriching the influence of the obstacle on the battle. Setting the obstacle can change the flight trajectory of the flying virtual prop, increasing the probability that the flying virtual prop hits the second virtual object, and greatly improving the importance of the obstacle in the battle.
[0206] Figure 16 FIG. shows a structural block diagram of a computer device 1600 provided by an exemplary embodiment of the present application. The computer device 1600 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 (Moving Picture Experts Group Audio Layer IV) player, a laptop computer or a desktop computer. The computer device 1600 may also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, etc.
[0207] Generally, the computer device 1600 includes: a processor 1601 and a memory 1602.
[0208] The processor 1601 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 1601 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 1601 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1601 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1601 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0209] The memory 1602 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. The memory 1602 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1602 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1601 to implement the usage method of the virtual item provided in the method embodiment of the present application.
[0210] In some embodiments, the computer device 1600 may also optionally include: a peripheral device interface 1603 and at least one peripheral device. The processor 1601, the memory 1602, and the peripheral device interface 1603 may be connected by a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1603 through a bus, signal lines, or a circuit board. Exemplarily, the peripheral device may include at least one of a radio frequency circuit 1604, a display screen 1605, a camera module 1606, an audio circuit 1607, and a power supply 1608.
[0211] The peripheral device interface 1603 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1601 and the memory 1602. In some embodiments, the processor 1601, the memory 1602, and the peripheral device interface 1603 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1601, the memory 1602, and the peripheral device interface 1603 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.
[0212] The radio frequency circuit 1604 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1604 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1604 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1604 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and so on. The radio frequency circuit 1604 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, generations of mobile communication networks (2G, 3G, 4G, and 16G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1604 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.
[0213] The display screen 1605 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1605 is a touch display screen, the display screen 1605 also has the ability to collect touch signals on or above the surface of the display screen 1605. The touch signals can be input as control signals to the processor 1601 for processing. At this time, the display screen 1605 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1605, which is disposed on the front panel of the computer device 1600; in other embodiments, there may be at least two display screens 1605, which are respectively disposed on different surfaces of the computer device 1600 or are in a folded design; in other embodiments, the display screen 1605 may be a flexible display screen, which is disposed on the curved surface or the folding surface of the computer device 1600. Even further, the display screen 1605 can also be set to an irregular non-rectangular shape, that is, an irregular-shaped screen. The display screen 1605 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0214] The camera module 1606 is used to capture images or videos. Optionally, the camera module 1606 includes a front camera and a rear camera. Generally, the front camera is disposed on the front panel of the terminal, and the rear camera is disposed on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth camera, a wide-angle camera, and a telephoto camera, to implement functions such as background blurring by fusing the main camera and the depth camera, panoramic shooting by fusing the main camera and the wide-angle camera, and VR (Virtual Reality) shooting functions or other fused shooting functions. In some embodiments, the camera module 1606 may further include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.
[0215] The audio circuit 1607 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1601 for processing, or input to the radio frequency circuit 1604 to implement voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 1600. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 1601 or the radio frequency circuit 1604 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1607 may also include a headphone jack.
[0216] The power supply 1608 is used to supply power to each component in the computer device 1600. The power supply 1608 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1608 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charging technology.
[0217] In some embodiments, the computer device 1600 further includes one or more sensors 1609. The one or more sensors 1609 include but are not limited to: an acceleration sensor 1610, a gyroscope sensor 1611, a pressure sensor 1612, an optical sensor 1613, and a proximity sensor 1614.
[0218] The acceleration sensor 1610 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established with the computer device 1600. For example, the acceleration sensor 1610 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1601 can control the display screen 1605 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1610. The acceleration sensor 1610 can also be used for collecting game or user's motion data.
[0219] The gyroscope sensor 1611 can detect the body direction and rotation angle of the computer device 1600. The gyroscope sensor 1611 can cooperate with the acceleration sensor 1610 to collect the 3D actions of the user on the computer device 1600. Based on the data collected by the gyroscope sensor 1611, the processor 1601 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.
[0220] The pressure sensor 1612 is disposed at the side frame of the computer device 1600 and / or the lower layer of the display screen 1605. When the pressure sensor 1612 is disposed at the side frame of the computer device 1600, it can detect the holding signal of the user on the computer device 1600, and the processor 1601 performs left / right hand recognition or quick operation according to the holding signal collected by the pressure sensor 1612. When the pressure sensor 1612 is disposed at the lower layer of the display screen 1605, the processor 1601 controls the operable controls on the UI interface according to the pressure operation of the user on the display screen 1605. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0221] The optical sensor 1613 is used to collect the ambient light intensity. In one embodiment, the processor 1601 can control the display brightness of the display screen 1605 according to the ambient light intensity collected by the optical sensor 1613. For example, when the ambient light intensity is high, the display brightness of the display screen 1605 is increased; when the ambient light intensity is low, the display brightness of the display screen 1605 is decreased. In another embodiment, the processor 1601 can also dynamically adjust the shooting parameters of the camera module 1606 according to the ambient light intensity collected by the optical sensor 1613.
[0222] The proximity sensor 1614, also known as a distance sensor, is usually disposed on the front panel of the computer device 1600. The proximity sensor 1614 is used to collect the distance between the user and the front of the computer device 1600. In one embodiment, when the proximity sensor 1614 detects that the distance between the user and the front of the computer device 1600 is gradually decreasing, the processor 1601 controls the display screen 1605 to switch from the lit state to the off state; when the proximity sensor 1614 detects that the distance between the user and the front of the computer device 1600 is gradually increasing, the processor 1601 controls the display screen 1605 to switch from the off state to the lit state.
[0223] Those skilled in the art can understand that Figure 16 the structure shown in does not constitute a limitation on the computer device 1600, and may include more or fewer components than shown in the figure, or combine some components, or adopt a different component layout.
[0224] 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, and 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 method for using a virtual prop provided in the above method embodiment.
[0225] The present application provides a computer program product or a computer program. The computer program product or the computer program includes computer instructions, and the computer instructions 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 the method for using a virtual prop provided in the above method embodiment.
[0226] The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0227] Those of ordinary skill in the art can understand that all or part of the steps for implementing the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium, and the above-mentioned storage medium can be a read-only memory, a magnetic disk, an optical disk, etc.
[0228] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A method for using a virtual prop, characterized in that, The method is applied to a client controlling a first virtual object, and the method comprises: Displaying a perspective picture of the first virtual object, wherein the first virtual object has a flying virtual prop; In response to a launch operation, controlling the first virtual object to launch the flying virtual prop; Displaying a picture of the flying virtual prop flying along a first flight trajectory; Receiving a rebound trigger operation from a user, and acquiring a first timestamp of the rebound trigger operation, wherein the rebound trigger operation is used to control the flying virtual prop to realize a rebound function after hitting an obstacle; receiving a speed change operation of the flying virtual prop triggered by a speed control, and adjusting the flying speed of the flying virtual prop, wherein the speed control is used to manually change the flying speed of the flying virtual prop during flight; receiving a change operation of a display form of the flying virtual prop, and changing the display form of the flying virtual prop, wherein the display form includes at least one of color, pattern, shape and size; In the case where the flying virtual prop hits an obstacle, the difference between the second timestamp when the flying virtual prop hits the obstacle and the first timestamp is lower than a time threshold, the first flying speed when the flying virtual prop hits the obstacle falls within a preset speed range, and the first manifestation of the flying virtual prop when hitting the obstacle matches the obstacle, determining that the flying virtual prop has the rebound function, and rebounding the flying virtual prop; A screen showing the flying virtual prop continuing to fly along the second flight trajectory is displayed.
2. The method according to claim 1, wherein The method further comprises at least one of the following: In the case where the flying virtual prop hits the obstacle and this time the flying virtual prop hits the obstacle for the kth time, the flying virtual prop is bounced back, where k is less than a times threshold and k is a positive integer; When the flying virtual prop hits the obstacle and the angle formed by the first flight trajectory and the surface of the obstacle falls within a preset angle range, the flying virtual prop is rebounded; In a case where the flying virtual prop hits the obstacle and the flying virtual prop passes through at least one second virtual object during the flying process along the first flight trajectory, the flying virtual prop is bounced back.
3. The method according to claim 1, characterized in that The bouncing back the flying virtual prop includes: The first flight trajectory is converted into the second flight trajectory, wherein the first flight trajectory and the second flight trajectory are symmetrical based on a normal axis of a surface of the obstacle.
4. The method according to claim 1, characterized in that, The method further comprises: When the flying virtual prop hits n second virtual objects while flying along the second flight trajectory, a screen showing the flying virtual prop passing through the n second virtual objects one by one is displayed, and a screen showing the flying virtual prop continuing to fly along the second flight trajectory is displayed, where n is a positive integer.
5. The method according to claim 4, wherein When the flying virtual prop hits n second virtual objects during the flying of the flying virtual prop along the second flight trajectory, displaying a screen in which the flying virtual prop passes through the n second virtual objects one by one includes: For one of the n second virtual objects, when the three-dimensional model of the flying virtual item hits the three-dimensional model of the second virtual object during the flight of the three-dimensional model of the flying virtual item along the second flight trajectory, turn off the rigid body attribute of the three-dimensional model of the second virtual object; Control the three-dimensional model of the flying virtual item to pass through the three-dimensional model of the second virtual object; Display the scene where the flying virtual item passes through the second virtual object.
6. The method according to claim 5, characterized in that, The method further includes: Display a bullet hole special effect at the position where the flying virtual item passes through the second virtual object.
7. The method according to claim 4, characterized in that The flying virtual item carries n damage values sorted from high to low; The displaying the scene where the flying virtual item passes through the n second virtual objects one by one includes: Displaying the scene where the flying virtual item passes through the i-th second virtual object with the i-th damage value; Let i = i + 1, and re-execute the step of displaying the scene where the flying virtual item passes through the i-th second virtual object with the i-th damage value. The initial value of i is 1, and i is a positive integer not greater than n.
8. The method according to claim 7, characterized in that, After displaying the scene where the flying virtual item passes through the i-th second virtual object with the i-th damage value, it further includes: When the i-th damage value is not less than the health value of the i-th second virtual object, display the scene where the i-th second virtual object is knocked down; Or, When the i-th damage value is lower than the health value of the i-th second virtual object, display the scene where the i-th second virtual object is not knocked down.
9. The method according to claim 8, wherein After displaying the scene where the i-th second virtual object is knocked down when the i-th damage value is not less than the health value of the i-th second virtual object, it further includes at least one of the following: Display virtual weapons corresponding to the knocked-down second virtual objects respectively, and the virtual weapons are used to enhance the combat power value of the first virtual object; Increase the score value corresponding to the knocked-down second virtual object, and the score value is used to determine the reward after the first virtual object completes the game.
10. The method according to claim 8, wherein After displaying the scene where the i-th second virtual object is not knocked down when the i-th damage value is lower than the health value of the i-th second virtual object, it further includes: Expose the position where the non-knocked-down second virtual object is located on the virtual world map control, and the virtual world map control is used to display the virtual world map observed from a top-down perspective.
11. An apparatus for using a virtual item, characterized in that, The device includes: A display module for displaying the perspective view of the first virtual object, and the first virtual object has a flying virtual item; A control module for controlling the first virtual object to launch the flying virtual item in response to a launch operation; A bounce module, which is used to display the screen of the flying virtual prop flying along a first flight trajectory; receive the user's bounce trigger operation, obtain the first timestamp of the bounce trigger operation, where the bounce trigger operation is used to control the flying virtual prop to achieve the bounce function after hitting an obstacle; receive the speed change operation of the flying virtual prop triggered by a speed control, and adjust the flight speed of the flying virtual prop, where the speed control is used to manually change the flight speed of the flying virtual prop during flight; receive the change operation of the appearance form of the flying virtual prop, and change the appearance form of the flying virtual prop, where the appearance form includes at least one of color, pattern, shape, and size; when the flying virtual prop hits an obstacle, the difference between the second timestamp when the flying virtual prop hits the obstacle and the first timestamp is lower than a time threshold, the first flight speed when the flying virtual prop hits the obstacle falls within a preset speed range, and the first appearance form when the flying virtual prop hits the obstacle matches the obstacle, determine that the flying virtual prop has the bounce function, and bounce the flying virtual prop; display the screen of the flying virtual prop continuing to fly along a second flight trajectory.
12. The device according to claim 11, characterized in that, The bounce module is further used to perform at least one of the following: When the flying virtual prop hits the obstacle and this hit of the flying virtual prop on the obstacle is the kth time hitting the obstacle, bounce the flying virtual prop, where k is less than a number threshold and k is a positive integer; When the flying virtual prop hits the obstacle and the included angle formed by the first flight trajectory and the surface of the obstacle falls within a preset angle range, bounce the flying virtual prop; When the flying virtual prop hits the obstacle and the flying virtual prop passes through at least one second virtual object during the flight along the first flight trajectory, bounce the flying virtual prop.
13. The device according to claim 11, wherein, The bounce module is used to convert the first flight trajectory into the second flight trajectory, and the first flight trajectory and the second flight trajectory are axisymmetric with respect to the normal line of the surface of the obstacle.
14. The device according to claim 11, characterized in that, The display module is further used to, when the flying virtual prop hits n second virtual objects during the flight along the second flight trajectory, display the screen of the flying virtual prop passing through the n second virtual objects one by one, and display the screen of the flying virtual prop continuing to fly along the second flight trajectory, where n is a positive integer.
15. The device according to claim 14, characterized in that, The display module is used for one of the n second virtual objects. When the three-dimensional model of the flying virtual prop hits the three-dimensional model of the second virtual object during the flight along the second flight trajectory, turn off the rigid body attribute of the three-dimensional model of the second virtual object; control the three-dimensional model of the flying virtual prop to pass through the three-dimensional model of the second virtual object; display the screen of the flying virtual prop passing through the second virtual object.
16. The device according to claim 15, characterized in that, The display module is further configured to display a bullet hole special effect at the position where the flying virtual prop passes through the second virtual object.
17. The device according to claim 14, characterized in that, The flying virtual prop carries n damage values sorted from high to low; The display module is configured to display a scene where the flying virtual prop passes through the i-th second virtual object with the i-th damage value; Let i = i + 1, and re-execute the step of displaying the scene where the flying virtual prop passes through the i-th second virtual object with the i-th damage value. The initial value of i is 1, and i is a positive integer not greater than n.
18. The device according to claim 17, characterized in that The display module is further configured to display a scene where the i-th second virtual object is knocked down when the i-th damage value is not lower than the health value of the i-th second virtual object; Or, display a scene where the i-th second virtual object is not knocked down when the i-th damage value is lower than the health value of the i-th second virtual object.
19. The device according to claim 18, wherein The display module is further configured to perform at least one of the following: Display virtual weapons corresponding to the knocked-down second virtual objects respectively, and the virtual weapons are used to enhance the combat power value of the first virtual object; Increase the score value corresponding to the knocked-down second virtual object, and the score value is used to determine the reward after the first virtual object completes the game.
20. The device according to claim 18, wherein, The display module is further configured to expose the position where the unknocked-down second virtual object is located on the virtual world map control, and the virtual world map control is used to display the virtual world map observed from a top-down perspective.
21. A computer device, characterized in that, The computer device includes: a processor and a memory. The memory stores a computer program, and the computer program is loaded and executed by the processor to implement the method for using a virtual prop as described in any one of claims 1 to 10.
22. 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 method for using a virtual prop as described in any one of claims 1 to 10.
23. A computer program product, characterized in that, The computer program product includes computer instructions. The computer instructions are stored in a computer-readable storage medium. The processor of the 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 method for using a virtual prop as described in any one of claims 1 to 10.
Citation Information
Patent Citations
Data synchronization method and device, electronic equipment and storage medium
CN111475573A