Interface display method, device, terminal, storage medium and computer program product

By throwing and sticking multiple virtual throwing objects in the game and controlling their explosion, the problem of single use of virtual throwing objects is solved, the diversity and flexibility of operations are achieved, and the user experience is improved.

CN114159791BActive Publication Date: 2025-09-09TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111505540.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-10
Publication Date
2025-09-09
Estimated Expiration
2041-12-10

AI Technical Summary

Technical Problem

The use of virtual throwing objects in existing games is single and lacks diversity and flexibility, resulting in an insufficient operating experience.

Method used

By controlling the virtual object to throw multiple sticky virtual throwing objects into the virtual environment, and detonating them after sticking at different positions, the explosion range is expanded, supporting the controllability of the explosion time and range.

Benefits of technology

It enriches the usage of virtual throwing objects, improves the diversity and flexibility of operations, and enhances the user's operating experience and efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application discloses an interface display method, device, terminal, storage medium and computer program product, which relate to the field of computer technology. The method includes: displaying a user interface, wherein a virtual environment screen is displayed in the user interface, and the virtual environment screen is a screen for observing the virtual environment from the perspective of a first virtual object; in response to a throwing operation for a virtual throwing object, controlling the first virtual object to throw multiple virtual throwing objects into the virtual environment, and the multiple virtual throwing objects are respectively attached to multiple different positions in the virtual environment; in response to a detonation operation for the virtual throwing objects, controlling the multiple virtual throwing objects to produce explosion effects. The technical solution provided in the embodiment of the present application achieves the expansion of the explosion range by detonating multiple virtual throwing objects that are pre-thrown and attached to the virtual environment, enriching the game operation mode, and thus improving the diversity of operations.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of computer technology, and in particular to an interface display method, device, terminal, storage medium, and computer program product. Background Art

[0002] Currently, in some games, players can use throwing weapons to trigger explosions to cause damage to virtual objects controlled by hostile players, such as virtual throwing grenades, virtual flash bombs, virtual Molotov cocktails, etc.

[0003] For example, in a shooting game, a player controls a first virtual object to throw a virtual projectile (e.g., a virtual throwing weapon) at a second virtual object controlled by an opposing player. During the explosion of the virtual projectile, if the second virtual object is within the set explosion range of the virtual projectile, the explosion of the virtual projectile will damage the second virtual object.

[0004] However, the usage of the above virtual throwing objects is single and not rich enough. Summary of the Invention

[0005] The embodiments of the present application provide an interface display method, device, terminal, storage medium, and computer program product, which can enrich game operation methods and increase the diversity of operations. The technical solution is as follows:

[0006] According to one aspect of an embodiment of the present application, a method for displaying an interface is provided, the method comprising:

[0007] Displaying a user interface, wherein the user interface displays a virtual environment screen, wherein the virtual environment screen is a screen for observing the virtual environment from the perspective of the first virtual object;

[0008] In response to a throwing operation on a virtual throwing object, controlling the first virtual object to throw a plurality of the virtual throwing objects into the virtual environment, wherein the plurality of virtual throwing objects are respectively attached to a plurality of different positions in the virtual environment;

[0009] In response to the detonation operation on the virtual throwing objects, the plurality of virtual throwing objects are controlled to generate explosion effects.

[0010] According to one aspect of an embodiment of the present application, an interface display device is provided, the device comprising:

[0011] A user interface display module, configured to display a user interface, wherein the user interface displays a virtual environment image, wherein the virtual environment image is an image of the virtual environment observed from the perspective of the first virtual object;

[0012] The throwing module is configured to control the first virtual object to throw a plurality of the virtual throwing objects into the virtual environment in response to a throwing operation on the virtual throwing objects.

[0013] Virtual throwing objects, wherein a plurality of the virtual throwing objects are respectively attached to a plurality of different positions in the virtual environment;

[0014] The projectile detonation module is used to control the multiple virtual projectiles to produce explosion effects in response to the detonation operation on the virtual projectiles.

[0015] According to one aspect of an embodiment of the present application, a terminal is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the above-mentioned interface display method.

[0016] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which at least one instruction, at least one program, a code set or an instruction set is stored. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the above-mentioned interface display method.

[0017] According to one aspect of an embodiment of the present application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a terminal reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the above-described interface display method.

[0018] The technical solutions provided by the embodiments of the present application may have the following beneficial effects:

[0019] By controlling a virtual object to throw multiple sticky virtual projectiles into a virtual environment, multiple virtual projectiles are made to stick to different locations in the virtual environment. This allows the explosion range of the virtual projectiles to be expanded when the virtual projectiles are detonated, enriching the usage of the virtual projectiles and increasing the diversity of operations.

[0020] Furthermore, by controlling the number of virtual projectiles thrown and their attachment locations, the explosion range can be controlled, avoiding the limitations of fixed explosion ranges in related technologies and improving operational flexibility. Furthermore, based on the controllable explosion range, the explosion timing of virtual projectiles can also be controlled, further enhancing operational flexibility and ultimately improving the user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0022] Figure 1 This is a schematic diagram of an implementation environment for a solution provided by an embodiment of the present application;

[0023] Figure 2 This is a flowchart of an interface display method provided by an embodiment of the present application;

[0024] Figure 3 A schematic diagram of a user interface is exemplarily shown;

[0025] Figure 4 A schematic diagram exemplarily shows a virtual thrown object adhering to a virtual object;

[0026] Figure 5 A schematic diagram exemplarily shows a throwing process of a virtual throwing object;

[0027] Figure 6 A schematic diagram exemplarily shows the explosion effect of a virtual projectile;

[0028] Figure 7 A schematic diagram showing a virtual thrown object being hit is exemplified;

[0029] Figure 8 A schematic diagram exemplarily showing the effective damage range of a virtual projectile;

[0030] Figure 9 A schematic diagram showing an automatic chain explosion of virtual projectiles is exemplified;

[0031] Figure 10 is a flowchart of an interface display method provided by another embodiment of the present application;

[0032] Figure 11 This is a block diagram of an interface display device provided by an embodiment of the present application;

[0033] Figure 12 This is a block diagram of a terminal provided by an embodiment of the present application. DETAILED DESCRIPTION

[0034] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0035] Before introducing the embodiments of the present application, the relevant terms involved in the present application are first explained.

[0036] 1. Virtual Environment

[0037] A virtual environment is an environment displayed (or provided) when an application (such as a game application) client is running on a terminal. This virtual environment refers to an environment created for virtual objects to carry out activities (such as game competitions), such as a virtual house, a virtual island, or a virtual map. This virtual environment can be a simulation of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment. The virtual environment can be a 3D virtual environment or a 2.5D virtual environment, which is not limited in the present embodiments.

[0038] 2. Virtual Objects

[0039] A virtual object refers to a virtual character controlled by a user account within an application. For example, in the case of a game application, a virtual object refers to a game character controlled by the user account within the game application. A virtual object can be in the form of a person, an animal, a cartoon, or other form, which is not limited in this embodiment of the present application. A virtual object can be displayed in either 3D or 2D form, which is not limited in this embodiment of the present application.

[0040] The actions that a user account can perform when controlling virtual objects may vary across different game applications. For example, in a shooting game application, a user account can control virtual objects to perform actions such as shooting, throwing virtual items, running, jumping, picking up weapons, and using skills.

[0041] Of course, in addition to game applications, other types of applications can also display virtual objects to users and provide corresponding functions for virtual objects. For example, AR (Augmented Reality) applications, social applications, interactive entertainment applications, etc., which are not limited in the embodiments of the present application. In addition, for different applications, the form of the virtual objects provided will also be different, and the corresponding functions will also be different. This can be pre-configured according to actual needs, which is not limited in the embodiments of the present application.

[0042] 3. Virtual guns

[0043] Virtual firearms are virtual weapons provided by shooting game apps, virtual objects that can simulate the shooting effects of real firearms. Virtual firearms can be 3D models of real firearms, and virtual objects can carry and control virtual firearms to fire at targets.

[0044] Virtual firearms can include a variety of different firearm categories, such as rifles, submachine guns, sniper rifles, shotguns, pistols, etc. Firearm categories can be divided according to actual needs. For example, rifles can be further divided into different categories such as assault rifles and sniper rifles, and machine guns can be further divided into different categories such as light machine guns and heavy machine guns.

[0045] 4. Virtual Throwing Objects

[0046] Virtual throwing objects refer to virtual throwing weapons provided by shooting game applications. Virtual throwing objects can be detonated to cause damage to virtual objects, such as virtual throwing grenades, virtual flashbangs, and virtual Molotov cocktails. Virtual throwing objects can also directly cause damage to virtual objects, such as virtual throwing axes and virtual throwing guns, although this is not limited in this embodiment of the application.

[0047] Please refer to Figure 1 , which shows a schematic diagram of an implementation environment of a solution provided by an embodiment of the present application. The implementation environment may include: a terminal 10 and a server 20.

[0048] The terminal 10 may be an electronic device such as a mobile phone, tablet computer, game console, multimedia player, PC (Personal Computer), etc. The terminal 10 may be installed with a client of a target application, such as a client of a game application, a simulation learning application, etc.

[0049] The server 20 is used to provide background services for the client of the application (such as a game application) in the terminal 10. For example, the server 20 can be the background server of the above application (such as a game application). The server 20 can be a single server, a server cluster composed of multiple servers, or a cloud computing service center.

[0050] The terminal 10 and the server 20 can communicate with each other via a network 30. The network 30 can be a wired network or a wireless network.

[0051] For example, taking a client that uses a game application as an example, a player can control a first virtual object to throw multiple virtual projectiles into a virtual environment. The multiple virtual projectiles are attached to different positions in the virtual environment. In response to the player controlling the first virtual object to detonate the virtual projectiles, the client controls the multiple virtual projectiles to cause an explosion.

[0052] Please refer to Figure 2 , which shows a flowchart of an interface display method provided by an embodiment of the present application. The execution subject of each step of the method can be Figure 1 In the terminal 10 in the implementation environment of the solution shown, the method may include the following steps (steps 201 to 203):

[0053] Step 201 : Displaying a user interface, wherein the user interface displays a virtual environment screen, which is a screen for observing the virtual environment from the perspective of a first virtual object.

[0054] The user interface refers to the display interface of an application. For example, in a shooting game application, the user interface may be the display interface of the game, which is used to present the virtual environment of the game to the user.

[0055] Optionally, the user interface includes a display layer and a control layer. The display layer of the control layer is higher than the display layer of the display layer. The display layer is used to display the virtual environment (such as the virtual environment screen), and the control layer is used to display the UI (User Interface, user interface) controls. For example, refer to Figure 3 User interface 301 is a display interface for the game, presenting the virtual environment of the game. Optionally, user interface 301 also includes UI controls with different functions, such as a movement control 302 for controlling the movement of virtual objects, switching controls 303, 304, 305, 306, and 307 for switching virtual weapons, and a shooting control 308 for controlling virtual weapons.

[0056] The aforementioned virtual environment screen refers to a display screen corresponding to the virtual environment, and is used to display the virtual environment and elements within the virtual environment, such as virtual buildings, virtual objects, and virtual subjects. In the embodiment of the present application, the virtual environment screen is displayed from the perspective of a first virtual object, such as the first-person or third-person perspective corresponding to the first virtual object. The first virtual object refers to the virtual object controlled by the user account currently logged in on the client.

[0057] Step 202 : In response to a throwing operation on a virtual throwing object, controlling the first virtual object to throw a plurality of virtual throwing objects into the virtual environment, wherein the plurality of virtual throwing objects are respectively attached to a plurality of different positions in the virtual environment.

[0058] A virtual projectile may refer to a harmful, explosive virtual throwing weapon. In an embodiment of the present application, the virtual projectile may refer to a virtual projectile with adhesion capabilities. For example, the virtual projectile may have a conical structure (such as a bullet-shaped projectile) so that the virtual projectile can be fixedly embedded in the virtual environment. The virtual projectile may have a clamping structure so that the virtual projectile can be attached to the virtual environment. The virtual projectile may also have an adhesive object so that the virtual projectile can be adhered to different locations in the virtual environment. The embodiment of the present application does not limit the adhesion method of the virtual projectile.

[0059] Optionally, the virtual throwing object can be attached to any virtual object in the virtual environment. The virtual object can be stationary, such as a virtual obstacle, a virtual wall, etc., or it can be non-stationary, such as a virtual object, a virtual vehicle, etc., which is not limited in this embodiment of the present application. Figure 4 The virtual throwing object 309 is adhered to the virtual wall, and can be embedded in the virtual wall or adhered to the surface of the virtual wall.

[0060] In one example, the throwing operation is a shooting operation of a first virtual weapon used for a first virtual object, and the first virtual weapon is used to launch a virtual projectile. The embodiment of the present application does not limit the first virtual weapon. The first virtual weapon can refer to a virtual firearm, such as a virtual sniper rifle, a virtual rifle, a virtual pistol, etc. The first virtual weapon can also refer to a virtual bow, a virtual crossbow, etc. In particular, when the first virtual weapon is a virtual firearm, the virtual projectile can exist in the form of a bullet. In the case where the first virtual weapon is a virtual bow or a virtual crossbow, the virtual projectile can exist in the form of an arrow.

[0061] Optionally, in response to at least one shooting operation of the user on the first virtual weapon, the client controls the first virtual weapon to launch multiple virtual projectiles into the virtual environment. Figure 4 Taking the first virtual weapon as a virtual sniper rifle as an example, in response to the user's triggering operation on the switching control 306, the client switches the weapon of the first virtual object to a virtual sniper rifle 310 (i.e., the first virtual weapon). In response to at least one shooting operation of the user on the shooting control 308, the client controls the virtual sniper rifle 310 to launch multiple virtual projectiles 309 into the virtual environment.

[0062] Optionally, the first virtual weapon can be used only to launch virtual projectiles. For example, when it is necessary to launch virtual projectiles, the first virtual weapon can be used, and when it is necessary to shoot, it is necessary to switch to other virtual weapons (such as other virtual firearms). The first virtual weapon can also be used for normal shooting. For example, the first virtual weapon is provided with a mode switching device, and by adjusting the mode switching device, the first virtual weapon can be switched to a shooting mode for normal shooting. It is also possible to switch the first virtual weapon to a throwing mode for launching virtual projectiles by adjusting the mode switching device. For another example, the first virtual weapon is provided with a fixed usage mode, and after launching a first threshold number (such as 3) of virtual projectiles, a second threshold number (such as 1 round) of virtual bullets can be fired. The embodiment of the present application makes the use of the first virtual weapon more flexible by providing a first virtual weapon with both shooting and throwing functions, reduces the complexity of using virtual projectiles, and improves the convenience of operation. In addition, it can also avoid the need to carry an additional virtual weapon for launching virtual projectiles, thereby not affecting the carrying of other virtual weapons, thereby improving the user experience.

[0063] In one example, when a shooting operation triggers the launch of a virtual projectile, in response to each shooting operation of the first virtual weapon, the client controls the first virtual weapon to launch a virtual projectile toward the first aiming position based on the first aiming position of the first virtual weapon in the virtual environment.

[0064] The first aiming position may refer to any position in the virtual environment. For example, if a user needs to launch three virtual projectiles, the user may select three first aiming positions respectively. At the first first aiming position, in response to the user's first shooting operation on the first virtual weapon, the client controls the first virtual weapon to launch a virtual projectile toward the first first aiming position. At the second first aiming position, in response to the user's second shooting operation on the first virtual weapon, the client controls the first virtual weapon to launch a virtual projectile toward the second first aiming position. At the third first aiming position, in response to the user's third shooting operation on the first virtual weapon, the client controls the first virtual weapon to launch a virtual projectile toward the third first aiming position.

[0065] In another example, when one shooting operation triggers the launch of multiple virtual projectiles, in response to each shooting operation on the first virtual weapon, the client controls the first virtual weapon to launch virtual projectiles respectively at multiple target locations in the virtual environment.

[0066] In one shooting operation, the multiple target positions may be randomly distributed in a fan-shaped area in the shooting operation direction, that is, the multiple virtual projectiles are randomly launched to different positions in the fan-shaped area.

[0067] In a shooting operation, one of the multiple target positions is the aiming position of the first virtual weapon, and the other target positions are positions calculated based on the aiming position. For example, for aiming position A of the first virtual weapon, one virtual projectile is launched toward aiming position A, and the remaining virtual projectiles are simultaneously and evenly launched toward a circle with a set radius centered on aiming position A, or toward the corners of a triangle with a set side length centered on aiming position A, although this is not limited in the present embodiment.

[0068] In a shooting operation, the multiple target positions may also refer to several random positions around the first virtual object or the first virtual weapon.

[0069] In one shooting operation, multiple virtual projectiles can be launched in sequence at set time intervals, that is, the user can select a target position for each virtual projectile.

[0070] The embodiment of the present application can launch multiple virtual projectiles at a time, thereby achieving rapid launch of virtual projectiles, thereby improving the throwing efficiency of virtual projectiles.

[0071] Optionally, after the virtual projectile is launched, a ray detection is performed based on the launch direction of the virtual projectile, and the intersection position between the first virtual object detected by the ray and the ray is determined as the target position of the virtual projectile, that is, the attachment position of the virtual projectile. The client then obtains the normal direction of the first virtual object and determines the normal direction of the first virtual object as the orientation of the virtual projectile after attachment. For example, referring to Figure 5 According to the launching direction 502 of the virtual projectile 501, the adhesion position of the virtual projectile 501 is determined, and then the normal direction 503 of the virtual object to which the virtual projectile 501 is adhered is used to determine the orientation of the virtual projectile 501 after adhesion.

[0072] Step 203 : In response to the detonation operation on the virtual throwing objects, control the multiple virtual throwing objects to generate explosion effects.

[0073] The detonation operation refers to an operation for detonating virtual projectiles. In some embodiments, the detonation operation may refer to a triggering operation on a remote control device used to remotely detonate virtual projectiles. In response to the user's triggering operation on the remote control device, multiple virtual projectiles are controlled to produce explosion effects.

[0074] In one feasible example, the detonation operation can be generated by a second virtual weapon, which can be different from the first virtual weapon, such as a virtual weapon other than the first virtual weapon that can be fired remotely (e.g., a virtual firearm). The second virtual weapon can also refer to the first virtual weapon that has both shooting and throwing functions. If the second virtual weapon is not the first virtual weapon, the first virtual weapon needs to be switched to the second virtual weapon. If the second virtual weapon is the first virtual weapon, no virtual weapon switching is required.

[0075] For example, in response to a user shooting a second virtual weapon at a first virtual object, the client controls the second virtual weapon to fire a virtual bullet toward the second aiming position based on the second virtual weapon's second aiming position in the virtual environment. When the virtual bullet hits any virtual projectile, the client controls multiple virtual projectiles to produce an explosion effect. The second aiming position can be any position in the virtual environment.

[0076] For example, reference Figure 6 When the second aiming position of the second virtual weapon 311 points to any virtual projectile, in response to the user's shooting operation on the second virtual weapon 311, the client controls the second virtual weapon 311 to fire a virtual bullet at the virtual projectile. If the virtual bullet hits the virtual projectile, the client controls multiple virtual projectiles to produce their own explosion effects 312.

[0077] Alternatively, if the virtual bullet hits the virtual projectile, the target virtual projectile hit by the virtual bullet can be determined. Alternatively, if the moving trajectory of the virtual bullet intersects with the effective detonation range corresponding to the target virtual projectile among the multiple virtual projectiles, the target virtual projectile hit by the virtual bullet can also be determined. For example, referring to Figure 7 If the moving trajectory 702 of the virtual bullet intersects the effective detonation area 703 of the virtual projectile 701 , it can be determined that the virtual bullet hits the virtual projectile 701 .

[0078] The effective detonation range corresponding to the target virtual throwing object is a three-dimensional area centered on the target virtual throwing object. The target virtual throwing object can refer to any virtual throwing object among multiple virtual throwing objects. The effective detonation range refers to the three-dimensional area that can detonate the virtual throwing object. The three-dimensional area can be a bowl-shaped three-dimensional area, a cube area, or a cylindrical area, which is not limited in this embodiment of the present application. For example, refer to Figure 4 , the virtual throwing object 309 attached to the virtual wall activates the effective detonation area 313, which is a bowl-shaped three-dimensional area.

[0079] In one example, if a virtual bullet hits any virtual projectile, multiple virtual projectiles are controlled to simultaneously produce an explosion effect. For example, a user controls a first virtual weapon through a first virtual object to fire four virtual projectiles. If any of the four virtual projectiles hits, the client controls the four virtual projectiles to simultaneously produce an explosion effect.

[0080] In another example, when a virtual bullet hits any virtual throwing object, an explosion order of the multiple virtual throwing objects is determined; and according to the explosion order, the multiple virtual throwing objects are controlled to produce explosion effects.

[0081] Optionally, the method for determining the explosion sequence may include at least the following four methods:

[0082] 1. Determine the explosion order of multiple virtual projectiles based on the distance between each virtual projectile and the virtual projectile hit by the virtual bullet.

[0083] For example, the explosion order of multiple virtual projectiles is determined in ascending order according to the distance between the virtual projectiles and the virtual bullet. That is, the multiple virtual projectiles are controlled to explode in sequence in ascending order according to the distance between the virtual projectiles and the virtual bullet.

[0084] 2. Determine the explosion order of the multiple virtual throwing objects based on the order in which the multiple virtual throwing objects are thrown.

[0085] For example, if virtual throwing object A, virtual throwing object B, and virtual throwing object C are thrown out in sequence, virtual throwing object A, virtual throwing object B, and virtual throwing object C are controlled to explode in sequence.

[0086] 3. Determine an explosion order of the multiple virtual projectiles based on the distances between the multiple virtual projectiles and the first virtual object.

[0087] For example, multiple virtual projectiles are controlled to explode in sequence according to the distance between them and the first virtual object, from small to large or from large to small.

[0088] 4. Determine an explosion order of the multiple virtual throwing objects based on the number of second virtual objects within the effective damage range corresponding to the multiple virtual throwing objects.

[0089] The second virtual object may refer to a hostile virtual object of the first virtual object, a virtual object that has a teammate relationship with the first virtual object, or the first virtual object itself.

[0090] The effective damage range refers to the effective range that can cause damage to the virtual object. The effective damage range can be the same as the above-mentioned effective detonation range, the effective damage range can also be smaller than the above-mentioned effective detonation range, and the effective damage range can also be larger than the above-mentioned effective detonation range. This embodiment of the application does not limit this. Optionally, the closer to the center of the effective damage range (i.e., the explosion center), the higher the damage to the virtual object. For example, referring to Figure 8 The closer the virtual object 802 is to the explosion center 801 , the higher the damage the virtual object 802 receives.

[0091] Optionally, the more second virtual objects there are within the effective damage range, the more priority the virtual projectile has in being detonated. By prioritizing the virtual projectiles with hostile virtual objects within the effective damage range, effective damage can be caused to the hostile virtual objects, thereby improving the user's gaming experience.

[0092] In one example, multiple virtual projectiles can also be controlled to cause a chain explosion. The specific method can be as follows: in response to a detonation operation on a virtual projectile, based on the positions of the multiple virtual projectiles, determine whether the multiple virtual projectiles meet the trigger conditions for automatic chain detonation; if the trigger conditions are met, execute the step of controlling the multiple virtual projectiles to produce explosion effects.

[0093] Optionally, the trigger condition may refer to an intersection between the effective detonation ranges corresponding to multiple virtual projectiles. If the effective detonation ranges corresponding to multiple virtual projectiles intersect, then with the hit virtual projectile as the center, the virtual projectiles intersecting on both sides (or one side) will be automatically chain-exploded (that is, the explosion of one virtual projectile causes the explosion of another virtual projectile). For example, suppose a user controls the first virtual weapon through the first virtual object to throw 5 virtual projectiles, and there is an intersection between the effective detonation ranges of the 5 virtual projectiles. If the first virtual projectile on the left is hit, the client will automatically chain-detonate the 5 virtual projectiles in order from left to right to produce a chain explosion effect. For example, referring to Figure 9 , effective detonation range 901 intersects with effective detonation range 902. If the virtual projectile corresponding to effective detonation range 901 is hit, the explosion of the virtual projectile corresponding to effective detonation range 901 will automatically cause the explosion of the virtual projectile corresponding to effective detonation range 902. Within the effective damage range of both virtual objects, both virtual objects will be damaged.

[0094] Optionally, when the effective damage range corresponding to the first virtual projectile intersects with the effective detonation range corresponding to the second virtual projectile, the explosion of the first virtual projectile will automatically cause the explosion of the second virtual object.

[0095] In summary, the technical solution provided in the embodiments of the present application controls a virtual object to throw multiple adhered virtual projectiles into a virtual environment, so that multiple virtual projectiles adhere to different positions in the virtual environment, thereby expanding the explosion range of the virtual projectiles when the virtual projectiles are detonated, enriching the usage of the virtual projectiles, and thereby improving the diversity of operations.

[0096] Furthermore, by controlling the number of virtual projectiles thrown and their attachment locations, the explosion range can be controlled, avoiding the limitations of fixed explosion ranges in related technologies and improving operational flexibility. Furthermore, based on the controllable explosion range, the explosion timing of virtual projectiles can also be controlled, further enhancing operational flexibility and ultimately improving the user experience.

[0097] Furthermore, the first virtual weapon enables precise long-distance throwing of throwing weapons, improving operational accuracy. Furthermore, by configuring the first virtual weapon with both a shooting mode and a throwing mode, the first virtual weapon becomes more flexible. Furthermore, when detonating virtual projectiles, there's no need to switch detonation devices, reducing the complexity of detonating the virtual projectiles and improving operational convenience.

[0098] In addition, by supporting the simultaneous throwing of multiple virtual throwing objects, the throwing complexity of the virtual throwing objects is reduced, and the operation efficiency is further improved.

[0099] In addition, by supporting automatic chain explosions of virtual throwing objects, the usage of virtual throwing objects is enriched, thereby further improving the diversity of operations.

[0100] Please refer to Figure 10 , which shows a flowchart of an interface display method provided by another embodiment of the present application. The execution subject of each step of the method can be Figure 1 In the terminal 10 in the implementation environment of the illustrated solution, the method may include the following contents:

[0101] 1. The client displays a user interface, in which a virtual environment screen of the game is displayed. The virtual environment screen is a screen in which the virtual environment is observed from the perspective of the first virtual object.

[0102] Optionally, the client may refer to a client corresponding to a shooting game application, the game match may refer to a game match started by a user through the shooting game application, and the virtual object controlled by the user is the first virtual object.

[0103] 2. In response to the user's switching operation on the first virtual weapon, the client switches the weapon of the first virtual object to the first virtual weapon.

[0104] The first virtual weapon is used to launch a virtual projectile. In response to a shooting operation directed at the first virtual weapon, the client controls the first virtual weapon to launch the virtual projectile. The virtual projectile may be a damaging, explosive virtual projectile weapon. In an embodiment of the present application, the virtual projectile can be thrown by the virtual weapon to achieve precise throwing of the virtual projectile. The virtual projectile may also have an adhesive capability so that the virtual projectile can adhere to the virtual environment.

[0105] 3. If a shooting operation of the user on the first virtual weapon is detected, the client controls the first virtual weapon to launch a virtual projectile into the virtual environment. Otherwise, the client continues to detect whether the user has performed a shooting operation on the first virtual weapon.

[0106] Optionally, during a shooting operation, the client can control the first virtual weapon to launch one or more virtual projectiles into the virtual environment. The launch direction of the virtual projectile can be determined based on the shooting direction of the first virtual weapon. For example, when launching one virtual projectile at a time, the shooting direction of the first virtual weapon can be determined as the launch direction of the virtual projectile. When launching multiple virtual projectiles at a time, the fan-shaped area corresponding to the shooting direction of the first virtual weapon can be determined as the launch direction of the multiple virtual projectiles. The launch directions of the multiple virtual projectiles can be randomly distributed or evenly arranged according to a set direction.

[0107] 4. If the virtual projectile hits the virtual object, the client obtains the attachment position of the virtual projectile on the virtual object and attaches the virtual object to the virtual object. Otherwise, the client continues to detect whether the user performs a shooting operation on the first virtual weapon.

[0108] Among them, a virtual object can refer to any object in a virtual environment, such as a virtual wall, a virtual vehicle, a virtual obstacle, etc.

[0109] Optionally, the attachment location corresponding to the virtual projectile can be determined based on the launch direction of the virtual projectile. For example, based on the launch direction of the virtual projectile, ray detection is performed, and the intersection location between the first virtual object detected by the ray and the ray is determined as the attachment location of the virtual projectile. This first virtual object is the attachment target of the virtual projectile. Using this method, the attachment location of each virtual projectile can be determined.

[0110] 5. In response to the user's shooting operation on the virtual projectile, the client controls the second virtual weapon to fire a virtual bullet at the virtual projectile to detonate the virtual projectile.

[0111] The second virtual weapon may refer to the first virtual weapon in the shooting mode, or may refer to other virtual weapons other than the first virtual weapon.

[0112] 6. If the virtual bullet hits the virtual projectile, the client controls the virtual projectile to produce an explosion effect; otherwise, it continues to detect whether there is a virtual projectile hit.

[0113] Optionally, when the virtual bullet hits the virtual projectile, it can be determined that the virtual bullet hits the virtual projectile; when the moving trajectory of the virtual bullet intersects the effective detonation range of the virtual projectile, it can also be determined that the virtual bullet hits the virtual projectile.

[0114] 7. If there are other virtual projectiles whose effective detonation range intersects with the effective damage range of the detonated virtual projectile, the client will control the other virtual projectiles to produce an explosion effect. Otherwise, the detonation operation of this virtual projectile will be terminated.

[0115] Optionally, during the explosion of the virtual projectiles, detection is continuously performed to determine whether there are virtual projectiles whose effective detonation range intersects with the effective damage range of the detonated virtual projectiles, so as to complete the detonation of all virtual projectiles that meet the triggering conditions, thereby achieving automatic chain explosions of the virtual projectiles.

[0116] In summary, the technical solution provided in the embodiments of the present application controls a virtual object to throw multiple adhered virtual projectiles into a virtual environment, so that multiple virtual projectiles adhere to different positions in the virtual environment, thereby expanding the explosion range of the virtual projectiles when the virtual projectiles are detonated, enriching the usage of the virtual projectiles, and thereby improving the diversity of operations.

[0117] Furthermore, by controlling the number of virtual projectiles thrown and their attachment locations, the explosion range can be controlled, avoiding the limitations of fixed explosion ranges in related technologies and improving operational flexibility. Furthermore, based on the controllable explosion range, the explosion timing of virtual projectiles can also be controlled, further enhancing operational flexibility and ultimately improving the user experience.

[0118] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.

[0119] Please refer to Figure 11 , which shows a block diagram of an interface display device provided by an embodiment of the present application. The device has the function of implementing the above method example, and the function can be implemented by hardware or by hardware executing corresponding software. The device can be the terminal described above, or it can be set in the terminal. Figure 11As shown, the device 1100 includes: a user interface display module 1101, a projectile throwing module 1102 and a projectile detonating module 1103.

[0120] The user interface display module 1101 is configured to display a user interface, wherein the user interface displays a virtual environment screen, which is a screen showing the virtual environment from the perspective of the first virtual object.

[0121] The projectile throwing module 1102 is configured to control the first virtual object to throw a plurality of virtual projectiles into the virtual environment in response to a throwing operation on a virtual projectile, wherein the plurality of virtual projectiles are respectively attached to a plurality of different positions in the virtual environment.

[0122] The projectile detonation module 1103 is configured to control a plurality of virtual projectiles to generate explosion effects in response to a detonation operation on the virtual projectiles.

[0123] In an exemplary embodiment, the throwing operation is a shooting operation of a first virtual weapon used for the first virtual object, and the first virtual weapon is used to launch the virtual projectile;

[0124] The projectile throwing module 1102 is further configured to control the first virtual weapon to launch a plurality of virtual projectiles into the virtual environment in response to at least one shooting operation on the first virtual weapon.

[0125] In an exemplary embodiment, the projectile throwing module 1102 is further configured to, in response to each shooting operation of the first virtual weapon, control the first virtual weapon to launch the virtual projectile toward the first aiming position based on the first virtual weapon's first aiming position in the virtual environment, when one shooting operation triggers the launch of the virtual projectile.

[0126] In an exemplary embodiment, the projectile throwing module 1102 is further configured to control the first virtual weapon to launch the virtual projectiles respectively toward multiple target locations in the virtual environment in response to each shooting operation of the first virtual weapon when a single shooting operation triggers the launch of multiple virtual projectiles.

[0127] In an exemplary embodiment, the projectile detonation module 1103 is further configured to:

[0128] In response to a shooting operation of a second virtual weapon used to target the first virtual object, based on a second aiming position of the second virtual weapon in the virtual environment, controlling the second virtual weapon to fire a virtual bullet toward the second aiming position;

[0129] When the virtual bullet hits any of the virtual throwing objects, the plurality of virtual throwing objects are controlled to generate the explosion special effect.

[0130] In an exemplary embodiment, the projectile detonation module 1103 is further configured to control multiple virtual projectiles to generate the explosion effect at the same time when the virtual bullet hits any of the virtual projectiles.

[0131] In an exemplary embodiment, the projectile detonation module 1103 is further configured to:

[0132] determining an explosion order of the plurality of virtual projectiles when the virtual bullet hits any of the virtual projectiles;

[0133] According to the explosion sequence, the plurality of virtual throwing objects are controlled to produce the explosion special effects.

[0134] In an exemplary embodiment, the projectile detonation module 1103 is further configured to:

[0135] determining an explosion order of the plurality of virtual projectiles according to a distance between each of the virtual projectiles and the virtual projectile hit by the virtual bullet;

[0136] Alternatively, determining the explosion order of the plurality of virtual projectiles according to the order in which the plurality of virtual projectiles are thrown;

[0137] Alternatively, determining an explosion order of the plurality of virtual projectiles according to the distances between the plurality of virtual projectiles and the first virtual object;

[0138] Alternatively, the explosion order of the plurality of virtual throwing objects is determined according to the number of second virtual objects within the effective damage range corresponding to each of the plurality of virtual throwing objects.

[0139] In an exemplary embodiment, the projectile detonation module 1103 is further used to determine the target virtual projectile hit by the virtual bullet if the movement trajectory of the virtual bullet intersects with the effective detonation range corresponding to the target virtual projectile among the multiple virtual projectiles; wherein the effective detonation range corresponding to the target virtual projectile is a three-dimensional area centered on the target virtual projectile.

[0140] In an exemplary embodiment, the projectile detonation module 1103 is further configured to:

[0141] In response to a detonation operation on the virtual throwing objects, determining whether the plurality of virtual throwing objects meet a triggering condition for automatic chain detonation based on positions of the plurality of virtual throwing objects;

[0142] If the trigger condition is met, the step of controlling the plurality of virtual throwing objects to produce explosion effects is performed.

[0143] In summary, the technical solution provided in the embodiments of the present application controls a virtual object to throw multiple adhered virtual projectiles into a virtual environment, so that multiple virtual projectiles adhere to different positions in the virtual environment, thereby expanding the explosion range of the virtual projectiles when the virtual projectiles are detonated, enriching the usage of the virtual projectiles, and thereby improving the diversity of operations.

[0144] Furthermore, by controlling the number of virtual projectiles thrown and their attachment locations, the explosion range can be controlled, avoiding the limitations of fixed explosion ranges in related technologies and improving operational flexibility. Furthermore, based on the controllable explosion range, the explosion timing of virtual projectiles can also be controlled, further enhancing operational flexibility and ultimately improving the user experience.

[0145] It should be noted that the apparatus provided in the above embodiments, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0146] Please refer to Figure 12 , which shows a block diagram of the structure of a terminal 1200 provided in one embodiment of the present application. The terminal is used to implement the interface display method provided in the above embodiment. The terminal can be Figure 1 The terminal 10 in the illustrated implementation environment. Specifically:

[0147] Typically, the terminal 1200 includes a processor 1201 and a memory 1202 .

[0148] The processor 1201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1201 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1201 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1201 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1201 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0149] The memory 1202 may include one or more computer-readable storage media, which may be non-transitory. The memory 1202 may also include high-speed random access memory, and non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1202 is used to store at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is configured to be executed by one or more processors to implement the above-mentioned interface display method.

[0150] In some embodiments, terminal 1200 may optionally include a peripheral device interface 1203 and at least one peripheral device. The processor 1201, memory 1202, and peripheral device interface 1203 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1203 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1204, a display screen 1205, a camera assembly 1206, an audio circuit 1207, a positioning assembly 1208, and a power supply 1209.

[0151] Those skilled in the art will understand that Figure 12The structure shown in the figure does not constitute a limitation on the terminal 1200, and the terminal 1200 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0152] In an exemplary embodiment, a computer-readable storage medium is also provided, in which at least one instruction, at least one program, a code set or an instruction set is stored. When the at least one instruction, the at least one program, the code set or the instruction set is executed by a processor, the upper interface display method is implemented.

[0153] Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random-Access Memory), SSD (Solid State Drives), or an optical disk, etc. Among them, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0154] In an exemplary embodiment, a computer program product or computer program is further provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a terminal reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the above-described interface display method.

[0155] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application do not limit this.

[0156] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.

Claims

1. An interface display method, characterized in that: The method comprises: Displaying a user interface, wherein the user interface displays a virtual environment screen, wherein the virtual environment screen is a screen for observing the virtual environment from the perspective of the first virtual object; In response to each shooting operation of a first virtual weapon used at the first virtual object, controlling the first virtual weapon to launch virtual projectiles toward a plurality of target positions in the virtual environment simultaneously or sequentially at set time intervals, wherein the plurality of target positions are randomly distributed or evenly arranged in a fan-shaped area in a shooting direction in a set direction, or wherein one of the plurality of target positions is an aiming position of the first virtual weapon, and the other target positions are positions calculated based on the aiming position; In response to a shooting operation of a second virtual weapon used against the first virtual object, controlling the second virtual weapon to fire virtual bullets into the virtual environment, wherein the second virtual weapon and the first virtual weapon are two different virtual weapons, and the second virtual weapon is obtained by performing a weapon switch on the first virtual weapon; or, the second virtual weapon and the first virtual weapon are the same virtual weapon, and the second virtual weapon is obtained by switching the mode of the first virtual weapon from a throwing mode to a shooting mode via a mode switching device; When the virtual bullet hits any of the virtual projectiles and effective detonation ranges corresponding to the plurality of virtual projectiles intersect, determining an explosion order of the plurality of virtual projectiles based on the distances between the plurality of virtual projectiles and the first virtual object; or determining an explosion order of the plurality of virtual projectiles based on the number of second virtual objects within the effective damage ranges corresponding to the plurality of virtual projectiles, where the second virtual object is at least one of the following: a virtual object that is hostile to the first virtual object, a virtual object that has a teammate relationship with the first virtual object, or the first virtual object; According to the explosion sequence, the multiple virtual projectiles are controlled to produce automatic chain explosions. When the effective damage range corresponding to the first virtual projectile among the multiple virtual projectiles intersects with the effective detonation range corresponding to the second virtual projectile, the explosion of the first virtual projectile causes the explosion of the second virtual projectile.

2. The method according to claim 1, characterized in that After controlling the second virtual weapon to fire virtual bullets into the virtual environment, the method further includes: If the moving trajectory of the virtual bullet intersects with the effective detonation range corresponding to the target virtual throwing object among the multiple virtual throwing objects, then the target virtual throwing object hit by the virtual bullet is determined; The effective detonation range corresponding to the target virtual throwing object is a three-dimensional area centered on the target virtual throwing object.

3. An interface display device, characterized in that: The device comprises: A user interface display module, configured to display a user interface, wherein the user interface displays a virtual environment image, wherein the virtual environment image is an image of the virtual environment observed from the perspective of the first virtual object; a projectile throwing module, configured to, in response to each shooting operation of a first virtual weapon used against the first virtual object, control the first virtual weapon to launch virtual projectiles toward a plurality of target positions in the virtual environment simultaneously or sequentially at set time intervals, wherein the plurality of target positions are randomly distributed or evenly arranged in a fan-shaped area in a shooting direction in a set direction, or wherein one of the plurality of target positions is an aiming position of the first virtual weapon, and the other target positions are positions calculated based on the aiming position; a projectile detonation module, configured to, in response to a shooting operation of a second virtual weapon used against the first virtual object, control the second virtual weapon to fire virtual bullets into the virtual environment, wherein the second virtual weapon and the first virtual weapon are two different virtual weapons, and the second virtual weapon is obtained by performing a weapon switch on the first virtual weapon; or, the second virtual weapon and the first virtual weapon are the same virtual weapon, and the second virtual weapon is obtained by switching the mode of the first virtual weapon from a throwing mode to a shooting mode via a mode switching device; The projectile detonation module is further configured to, when the virtual bullet hits any of the virtual projectiles and effective detonation ranges corresponding to the plurality of virtual projectiles intersect, determine an explosion order of the plurality of virtual projectiles based on the distances between the plurality of virtual projectiles and the first virtual object; or determine an explosion order of the plurality of virtual projectiles based on the number of second virtual objects within the effective damage ranges corresponding to the plurality of virtual projectiles, where the second virtual object is at least one of the following: a hostile virtual object of the first virtual object, a virtual object having a teammate relationship with the first virtual object, or the first virtual object; The projectile detonation module is further configured to control the multiple virtual projectiles to produce automatic chain explosions according to the explosion sequence. When the effective damage range corresponding to a first virtual projectile among the multiple virtual projectiles intersects with the effective detonation range corresponding to a second virtual projectile, the explosion of the first virtual projectile causes the explosion of the second virtual projectile.

4. A terminal, characterized in that: The terminal includes a processor and a memory, wherein at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the interface display method according to claim 1 or 2.

5. A computer-readable storage medium, characterized in that The computer-readable storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the interface display method according to claim 1 or 2.

6. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium. A processor reads and executes the computer instructions from the computer-readable storage medium to implement the interface display method according to claim 1 or 2.

Citation Information

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