Virtual item release method, device, equipment and medium
By dynamically generating the moving path of virtual props in a virtual environment, the problem of fixed impact range of virtual props in the existing technology is solved, the mobility and unpredictability of virtual props are realized, and the interactivity and strategy of the game are improved.
Patent Information
- Application Number
- CN202111658380.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2021-11-05
- Filing Date
- 2021-12-30
- Publication Date
- 2024-12-27
- Estimated Expiration
- 2041-12-30
AI Technical Summary
The range of impact of virtual props released skills in existing virtual environments is fixed, resulting in players being able to predict and avoid, lacking unpredictability.
在显示界面中显示虚拟运动物的实际移动路径,根据虚拟地图上的期望移动路径确定,使其影响范围可移动且不可预测。
By dynamically generating the moving path of virtual props, the unpredictability of virtual props is increased, making it difficult for players to avoid in advance, and improving the strategy and interactivity of the game.
Smart Images

Figure CN114177616B_ABST
Abstract
Description
[0001] This application claims priority to Chinese patent application No. 202111306198.2, filed on November 5, 2021, and entitled “Method, device, equipment and medium for releasing virtual props”, the entire contents of which are incorporated by reference into this application. Technical Field
[0002] The present application relates to the field of virtual worlds, and in particular to a method, device, equipment and medium for releasing virtual props. Background Art
[0003] In online games with virtual environments, such as multiplayer online role-playing games, players can play one or more virtual characters and control the activities and behaviors of the virtual characters in the virtual world of the game.
[0004] There are usually at least two camps in a player battle environment, and each camp includes at least one virtual character. For example, the first virtual character and the second virtual character belong to different camps. The first player controls the first virtual character, and the second player controls the second virtual character. The two virtual characters can use virtual props to release skills, thereby affecting each other, causing the attribute value of the other party to decrease.
[0005] Taking the first virtual character using a virtual prop as an example, after the first virtual character releases the skill corresponding to the virtual prop, since the influence range of the skill is fixed, the second player can predict the influence range through the skill special effects displayed in the display interface, thereby controlling the second virtual character to dodge. Summary of the invention
[0006] The embodiments of the present application provide a method, device, equipment and medium for releasing virtual props, which can display a virtual moving object in a display interface, and the actual moving path of the virtual moving object is determined according to the expected moving path on the virtual map, so that the influence range of the virtual moving object is movable and unpredictable.
[0007] The technical solution is as follows:
[0008] According to one aspect of the present application, a method for releasing a virtual prop is provided, the method comprising:
[0009] During the process of releasing the virtual props, a virtual map corresponding to the virtual environment is displayed in the display interface;
[0010] In response to a movement operation on the virtual map, an expected movement path of the virtual moving object is displayed on the virtual map, and the virtual moving object is used to affect the corresponding attribute value of the virtual character in the virtual environment;
[0011] In response to a release operation on the virtual moving object, the virtual moving object in the virtual environment is displayed in the display interface, and the actual moving path of the virtual moving object is determined according to the expected moving path.
[0012] According to one aspect of the present application, a device for releasing a virtual prop is provided, the device comprising:
[0013] A display module, used to display a virtual map corresponding to the virtual environment in a display interface during the process of releasing the virtual props;
[0014] A response module, for displaying an expected movement path of a virtual moving object on the virtual map in response to a movement operation on the virtual map, wherein the virtual moving object is used to affect a corresponding attribute value of a virtual character in the virtual environment;
[0015] The response module is further used to display the virtual moving object in the virtual environment in the display interface in response to the release operation on the virtual moving object, and the actual moving path of the virtual moving object is determined according to the expected moving path.
[0016] According to one aspect of the present application, a computer device is provided, the computer device comprising a processor;
[0017] A processor, configured to display a virtual map corresponding to the virtual environment in a display interface during the process of releasing the virtual props;
[0018] In response to a movement operation on the virtual map, an expected movement path of the virtual moving object is displayed on the virtual map, and the virtual moving object is used to affect the corresponding attribute value of the virtual character in the virtual environment;
[0019] In response to a release operation on the virtual moving object, the virtual moving object in the virtual environment is displayed in the display interface, and the actual moving path of the virtual moving object is determined according to the expected moving path.
[0020] According to one aspect of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is used to be executed by a processor to implement the virtual item release method as described above.
[0021] According to one aspect of the present application, a chip is provided. The chip includes a programmable logic circuit and / or program instructions. When the chip is running, it is used to implement the method for releasing virtual props as described above.
[0022] According to one aspect of the present application, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the method for releasing virtual props as described above.
[0023] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0024] By displaying a virtual moving object in a display interface, the actual moving path of the virtual moving object is determined according to an expected moving path on a virtual map, so that the influence range of the virtual moving object is movable and unpredictable. The expected moving path is displayed on the virtual map in response to a moving operation on the display interface. BRIEF DESCRIPTION OF THE DRAWINGS
[0025] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0026] Figure 1 is a schematic diagram of the structure of a terminal provided by an exemplary embodiment of the present application;
[0027] Figure 2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;
[0028] Figure 3 is a schematic diagram of an interface for displaying virtual props provided by an exemplary embodiment of the present application;
[0029] Figure 4 is a flow chart of a method for releasing a virtual prop provided by an exemplary embodiment of the present application;
[0030] Figure 5 is a flow chart of a method for releasing a virtual prop provided by an exemplary embodiment of the present application;
[0031] Figure 6 is a schematic diagram of an interface for displaying virtual props provided by an exemplary embodiment of the present application;
[0032] Figure 7 is a flow chart of a method for releasing a virtual prop provided by an exemplary embodiment of the present application;
[0033] Figure 8 is a schematic diagram of a display interface provided by an exemplary embodiment of the present application;
[0034] Fig. 9 is a schematic diagram of a display interface provided by an exemplary embodiment of the present application;
[0035] Fig.10 is a schematic diagram of a display interface provided by an exemplary embodiment of the present application;
[0036] Fig.11 is a flow chart of a method for releasing a virtual prop provided by an exemplary embodiment of the present application;
[0037] Fig.12 is a schematic diagram of a virtual prop releasing device provided by an exemplary embodiment of the present application;
[0038] Fig.13 is a block diagram of an electronic device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0039] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below in conjunction with the accompanying drawings.
[0040] First, the nouns involved in the embodiments of the present application are introduced:
[0041] Virtual environment: is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual environment can be a simulation of the real world, a semi-simulation and semi-fictional world, or a purely fictional world. The virtual environment can be any of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application.
[0042] Virtual map: A map corresponding to a virtual environment, which can be obtained by scaling down the virtual environment in equal proportions. Compared with the virtual environment, the objects included in the virtual map can be deleted according to actual needs, for example, a pile of dirt or grass in the virtual environment may not be displayed in the virtual map.
[0043] Virtual character: refers to a virtual object existing in a virtual environment, which can be an active object or an associated virtual object corresponding to the active object. Optionally, the active object can be a virtual person, a virtual animal, an animated character, etc., such as: a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional stereo model created based on animation skeleton technology. Each virtual character has its own shape and volume in a three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the associated virtual object can be a virtual prop used by an active object, a temporary reward obtained by an active object, such as: a shooting tool equipped by a virtual character, a mechanical kill streak reward obtained by a virtual character, etc.
[0044] The method provided in the present application can be applied to an application with a virtual environment and a virtual character. Exemplarily, an application that supports a virtual environment is an application in which a user can control the movement of a virtual character in a virtual environment. Exemplarily, the method provided in the present application can be applied to any one of: Virtual Reality (VR) applications, Augmented Reality (AR) programs, three-dimensional map programs, Virtual Reality games, Augmented Reality games, First-Person Shooting Games (FPS), Third-Person Shooting Games (TPS), Multiplayer Online Battle Arena Games (MOBA), and Simulation Games (SLG).
[0045] Exemplarily, a game in a virtual environment is composed of one or more maps of the game world. The virtual environment in the game simulates scenes in the real world. Users can control the virtual characters in the game to walk, run, jump, shoot, fight, drive, use virtual weapons to attack other virtual characters, use virtual weapons to charge and attack other virtual characters, etc. in the virtual environment. The game has strong interactivity and multiple users can form teams online to play competitive games.
[0046] In some embodiments, the above application programs may be shooting games, racing games, role-playing games, adventure games, sandbox games, tactical competitive games, etc. The client may support at least one operating system among Windows operating system, Apple operating system, Android operating system, IOS operating system and LINUX operating system, and clients of different operating systems may be interconnected. In some embodiments, the above client is a program suitable for use on a mobile terminal with a touch screen.
[0047] In some embodiments, the client is an application developed based on a 3D engine, such as the 3D engine is a Unity engine.
[0048] The terminal in the present application can be a desktop computer, a laptop, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. A client that supports a virtual environment is installed and running in the terminal, such as a client that supports an application for a three-dimensional virtual environment. The application can be any one of a tactical competitive survival (Battle Royale, BR) game, a virtual reality application, an augmented reality program, a three-dimensional map program, a third-person shooter game, a first-person shooter game, and a multiplayer online tactical competitive game. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a networked application.
[0049] Figure 1 1 is a schematic diagram of the structure of a terminal provided by an exemplary embodiment of the present application. The terminal includes a processor 101, a touch screen 102 and a memory 103.
[0050] The processor 101 may be at least one of a single-core processor, a multi-core processor, an embedded chip, and a processor with instruction execution capability.
[0051] The touch screen 102 includes a common touch screen or a pressure-sensitive touch screen. The common touch screen can measure a pressing operation or a sliding operation applied to the touch screen 102 ; the pressure-sensitive touch screen can measure the pressing force applied to the touch screen 102 .
[0052] The memory 103 stores the executable program of the processor 101. Schematically, the memory 103 stores a virtual environment program A, an application B, an application C, a touch pressure sensing module 18, and a kernel layer 19 of the operating system. Among them, the virtual environment program A is an application developed based on the three-dimensional virtual environment module 17. Optionally, the virtual environment program A includes but is not limited to at least one of a game program, a virtual reality program, a three-dimensional map program, and a three-dimensional demonstration program developed by the three-dimensional virtual environment module (also referred to as the virtual environment module) 17. For example, when the operating system of the terminal adopts the Android operating system, the virtual environment program A is developed using the Java programming language and the C# language; for another example, when the operating system of the terminal adopts the IOS operating system, the virtual environment program A is developed using the Object-C programming language and the C# language.
[0053] The three-dimensional virtual environment module 17 is a module that supports multiple operating system platforms. Schematically, the three-dimensional virtual environment module can be used for program development in multiple fields such as game development, virtual reality (VR) and three-dimensional map. The embodiment of the present application does not limit the specific type of the three-dimensional virtual environment module 17. In the following embodiment, the three-dimensional virtual environment module 17 is taken as an example of a module developed using the Unity engine.
[0054] The touch (and pressure) sensing module 18 is a module for receiving touch events (and pressure touch events) reported by the touch screen driver 191. Optionally, the touch sensing module may not have a pressure sensing function and does not receive pressure touch events. A touch event includes: the type and coordinate value of a touch event. The types of touch events include, but are not limited to, a touch start event, a touch move event, and a touch drop event. A pressure touch event includes: a pressure value and a coordinate value of a pressure touch event. The coordinate value is used to indicate the touch position of a pressure touch operation on the display screen. Optionally, a horizontal coordinate axis is established in the horizontal direction of the display screen, and a vertical coordinate axis is established in the vertical direction of the display screen to obtain a two-dimensional coordinate system.
[0055] Schematically, the kernel layer 19 includes a touch screen driver 191 and other drivers 192. The touch screen driver 191 is a module for detecting a pressure touch event. When the touch screen driver 191 detects a pressure touch event, it transmits the pressure touch event to the pressure sensing module 18.
[0056] The other drivers 192 may be drivers related to the processor 101 , drivers related to the memory 103 , drivers related to a network component, drivers related to a sound component, and the like.
[0057] Those skilled in the art will appreciate that the above is only a general illustration of the structure of the terminal. In different embodiments, the terminal may have more or fewer components. For example, the terminal may also include a gravity acceleration sensor, a gyroscope sensor, a power supply, and the like.
[0058] Figure 2 The structure block diagram of a computer system provided by an exemplary embodiment of the present application is shown. The computer system 200 includes: a terminal 210 and a server cluster 220 .
[0059] The terminal 210 is installed and runs a client 211 that supports a virtual environment, and the client 211 can be an application that supports a virtual environment. When the terminal runs the client 211, the user interface of the client 211 is displayed on the screen of the terminal 210. The client can be any one of an FPS game, a TPS game, a MOBA game, a tactical competitive game, and an SLG game. In this embodiment, the client is an FPS game for example. The terminal 210 is a terminal used by a first user 212, and the first user 212 uses the terminal 210 to control the first virtual character in the virtual environment to carry out activities, and the first virtual character can be referred to as the first virtual character of the first user 212. The activities of the first virtual character include, but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual character is a first virtual character, such as a simulated character or an anime character.
[0060] The device type of the terminal 210 includes at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.
[0061] Figure 2 Only one terminal is shown in the figure, but in different embodiments, there are multiple other terminals 240. In some embodiments, there is at least one other terminal 240 corresponding to the developer, and a development and editing platform of the client of the virtual environment is installed on the other terminal 240. The developer can edit and update the client on the other terminal 240, and transmit the updated client installation package to the server cluster 220 through a wired or wireless network. The terminal 210 can download the client installation package from the server cluster 220 to update the client.
[0062] The terminal 210 and other terminals 240 are connected to the server cluster 220 via a wireless network or a wired network.
[0063] The server cluster 220 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. The server cluster 220 is used to provide background services for clients that support a three-dimensional virtual environment. Optionally, the server cluster 220 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server cluster 220 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, the server cluster 220 and the terminal adopt a distributed computing architecture for collaborative computing.
[0064] Optionally, the above-mentioned terminal and server are both computer devices.
[0065] In an illustrative example, the server cluster 220 includes a server 221 and a server 226, and the server 221 includes a processor 222, a user account database 223, a battle service module 224, and a user-oriented input / output interface (I / O interface) 225. The processor 222 is used to load instructions stored in the server 221 and process data in the user account database 223 and the battle service module 224; the user account database 223 is used to store data of user accounts used by the terminal 210 and other terminals 240, such as the user account's avatar, the user account's nickname, the user account's combat power index, and the service area where the user account is located; the battle service module 224 is used to provide multiple battle rooms for users to fight; and the user-oriented I / O interface 225 is used to establish communication and exchange data with the terminal 210 through a wireless network or a wired network.
[0066] In combination with the above introduction to the virtual environment and the description of the implementation environment, the data synchronization method provided in the embodiment of the present application will be described below.
[0067] Figure 3 A schematic diagram of an interface for displaying virtual props provided by an exemplary embodiment of the present application is shown.
[0068] In the process of triggering the virtual props, a virtual map 111 corresponding to the virtual environment is displayed in the display interface 110. The display of the virtual map 111 can be realized in response to the trigger operation in the display interface 110. For example, the display interface 110 has a trigger control for the virtual props, and the player clicks the trigger control. In response to the click operation on the trigger control, the virtual map 111 is displayed in the display interface 110.
[0069] The virtual environment is displayed in the display interface 110. Optionally, the virtual map 111 is a scaled-down map of the virtual environment.
[0070] In response to the movement operation on the virtual map, the expected movement path 112 of the virtual moving object is displayed on the virtual map 111. The virtual moving object is a kind of virtual props, which is used to affect the corresponding attribute value of the virtual character in the virtual environment. Optionally, the virtual moving object is one of a virtual tornado, a virtual monster, and a virtual weapon.
[0071] The length and shape of the expected moving path 112 are determined according to the moving operation on the display interface 110. For example, a virtual finger is displayed on the display interface 110, and the player controls the virtual finger to slide on the virtual map 111. In response to the sliding operation on the virtual finger, the sliding route corresponding to the virtual finger can be displayed on the virtual map 111, and the sliding route is determined as the expected moving path 112. The starting point of the sliding route is the expected starting point of the expected moving path 112, and the end point of the sliding route is the expected end point of the expected moving path 112.
[0072] The shape of the expected moving path 112 is determined according to the sliding route of the virtual finger, and can be a straight line or a curve.
[0073] Optionally, the sliding route is completed in one go. If the player interrupts the sliding operation, it is considered to be completed once, and when the player controls the virtual finger to slide on the virtual map 111 again, the corresponding sliding route will no longer be displayed.
[0074] In response to the release operation on the virtual moving object, the virtual moving object in the virtual environment is displayed in the display interface 110, and the virtual moving object moves along the actual moving path 113. The actual moving path 113 is determined according to the expected moving path 112. Optionally, the length and shape of the actual moving path 113 can refer to the length and shape of the expected moving path 112.
[0075] The display of the virtual moving object may be realized in response to a release operation in the display interface 110. For example, a release control 114 for the virtual moving object is also displayed in the display interface 110, and the player clicks the release control 114, and in response to the release operation on the display interface 110, the virtual moving object is displayed in the display interface 110. Optionally, in response to the release operation on the virtual moving object, the virtual moving object is displayed at the actual starting point of the virtual environment; then, the virtual moving object is controlled to move along the actual moving path 113.
[0076] When the virtual moving object meets the display cancellation condition, the display of the virtual moving object is cancelled. The display cancellation condition can be set according to actual needs. Optionally, the display cancellation condition includes at least one of the following conditions: the continuous movement time of the virtual moving object reaches a preset time, the virtual moving object reaches the actual end point, the movement energy of the virtual moving object is consumed, and the number of virtual characters affected by the virtual moving object reaches a preset number.
[0077] Optionally, the virtual moving object moves along the actual moving path 113 at a target moving speed, where the target moving speed is a ratio of the length of the expected moving path to a continuous moving time, and the continuous moving time is a determined fixed duration.
[0078] Illustratively, the virtual moving object affects the attribute value corresponding to the virtual character in the virtual environment. Taking the virtual environment including the virtual character and the associated virtual object corresponding to the virtual character as an example, when the virtual character is within the coverage range of the virtual moving object, the display interface 110 displays the impact information of the tornado on the virtual character, and the impact information is used to indicate the reduction of the attribute value of the virtual character and / or the associated virtual object.
[0079] For example, the virtual environment includes a virtual character and a virtual prop corresponding to the virtual character. When the virtual moving object moves along the actual moving path 113, the virtual character enters the coverage range of the virtual moving object, and the virtual moving object affects the state attribute of the virtual character. During the time period when the virtual character is within the coverage range, the state attribute value of the virtual object will be continuously deducted at a uniform speed.
[0080] Subsequently, the virtual moving object continues to move along the actual moving path 113, and the virtual moving object gradually approaches the virtual prop, so that the speed attribute value of the virtual prop continues to decrease. As the distance between the virtual prop and the virtual moving object changes, the speed attribute value of the virtual prop decreases at different speeds. For example, the closer the virtual prop is to the virtual moving object, the faster the speed attribute value decreases.
[0081] Indicatively Figure 4 As shown, an embodiment of the present application provides a method for releasing a virtual prop, which is used to display a virtual moving object in a display interface. The method for releasing a virtual prop is applied in a terminal, and the method comprises the following steps:
[0082] Step 401: During the process of releasing the virtual props, a virtual map corresponding to the virtual environment is displayed in the display interface.
[0083] The virtual map may be obtained by scaling down the virtual environment in equal proportions. Compared with the virtual environment, the virtual objects included in the virtual map may be deleted according to actual needs, for example, a virtual dirt pile or virtual grass in the virtual environment may not be displayed in the virtual map.
[0084] Optionally, a trigger control corresponding to the virtual prop is displayed in the display interface, and in response to a trigger operation on the trigger control, a virtual map is displayed in the display interface.
[0085] For example, the player controls the virtual character to release the skills related to the virtual props, and the virtual props need to use the virtual map. In the process of releasing the virtual props, the player can trigger the trigger control of the virtual props. In response to the trigger control, a virtual tablet is displayed in the display interface, and the virtual tablet displays a virtual map. The player performs relevant settings on the virtual props by operating on the virtual map to realize the use of the virtual props.
[0086] Step 402: In response to a movement operation on a virtual map, displaying an expected movement path of a virtual moving object on the virtual map.
[0087] Illustratively, the virtual moving object is used to influence the corresponding attribute value of the virtual character in the virtual environment.
[0088] A virtual moving object is a movable virtual prop, and the actual moving path of the virtual moving object is not a fixed route, but is determined according to the expected moving path. For example, when a player controls a virtual character to release a virtual moving object multiple times, the actual moving path of the virtual moving object is not a pre-set fixed route, but a random route that is not completely the same each time it is released.
[0089] Optionally, the virtual moving object is one of a virtual tornado, a virtual monster, and a virtual weapon. For example, the virtual moving object is a virtual tornado, and the player can control the virtual character to release the virtual tornado, and the virtual tornado will stir up a strong wind along the actual moving path, thereby affecting the virtual character in the virtual environment; for another example, the virtual moving object is a virtual monster, and the player controls the virtual character to release the virtual monster, and the virtual monster walks along the actual moving path, and affects the virtual character that is touched or affected during the walking process; for another example, the virtual moving object is a virtual weapon, such as a flying knife, a fan, a magic wand, etc., and the virtual weapon moves along the actual moving path, thereby affecting the virtual orange.
[0090] The expected moving path of the virtual moving object is generated according to the moving operation on the display interface. Since the moving operation on the display interface is unpredictable, the expected moving path is also unpredictable. The confirmation of the expected moving path can be achieved in the following way: starting from the expected starting point of the expected moving path, obtaining a coordinate point at a certain interval, and connecting each coordinate point in turn to obtain a curve to the expected moving path.
[0091] Illustratively, the movement operation on the virtual map includes but is not limited to at least one of the following operations: a sliding operation, a connecting operation, a selecting operation, and a dragging operation.
[0092] For example, a player randomly draws a curve on the display interface, and in response to the player's sliding operation of drawing the curve on the display interface, a desired moving path is generated according to the curve. For another example, a plurality of coordinate markers are displayed on the display interface, and the player randomly connects lines on the display interface, and in response to the connection operation on the display interface, a virtual moving path is displayed on the display interface.
[0093] For another example, the display interface also displays multiple candidate desired moving paths or multiple randomly generated curves, and the player selects or drags any one of them. Taking the drag operation as an example, the player drags the selected curve to any position on the virtual map, and in response to the drag operation, the determined virtual moving path is displayed at the corresponding position of the curve on the virtual map.
[0094] A virtual character refers to a virtual object in a virtual environment. Optionally, the virtual character includes but is not limited to at least one of the following: a virtual person, and an associated virtual object corresponding to the virtual person.
[0095] The virtual character is controlled by the player, and the player can control the virtual character to perform different movements such as walking, jumping, lying down, etc. in the virtual environment, and can also control the virtual character to release the virtual props it owns in the virtual environment. Optionally, the associated virtual objects include but are not limited to at least one of the following: virtual props corresponding to the virtual character, and temporary rewards obtained by the virtual character.
[0096] For example, a player controls a virtual character, and the virtual character is equipped with a variety of shooting tools. At the same time, because the player achieves multiple kills while controlling the virtual character, he obtains a mechanical kill streak reward. In this process, the virtual character includes one or more of the virtual character, different types of shooting tools, and mechanical kill streak rewards.
[0097] Optionally, the virtual sports object is a temporary reward obtained by the virtual character. For example, if the player controls the virtual character to achieve multiple kills, the system will issue the virtual sports object to the virtual character as a killstreak reward, and the virtual character will thereby obtain the right to use the virtual sports object once.
[0098] The virtual moving object may affect the attribute value corresponding to the virtual character in the virtual environment. Optionally, the attribute value includes but is not limited to at least one of the following: speed attribute value, state attribute value. The speed attribute value is used to indicate the current speed of the virtual character, and the state attribute value is used to indicate the current state of the virtual character; the state attribute value includes but is not limited to one of the following: health value, physical value, strength value, endurance value, attack value, defense value, and hit rate.
[0099] Optionally, the virtual moving object will reduce the attribute value corresponding to the virtual character, and the reduction of the attribute value can be at least one of a one-time reduction, a continuous reduction, a uniform reduction, an accelerated reduction, a decelerated reduction, a random reduction of a certain value or proportion, and a fixed reduction of a certain value or proportion. For example, the virtual moving object affects the state attribute value of the virtual character, and the reduction of the state attribute value presents a trend of continuous uniform reduction; for another example, the virtual moving object affects the speed attribute value corresponding to the virtual props used by the virtual character, and the reduction of the speed attribute value is a one-time random reduction of a certain proportion.
[0100] Step 403: In response to a release operation on the virtual moving object, display the virtual moving object in the virtual environment in the display interface.
[0101] Illustratively, the actual movement path of the virtual moving object is determined according to the expected movement path.
[0102] The virtual environment may be continuously displayed in the display interface, and in response to a release operation on the virtual moving object, the virtual moving object is displayed in the continuously displayed virtual environment. Optionally, the release operation on the virtual moving object includes but is not limited to at least one of the following operations: a single click operation, a double click operation, a move operation, a touch operation, a slide operation, and a drag operation.
[0103] For example, in response to a click operation on the virtual moving object, the virtual moving object in the virtual environment is displayed in the display interface. Optionally, a release control is also displayed on the display interface, and in response to a trigger operation on the release control, the virtual moving object in the virtual environment is displayed in the display interface.
[0104] For another example, after displaying the expected movement path of the virtual moving object, the player drags the expected movement path to the virtual environment continuously displayed in the display interface, and in response to the dragging operation on the display interface, the virtual moving object in the virtual environment is displayed in the display interface.
[0105] According to the foregoing, the actual moving path of the virtual moving object is determined according to the expected moving path, and the length and shape of the actual moving path can refer to the expected moving path. For example, the length and shape of the actual moving path are the same as the expected moving path, and the shape of the actual moving path in the virtual environment can be regarded as an equal-proportion enlargement of the expected moving path on the virtual map.
[0106] The length of the actual moving path in the virtual environment and the length of the expected moving path on the virtual map may be in equal proportion or in unequal proportion. For example, if the scale of the virtual map is 1:50, the scale of the virtual environment is 1:500, and the length of the expected moving path displayed on the virtual map is 8, then the specific length of the expected moving path can be obtained as 400 according to the scale; if the length of the actual moving path is the same as the length of the expected moving path, then the length of the actual moving path displayed in the virtual environment should be 80.
[0107] As a movable virtual prop, it is necessary to consider the actual starting point, actual end point, moving distance, moving speed and continuous moving time of the virtual moving object. In actual use, the above multiple numerical indicators affecting the movement of the virtual moving object can be set according to actual needs. The following content is only for illustrative purposes and does not constitute a specific limitation on this application.
[0108] Optionally, the actual starting point of the actual moving path of the virtual moving object can be determined according to the expected starting point of the expected moving path. For example, if the expected starting point of the expected moving path is located at the top floor of a tall building, the actual starting point of the actual moving path can also be located at the top floor of the tall building.
[0109] Optionally, the actual end point of the actual moving path of the virtual moving object may be determined according to the expected end point of the expected moving path, or the actual end point may be determined according to the continuous moving time of the virtual moving object. For example, the continuous moving time of the virtual moving object is a fixed value, and when the moving time of the virtual moving object reaches the fixed value, the point where the virtual moving object moves to at that moment is the actual end point.
[0110] Optionally, the target moving speed of the virtual moving object can be determined according to the length of the expected moving path. According to the foregoing, there are two ways to determine the actual end point of the actual moving path of the virtual moving object, and different target moving speeds can be determined according to different determination methods.
[0111] For example, if the actual endpoint is determined based on the expected endpoint of the expected moving path, the target moving speed can be determined based on the length of the expected moving path and the continuous moving time of the virtual moving object, and the continuous moving time is a fixed value set according to actual needs. For another example, if the actual endpoint is determined based on the continuous moving time of the virtual moving object, the expected moving speed is determined based on the length of the actual moving path and the continuous moving time. Since the actual endpoint is different from the expected endpoint, the target moving speed obtained is different.
[0112] Optionally, the target moving speed of the virtual moving object can also be set according to actual needs. For example, after determining the expected moving path of the virtual moving object, the player sets the target moving speed of the virtual moving object to a fixed value, and then the actual moving time of the virtual moving object can be determined according to the expected moving path and the fixed target moving speed.
[0113] In order to affect the attribute value corresponding to the virtual character, the virtual moving object has a certain coverage range. Optionally, the coverage range of the virtual moving object can be determined according to actual needs. For example, the coverage range of the virtual moving object is hemispherical, or cylindrical, or other areas with a certain space, and the relevant size of the coverage range can be set according to actual needs. Taking the hemispherical coverage range of the virtual moving object as an example, the hemispherical opening can be facing upward or downward.
[0114] Optionally, the coverage of the virtual moving object changes as the virtual moving object moves.
[0115] The influence of the virtual moving object on the attribute value corresponding to the virtual character requires that the virtual character is within a preset influence range, which may be the coverage range of the virtual moving object or may be larger than the coverage range. Optionally, the virtual moving object may influence the attribute value corresponding to the virtual character within the coverage range; or the virtual moving object may influence the attribute value corresponding to the virtual character outside the coverage range and whose distance from the virtual moving object does not exceed a preset value.
[0116] If the virtual character is outside the preset influence range, it will not be affected by the virtual moving object. Optionally, if the virtual moving object is located at a certain position above the ground, the virtual moving object will affect the attribute values corresponding to the virtual characters above this position, but will not affect the attribute values corresponding to the virtual characters below this position.
[0117] For example, if the actual starting point of a virtual moving object is located at the mountainside of a virtual mountain, and the virtual moving object moves down along the mountainside of the virtual mountain until it moves to the virtual ground, then at the actual starting point of the virtual moving object, the virtual characters located above the mountainside of the virtual mountain will be affected by the virtual moving object, while the corresponding attribute values of the virtual characters located at the foot of the virtual mountain will not be affected. At the same time, as the virtual moving object moves, the relative altitude of the virtual moving object will continue to decrease, then the virtual moving object will still only affect the corresponding attribute values of some virtual characters, the relative altitude of these virtual characters is higher than the virtual moving object, and the relative distance between them and the virtual moving object is within the preset value, while the virtual moving object will not affect the corresponding attribute values of virtual characters located at a relative altitude lower than itself.
[0118] During the movement of the virtual moving object, when the virtual fixed object in the virtual environment is located on the actual moving path of the virtual moving object, the virtual moving object does not affect the virtual fixed object in the virtual environment. The virtual fixed object refers to obstacles displayed in the virtual environment, such as virtual houses, virtual walls, virtual grass, etc. For example, if there is a virtual house on the actual moving path, when the virtual moving object passes through the virtual house, it will pass through the virtual house without causing damage to the virtual house.
[0119] In order to ensure that the virtual moving object does not affect the virtual fixed object, the virtual moving object can be generated in the three-dimensional model corresponding to the virtual environment. During the movement of the virtual moving object, the virtual character in the virtual environment has a collision volume, while the virtual fixed object does not have a collision volume. The area of action of the virtual moving object only intersects with the collision volume of the virtual character, thereby affecting the virtual character. Among them, the virtual moving object also does not have a collision volume, and the virtual moving object has no physical form in the virtual environment, and the virtual character in the virtual environment cannot affect the virtual moving object.
[0120] In summary, the embodiment of the present application provides a method for releasing a virtual prop, by displaying a virtual moving object in a display interface, and determining the actual moving path of the virtual moving object according to the expected moving path on the virtual map, so that the influence range of the virtual moving object is movable and unpredictable. The expected moving path is displayed on the virtual map in response to the moving operation on the display interface.
[0121] Indicatively Figure 5 As shown, an embodiment of the present application provides a method for releasing a virtual prop, which is used to display a virtual moving object in a display interface. The method for releasing a virtual prop is applied in a terminal, and the method comprises the following steps:
[0122] Step 501: During the process of releasing the virtual props, a virtual map corresponding to the virtual environment is displayed in the display interface.
[0123] Optionally, a trigger control corresponding to the virtual prop is displayed in the display interface, and in response to a trigger operation on the trigger control, a virtual map is displayed in the display interface.
[0124] Illustratively, step 501 is the same as step 401 and can be used for reference and will not be described in detail.
[0125] Step 502: Display a virtual finger.
[0126] Schematically, a virtual finger is displayed in the display interface.
[0127] The virtual finger may be displayed in response to a trigger operation on a virtual item. For example, if the virtual item is a virtual tornado, when the player needs to use the skill of the virtual tornado, he clicks a trigger control corresponding to the virtual tornado in the display interface, and in response to the click operation on the trigger control, a virtual finger is displayed in the display interface.
[0128] Step 503: In response to the sliding operation on the virtual finger, control the virtual finger to slide on the virtual map.
[0129] The virtual finger is controlled by the player. Optionally, the player can control the virtual finger to slide in the display interface through touch screen operation, or the player can control the virtual finger to move up, down, left, right, etc. in the display interface through a keyboard, game controller, mouse, etc.
[0130] For example, a player performs a sliding operation on a virtual map displayed on a display interface by using a touch screen, and in response to the sliding operation, the player controls a virtual finger to slide on the display interface. Since the sliding operation of the player on the display interface is random, the sliding route of the virtual finger on the virtual map is also random.
[0131] Optionally, the sliding route of the virtual finger is completed once. For example, the player controls the virtual finger to slide on the virtual map by using the touch screen, and when the player stops touching the touch screen, the sliding route of the virtual finger is completed; subsequently, if the player continues to touch the touch screen, the virtual finger will not be able to slide on the virtual map, and the sliding route will not be displayed.
[0132] Step 504: Determine and display the expected moving path of the virtual moving object according to the sliding route of the virtual finger.
[0133] Illustratively, the virtual moving object is used to influence the corresponding attribute value of the virtual character in the virtual environment.
[0134] Among them, the relevant descriptions of the virtual moving object, the expected moving path, the virtual character and the attribute value can be referred to the aforementioned content and will not be repeated here.
[0135] According to the above content, the sliding route of the virtual finger can be determined by sliding the virtual finger on the virtual map. After the sliding route of the virtual finger is determined, the expected moving path of the virtual moving object can be determined according to the sliding route.
[0136] Illustratively, the length and shape of the expected moving path of the virtual moving object can be determined according to the sliding path of the virtual finger. For example, the expected moving path coincides with the sliding path.
[0137] Figure 6 The schematic diagram of the interface for displaying virtual props provided by an exemplary embodiment of the present application is shown. In the process of releasing virtual props, a virtual map 611 corresponding to the virtual environment and a virtual finger 01 are displayed in the display interface 610. The player performs a sliding operation on the virtual finger 01 on the display interface 610, thereby controlling the virtual finger 01 to slide on the virtual map 611; according to the sliding route of the virtual finger 01 on the virtual map 611, the expected movement path 612 of the virtual moving object can be determined and displayed in the display interface 610. The length and shape of the expected movement path 612 are the same as the sliding route of the virtual finger 01.
[0138] Optionally, a release control 613 is displayed in the display interface 610 . In response to a release operation of the release control 613 , a virtual moving object (not shown in the figure) may be displayed in the display interface 610 , and an actual moving path of the virtual moving object is determined according to the expected moving path 612 .
[0139] Optionally, the maximum length of the expected moving path 612 of the virtual moving object may be limited, see Figure 6The display interface 610 also displays a progress control 614, which is used to indicate the remaining drawable length of the desired moving path 612. The player can plan the desired moving path 612 with reference to the remaining drawable length on the progress control 614.
[0140] After determining the sliding route of the virtual finger, there is a possibility that the player is not satisfied with the sliding route. Optionally, to meet the player's demand for redrawing the sliding route, refer to Figure 6 A redraw control 615 is also displayed in the display interface 610. The method for releasing a virtual item provided in the embodiment of the present application further includes: in response to a trigger operation on the redraw control 615, canceling the display of the expected moving path 612 on the virtual map 611.
[0141] The triggering operation on the redraw control 615 includes but is not limited to at least one of the following operations: a single-click operation, a double-click operation, a touch operation, and a sliding operation. For example, the player clicks the redraw control 615, and in response to the single-click operation, the display of the expected moving path 612 is canceled, and the expected moving path 612 will no longer be displayed on the virtual map 611. Subsequently, the player can control the virtual finger to slide on the virtual map 611 again to obtain a new sliding path, so as to display an expected moving path again.
[0142] After the expected movement path 612 is displayed, there is a possibility that the player does not want to continue using the virtual prop of the virtual moving object. Figure 6 , a cancel control 616 is also displayed in the display interface 610. The method for releasing virtual props provided in the embodiment of the present application further includes: in response to a trigger operation on the cancel control 616, canceling the display of the virtual map 611. The trigger operation on the cancel control 616 can refer to the trigger operation on the redraw control 615, and will not be repeated here.
[0143] Step 505: In response to a release operation on the virtual moving object, display the virtual moving object at the actual starting point in the virtual environment.
[0144] Illustratively, the position of the actual starting point is determined based on the position of the expected starting point in the expected movement path.
[0145] The release operation for the virtual moving object includes but is not limited to at least one of the following operations: a single-click operation, a double-click operation, a touch operation, a move operation, a slide operation, and a drag operation.
[0146] Optionally, the position of the actual starting point in the virtual environment corresponds to the position of the expected starting point on the virtual map.
[0147] Step 506: Control the virtual moving object to move along the actual moving path.
[0148] According to the above content, as a movable virtual prop, the virtual moving object needs to consider its actual starting point, actual end point, moving distance, moving speed and continuous moving time. According to step 505, the actual starting point of the virtual moving object can be determined, and then the virtual moving object starts to move along the actual moving path from the actual starting point. At this time, the remaining numerical index of the virtual moving object needs to be considered.
[0149] Optionally, to determine the actual movement mode of the virtual moving object, step 506 may be implemented as follows:
[0150] The virtual moving object is controlled to move along the actual moving path at a target moving speed, and the target moving speed is determined according to the length of the expected moving path.
[0151] Optionally, the target moving speed is a ratio of the length of the expected moving path to the continuous moving time; or, the target moving speed is a fixed value preset according to actual needs.
[0152] The continuous moving time may be a fixed value preset according to actual needs.
[0153] For example, if the continuous moving time is 10 seconds, a unique ratio can be determined based on the length of the expected moving path and the continuous moving time, and the ratio is determined as the target moving speed of the virtual moving object. After the virtual moving object is displayed at the actual starting point, the virtual moving object can be controlled to move along the actual moving path at the target moving speed.
[0154] Optionally, the target moving speed varies according to the continuous moving time. For example, the continuous moving time includes at least a first time and a second time, the first time is earlier than the second time, the virtual moving object moves at the first target moving speed in the first time, and moves at the second target moving speed in the second time, and the first target moving speed is faster than the second target moving speed.
[0155] For example, the target moving speed of the virtual moving object is the fastest at the actual starting point. As the continuous moving time changes, the target moving speed of the virtual moving object decreases at a uniform speed until the target moving speed drops to 0, and the display of the virtual moving object is cancelled.
[0156] Step 507: When the virtual moving object meets the display cancellation condition, cancel the display of the virtual moving object.
[0157] Among them, the cancellation display conditions can be limited according to actual needs.
[0158] Optionally, the display cancellation conditions include but are not limited to at least one of the following conditions: the continuous movement time of the virtual moving object reaches a preset duration, the virtual moving object reaches the actual end point, the movement energy of the virtual moving object is consumed, and the number of virtual characters affected by the virtual moving object reaches a preset number.
[0159] The preset duration may be set according to actual needs, for example, the preset duration is a preset fixed value; or, the preset duration is determined according to the length of the expected moving path and the target moving speed of the virtual moving object.
[0160] Optionally, the actual endpoint may be determined based on an expected endpoint of an expected moving path, or the actual endpoint may be determined based on the continuous moving time of the virtual moving object and the expected moving path.
[0161] For example, the position of the actual destination in the virtual environment is determined according to the position of the expected destination on the virtual map, and the position where the virtual moving object is canceled from display is equivalent to the position of the expected destination on the virtual map. For another example, the actual destination is determined according to the continuous movement time of the virtual moving object and the expected movement path, and the position where the virtual moving object is canceled from display may correspond to the position of the expected destination on the virtual map, or may correspond to a position between the expected destinations.
[0162] The kinetic energy of the virtual moving object has been consumed, which means that the virtual moving object has a certain amount of energy value at the actual starting point. As the virtual moving object moves, the energy value decays according to a preset strategy. When the energy value decays to 0 or decays to a preset value, it is determined that the kinetic energy of the virtual moving object has been consumed.
[0163] The preset strategy can be set according to actual needs. For example, if the virtual moving object is a virtual tornado, the initial motion energy value of the virtual tornado is 100, and as the virtual tornado moves, the energy value decreases at a uniform rate; when the virtual tornado passes through a virtual fixed object or affects a virtual character, the energy value is fixedly reduced by a certain value.
[0164] The preset number of virtual characters affected by the virtual moving object can be set according to actual needs.
[0165] For example, the preset number is 5. During the movement of the virtual moving object, if the virtual moving object affects 5 virtual characters, the display of the virtual moving object will be cancelled after the virtual moving object affects the 5th virtual character; if the number of virtual characters affected by the virtual moving object has not reached 5, the virtual moving object will continue to move along the actual moving path until it reaches the position corresponding to the expected end point in the expected moving path, and the display of the virtual moving object will be cancelled at this position.
[0166] Optionally, during the actual movement of the virtual moving object, since the actual moving path passes through different virtual objects, the actual movement mode of the virtual moving object is also different. Several optional movement modes of the virtual moving object are given below:
[0167] Movement method 1: The virtual moving object can pass through the virtual fixed object.
[0168] During the movement of the virtual moving object, there may be a virtual fixed object on the actual moving path of the virtual moving object. Optionally, the method for releasing virtual props provided in the embodiment of the present application further includes: when a virtual fixed object is displayed on the actual moving path, controlling the virtual moving object to pass through the virtual fixed object.
[0169] When a virtual fixed object in a virtual environment is located on the actual moving path of a virtual moving object, the virtual moving object does not affect the virtual fixed object in the virtual environment. For example, if there is a virtual house on the actual moving path, when the virtual moving object passes through the virtual house, it will pass through the virtual house without causing damage to the virtual house.
[0170] In order to ensure that the virtual moving object does not affect the virtual fixed object, the virtual moving object can be generated in the three-dimensional model corresponding to the virtual environment. During the movement of the virtual moving object, the virtual character in the virtual environment has a collision volume, while the virtual fixed object does not have a collision volume. The area of action of the virtual moving object only intersects with the collision volume of the virtual character, thereby affecting the virtual character. Among them, the virtual moving object also does not have a collision volume, and the virtual moving object has no physical form in the virtual environment, and the virtual character in the virtual environment cannot affect the virtual moving object.
[0171] Movement mode 2: The virtual moving object moves along the virtual ground.
[0172] Optionally, the method for releasing virtual props provided in the embodiment of the present application further includes: after the virtual moving object contacts the virtual ground on the actual moving path, controlling the bottom of the virtual moving object to keep in contact with the virtual ground.
[0173] Taking the virtual moving object as a virtual tornado as an example, a tornado in real life usually moves close to the ground. To make the movement of the virtual moving object more realistic, after the virtual tornado contacts the virtual ground in the virtual environment, the virtual tornado is controlled to move close to the ground.
[0174] Movement mode three: The virtual moving object falls from a high place to a low place during the movement.
[0175] During the movement of the virtual moving object, the position heights of the virtual objects on the actual moving path are not completely consistent. For example, there are two adjacent houses on the actual moving path, and the heights of the two houses are different. The height of the house located in front of the moving direction of the virtual moving object is lower.
[0176] Optionally, when adjacent first and second virtual fixed objects are displayed on the actual moving path, the virtual moving object is located on the first virtual fixed object, the second virtual fixed object is in front of the moving direction of the virtual moving object, and the top of the second virtual fixed object is at a lower height than the top of the virtual moving object on the first virtual fixed object. The method for releasing virtual props provided in this embodiment of the present application also includes: controlling the virtual moving object to move from the first virtual fixed object to the top of the second virtual fixed object.
[0177] For example, there are a first virtual house and a second virtual house adjacent to each other on the actual moving path, the virtual moving object is located on the roof of the first virtual house, and the roof of the second virtual house is lower than the roof of the first virtual house. When the virtual moving object moves forward, it will fall from the roof of the first virtual house to the roof of the second virtual house.
[0178] Optionally, the above three movement modes can be implemented individually or in combination, and can also be combined with other embodiments in the present application.
[0179] For example, a virtual building, a virtual ground, and a virtual wall are displayed in sequence in the forward direction of the actual moving path, and the actual starting point of the virtual moving object is located at the top floor of the virtual building. For example, if the virtual moving object is a virtual tornado, as the virtual tornado moves forward along the actual moving path, the virtual tornado falls from the top floor of the virtual building onto the virtual ground, and continues to move forward along the virtual ground; when moving along the virtual ground to the virtual wall, the virtual tornado passes through the virtual wall and continues to move along the virtual ground, and the virtual wall will not be damaged by the virtual tornado.
[0180] In summary, the method for releasing virtual props provided in the embodiments of the present application can determine the expected movement path of the virtual moving object by controlling the random sliding of the virtual finger on the virtual map, so that the length and shape of the expected movement path are random and unpredictable.
[0181] In addition, the embodiment of the present application also provides an actual movement mode of the virtual moving object in the virtual environment. Optionally, since there may be different virtual objects on the actual movement path, the embodiment of the present application also provides three different movement modes of the virtual moving object.
[0182] According to the above content, the virtual moving object affects the corresponding attribute value of the virtual character in the virtual environment. Figure 5 Based on the schematic Figure 7 As shown, the embodiment of the present application provides a method for releasing a virtual prop, the method further comprising the following steps:
[0183] Step 404: Display the influence information of the virtual moving object on the virtual character.
[0184] According to the foregoing, the virtual role includes but is not limited to at least one of the following: a virtual character, and an associated virtual object corresponding to the virtual character. Schematically, the impact information is used to indicate a decrease in the attribute value of the virtual character and / or the associated virtual object of the virtual character.
[0185] Optionally, the attribute value includes but is not limited to at least one of the following: speed attribute value, state attribute value. The speed attribute value is used to indicate the current speed of the virtual character, and the state attribute value is used to indicate the current state of the virtual character; the state attribute value includes at least one of the following: health value, physical value, strength value, endurance value, attack value, defense value, and hit rate.
[0186] Among them, the virtual moving object will reduce the attribute value corresponding to the virtual character, and the reduction of the attribute value can be at least one of a one-time reduction, a continuous reduction, a uniform reduction, an accelerated reduction, a decelerated reduction, a random reduction of a certain value or proportion, and a fixed reduction of a certain value or proportion.
[0187] The impact information varies according to the attribute value. For example, if the attribute value includes a speed attribute value, the impact information includes deceleration information, which is used to indicate the decrease of the speed attribute value of the virtual character; or if the attribute value includes a state attribute value, the impact information includes deduction information, which is used to indicate the decrease of the state attribute value of the virtual character.
[0188] Optionally, when the impact information includes deceleration information, step 404 may be implemented as follows:
[0189] When the virtual character is located in the vicinity of the virtual moving object, deceleration information is displayed, the deceleration information being used to indicate a decrease in the speed attribute value of the virtual character.
[0190] Among them, being located around the virtual moving object includes the following two situations: being located within the coverage range of the virtual moving object, and being located outside the coverage range and the distance to the virtual moving object does not exceed a preset value. The relevant description of the coverage range can be referred to the above content and will not be repeated here.
[0191] According to the different relative positions of the virtual character and the virtual moving object, the step of displaying the deceleration information when the virtual character is located around the virtual moving object can be implemented as follows:
[0192] When the virtual character is within the coverage of the virtual moving object, first deceleration information is displayed, where the first deceleration information is used to indicate that the speed attribute value is reduced by a first decrease value;
[0193] Alternatively, when the virtual character is outside the coverage area and the distance from the virtual moving object does not exceed a preset value, second deceleration information is displayed, where the second deceleration information is used to indicate that the speed attribute value is reduced by a second decrease value;
[0194] Among them, the first drop value is greater than the second drop value, and the preset value can be set according to actual needs.
[0195] For example, at a certain point in time, the first virtual character and the virtual props used by the first virtual character on the actual moving path of the virtual moving object are displayed around the virtual moving object, the first virtual character is within the coverage range of the virtual moving object, and the virtual props are outside the coverage range of the virtual moving object and the distance between the virtual props and the virtual moving object does not exceed a preset value.
[0196] At this point in time, the virtual moving object has different effects on the speed attribute values of the first virtual character and the virtual props. For example, the speed attribute value of the first virtual character decreases by 20, and the speed attribute value of the virtual props decreases by 10; or the speed attribute value of the first virtual character decreases by 10%, and the speed attribute value of the virtual props decreases by 5%.
[0197] Optionally, when the impact information includes deduction information, step 404 may be implemented as follows:
[0198] When the virtual character is located in the vicinity of the virtual moving object, deduction information is displayed, where the deduction information is used to indicate the deduction of the state attribute value of the virtual character.
[0199] Among them, the relevant description of the periphery of the virtual moving object can be referred to the aforementioned content and will not be repeated here.
[0200] According to the different relative positions of the virtual character and the virtual moving object, the step of displaying the deduction information when the virtual character is located around the virtual moving object can be implemented as follows:
[0201] When the virtual character is within the coverage of the virtual moving object, displaying deduction information;
[0202] Alternatively, when the distance between the virtual character and the virtual moving object does not exceed a preset value, deduction information is displayed, and the deduction amount of the state attribute value is determined according to the distance between the virtual character and the virtual moving object.
[0203] For example, at a certain point in time, a first virtual character and a second virtual character are displayed around the virtual moving object. The first virtual character is within the coverage of the virtual moving object, and the second virtual character is outside the coverage of the virtual moving object and the distance between the second virtual character and the virtual moving object does not exceed a preset value.
[0204] At this point in time, the virtual moving object has different effects on the state attribute values of the first virtual character and the second virtual character. For example, if the state attribute value includes the blood value, the blood value of the first virtual character decreases at a uniform speed, while the blood value of the second virtual character remains unchanged; or, the blood values of the first virtual character and the second virtual character both decrease, and because the first virtual character is closer to the virtual moving object, the blood value of the first virtual character decreases faster than the blood value of the second virtual character.
[0205] Optionally, to determine the specific value of the attribute value in the impact information, step 404 may be implemented as follows:
[0206] Determine a reduction value according to the relative position relationship between the virtual character and the virtual moving object, the reduction value being a reduction value of the attribute value of the virtual character and / or the associated virtual object;
[0207] Impact information is determined and displayed based on the reduction value.
[0208] The relative position relationship between the virtual character and the virtual moving object may refer to the aforementioned content and will not be described in detail; the reduction value may be a numerical value or a ratio, which is not limited here.
[0209] In addition, in order to enable the management account corresponding to the virtual character to quickly obtain the impact information, the virtual props release method provided in the embodiment of the present application also includes: displaying the impact special effects corresponding to the impact information, and the impact special effects include at least one of sound special effects and animation special effects.
[0210] Among them, the sound effects and animation effects can be set according to actual needs. Taking a shooting game as an example, if the player controls the first virtual character to release the skills of the virtual moving object, so that the health value of the second virtual character continues to decrease, the impact effect can be displayed on the crosshairs corresponding to the first virtual character, and the impact effect is used to indicate the impact of the virtual moving object on the health value of the second virtual character. For example, the impact effect includes an animation effect, which is a sliding value that appears around the crosshairs.
[0211] In summary, in the method for releasing virtual props provided in the embodiment of the present application, the influence information of the virtual moving object on the virtual character can also be displayed to indicate the reduction of the attribute value of the virtual character and / or the virtual character's associated virtual object. Optionally, according to different influence information, the embodiment of the present application also provides two implementation methods of the influence information.
[0212] In addition, the virtual moving object also causes visual impact on virtual characters controlled by different players during its movement. The following takes the virtual moving object released by the first virtual character as an example to explain the visual impact caused by the virtual moving object.
[0213] Optionally, the method for releasing virtual props provided in the embodiment of the present application further includes: when there is an obstacle between the first virtual character and the virtual moving object, displaying a perspective effect of the virtual moving object on the obstacle.
[0214] The virtual moving object is released by the first virtual character.
[0215] Optionally, the virtual moving object may also be released by another virtual character that belongs to the same camp as the first virtual character. For example, there are two camps in the virtual environment, the first virtual character and the second virtual character belong to different camps, and the third virtual character and the first virtual character belong to the same camp. If the third virtual character releases the virtual moving object, the display interface of the first virtual character and the display interface of the second virtual character can both display the perspective effect of the virtual moving object on the obstacle.
[0216] For the server, whether to grant the terminal permission to display the perspective effect is determined according to the correspondence between the first virtual character and the virtual moving object. In the case where there is an obstacle between the first virtual character and the virtual moving object, the server may perform the following operations:
[0217] When the first virtual character corresponds to the virtual moving object, the management account corresponding to the first virtual character is granted permission for displaying the position of the virtual moving object in the virtual environment; or, when the first virtual character does not correspond to the virtual moving object, the above permission is revoked from the management account.
[0218] The correspondence between the first virtual character and the virtual moving object means that the virtual moving object is released by the first virtual character, or the virtual moving object is released by other virtual characters in the same camp as the first virtual character.
[0219] Optionally, the number of virtual moving objects currently released does not exceed the number of camps in the virtual environment. For example, if there are two camps in the virtual environment, the number of virtual moving objects in the virtual environment at the same time does not exceed two. If the number of virtual moving objects in the virtual environment exceeds the number of camps, a reminder control is displayed to remind that the virtual moving objects cannot be used at the current time.
[0220] Taking the example that the virtual moving object is released by the first virtual character and the second virtual character and the first virtual character belong to different camps, during the movement of the virtual moving object, if there is an obstacle, such as a virtual wall, between the position of the first virtual character and the current position of the virtual moving object, the server grants authority to the management account corresponding to the first virtual character, and the management account corresponding to the first virtual character displays the position of the virtual moving object in the virtual environment in the display interface according to the granted authority; if there is also an obstacle between the position of the second virtual character and the current position of the virtual moving object, the authority is revoked from the management account corresponding to the second virtual character, and the management account corresponding to the second virtual character cancels the display of the virtual moving object in the virtual environment.
[0221] That is, if the virtual moving object is released by the first virtual character, the display interface of the management account corresponding to the first virtual character will continue to display the virtual moving object. When there is an obstacle blocking the line of sight between the virtual moving object and the first virtual character, the display interface of the management account corresponding to the first virtual character can still display the position of the virtual moving object.
[0222] The perspective effect of virtual moving objects displayed on obstacles can be referenced Figure 8 and Fig. 9 . Figure 8 In the display interface 810 of the management account corresponding to the first virtual character, a virtual character 811 is displayed, and a part of the body of the virtual character 811 is blocked by the virtual wall 812. The gray area in the figure is the perspective effect of the blocked part displayed on the virtual wall 812. Fig. 9 Similarly, the display interface 910 of the management account corresponding to the first virtual character 911 displays multiple virtual enemies 912, and the multiple virtual enemies 912 are blocked by different virtual walls. The first virtual character 911 is connected to the multiple virtual enemies 912, for example, the position of the first virtual character 911 is used as the starting point, the direction of the muzzle is the ray detection direction, the distance is the distance between the first virtual character 911 and the multiple virtual enemies 912, and the ray detection is emitted. If an obstacle is detected between the two, the multiple virtual enemies 912 are deemed to be blocked by the obstacle. If the first virtual character 911 has the ability of perspective, the positions of the multiple virtual enemies 912 can still be displayed in the display interface 910 of the management account corresponding to the first virtual character 911. The display method of multiple virtual enemies 912 on obstacles is the same as Figure 8 The display method of the virtual character 811 on the virtual wall 812 is similar.
[0223] Similarly, the perspective effect displayed by the virtual moving object on the obstacle can refer to the display of the virtual character 811. If the virtual moving object is also fully or partially blocked by the virtual wall 812, in the display interface 810, the blocked part of the virtual moving object will still show a perspective effect on the obstacle. The perspective effect can be marked with different colors or other methods.
[0224] Optionally, according to the relative position relationship between the first virtual character and the virtual moving object, the method for releasing the virtual props provided in the embodiment of the present application further includes:
[0225] When the first virtual character is outside the coverage of the virtual moving object, the virtual environment within the coverage of the virtual moving object is cancelled; or when the first virtual character is within the coverage of the virtual moving object, the virtual environment outside the coverage of the virtual moving object is cancelled.
[0226] For the description of the coverage of the virtual moving object, please refer to the above content and will not be repeated here; the first virtual character may correspond to the virtual moving object or may not correspond to the virtual moving object.
[0227] For the server, whether to grant the terminal the permission to display part of the virtual environment is determined according to the relative position relationship between the first virtual character and the virtual moving object. According to different relative position relationships, the server can perform the following operations:
[0228] In a case where the first virtual character is outside the coverage of the virtual moving object, granting a first permission to the management account corresponding to the first virtual character, the first permission being used to cancel display of the virtual environment within the coverage of the virtual moving object;
[0229] In the case that the first virtual character is within the coverage of the virtual moving object, a second permission is granted to the first virtual character, and the second permission is used to cancel the display of the virtual environment outside the coverage of the virtual moving object.
[0230] Depending on whether the first virtual character is within the coverage range of the virtual moving object, the virtual environment displayed in the display interface of the management account corresponding to the first virtual character is different. For example, if the first virtual character is outside the coverage range, the virtual environment within the coverage range will not be displayed in the display interface of the management account corresponding to the first virtual character; if the first virtual character is outside the coverage range, the display interface of the management account corresponding to the first virtual character will only display the virtual environment within the coverage range.
[0231] In addition, in order to enable the management account corresponding to the first virtual character to obtain the moving position of the virtual moving object, a small map control of the virtual map is also displayed in the display interface, and the current position of the virtual moving object can be displayed on the small map control. Optionally, the method for releasing virtual props provided in the embodiment of the present application also includes:
[0232] The virtual moving object icon in the small map control is displayed, and the position of the virtual moving object icon changes with the position of the virtual moving object when it moves along the actual moving path.
[0233] refer to Fig.10 , the virtual moving object icon 02 is displayed in the small map control 1010, and the small map control 1010 is displayed in the display interface, which is not shown in the figure. The virtual moving object may correspond to the virtual character, or may not correspond to the virtual character. According to the correspondence between the virtual moving object and the virtual character, the display state of the virtual moving object icon 02 in the small map control 1010 is different.
[0234] For example, a virtual sports object corresponds to a first virtual character, and the second virtual character belongs to a different camp from the first virtual character. In the display interface of the management account corresponding to the first virtual character, the icon of the virtual sports object can be displayed in the first display state; in the display interface of the management account corresponding to the second virtual character, the icon of the virtual sports object can be displayed in the second display state. The first display state and the second display state are different, and the difference in display state can be distinguished by the shape, color, size, etc. of the icon. For example, the first display state is a blue circle, and the second display state is a red circle.
[0235] Indicatively Fig.11 As shown, the embodiment of the present application provides a method for releasing a virtual prop, which is used to display a virtual moving object in a display interface. The method for releasing a virtual prop is applied to a terminal. Taking the virtual moving object as a virtual tornado as an example, the method includes the following steps:
[0236] Step 1101: Equip virtual props.
[0237] Schematically, the virtual tornado is one of the virtual props.
[0238] Step 1102: Determine whether to use a virtual tornado.
[0239] The determination of using the virtual tornado can be based on whether a trigger operation of using the virtual tornado is received. For example, a trigger control of using the virtual tornado is displayed on the display interface, and if a trigger operation on the trigger control is received, it is determined that the virtual tornado is used.
[0240] Step 1103: Displaying a virtual notebook while using the virtual tornado.
[0241] Illustratively, the virtual notebook is displayed in the display interface.
[0242] Optionally, a virtual map corresponding to the virtual environment is displayed on the virtual notebook.
[0243] Step 1104: Determine whether the virtual finger is pressed.
[0244] Schematically, a virtual finger is displayed on the display interface, and the player can control the sliding of the virtual finger on the display interface through a touch screen, a button, a game controller, a mouse, etc. Whether the virtual finger is pressed can be determined based on whether a sliding operation on the display interface is received. For example, by touching the touch screen, the player can receive the touch point on the display interface, and thus can determine that the virtual finger has been pressed.
[0245] Illustratively, when the virtual finger is pressed, step 1105 is executed; when the virtual finger is not pressed, the process returns to step 1103.
[0246] Step 1105: Record the expected starting point of the expected moving path.
[0247] When the virtual finger is pressed, the server can obtain the touch point of the virtual finger on the virtual map and determine the touch point as the expected starting point of the expected moving path.
[0248] Among them, the relevant description of the expected moving path can be referred to in the previous text and will not be repeated here.
[0249] Step 1106: Determine whether the virtual finger is released.
[0250] Whether the virtual finger is released can be determined based on the sliding operation received on the display interface. For example, the player performs a sliding operation on the display interface through the touch screen to control the movement of the virtual finger on the virtual map. Subsequently, the player cancels the sliding operation on the touch screen at a certain point, and the server determines that the virtual finger has been released based on the cancellation of the sliding operation.
[0251] Illustratively, when the virtual finger is released, step 1107 is executed; when the virtual finger is not released, the process returns to step 1105 .
[0252] Step 1107: Record the expected end point of the expected moving path.
[0253] When the virtual finger is released, the server can obtain the position point where the virtual finger stops sliding on the virtual map, and determine the position point as the expected starting point of the expected moving path.
[0254] Step 1108: Determine the expected movement path.
[0255] According to the aforementioned steps, the server can determine the sliding route of the virtual finger on the display interface, and the server can determine the expected moving path according to the sliding route.
[0256] Optionally, there is also a progress control on the display interface, which is used to indicate the remaining drawable length of the expected moving path. The player can refer to the remaining drawable length on the progress control to plan the expected moving path.
[0257] Optionally, a redraw control is also displayed on the display interface. If the player wants to re-plan the expected movement path, the player can cancel the display of the expected movement path on the virtual map by triggering the redraw control. Then, the virtual finger is controlled to slide on the display interface again to obtain a new sliding path, thereby re-determining a new expected movement path.
[0258] Optionally, a cancel control is also displayed in the display interface. If the player does not want to use the virtual tornado as a virtual prop, the player can cancel the display of the virtual map by triggering an operation on the cancel control.
[0259] Step 1109: In response to the release operation on the virtual tornado, display the virtual tornado at the actual starting point in the virtual environment on the display interface.
[0260] Among them, the release operation for the virtual tornado can refer to the above content and will not be repeated here.
[0261] Step 1110: Determine whether the virtual character is located around the virtual tornado.
[0262] Illustratively, the virtual character includes a virtual person, and / or an associated virtual object corresponding to the virtual person; being located around a virtual tornado includes the following two situations: being located within the coverage of the virtual tornado, and being located outside the coverage and the distance from the virtual tornado does not exceed a preset value.
[0263] Among them, the relevant explanations of virtual characters, related virtual objects, and coverage can be referred to the above content and will not be repeated here.
[0264] Step 1111: When the virtual character is not located around the virtual tornado, move the virtual tornado along the actual moving path.
[0265] The actual moving path is determined according to the expected moving path. The specific method for determining the actual moving path can refer to the above content and will not be described in detail.
[0266] Illustratively, after executing step 1111 , step 1110 is executed again to determine whether the virtual character is located around the virtual tornado.
[0267] Step 1112: When the virtual character is located around the virtual tornado, a reduction value of the attribute value corresponding to the virtual character is calculated according to the relative position relationship between the virtual character and the virtual tornado.
[0268] Illustratively, the attribute values corresponding to the virtual character include but are not limited to the speed attribute value and / or the state attribute value; the relative position relationship between the virtual character and the virtual tornado can be represented by whether the virtual character is within the influence range of the virtual tornado, or the distance between the virtual character and the virtual tornado. The attribute values, the influence range of the virtual tornado, and the distance between the virtual character and the tornado can be referred to in the above content and will not be described in detail.
[0269] Step 1113: Determine whether the virtual tornado moves to the actual end point.
[0270] Illustratively, if the virtual tornado moves to the actual end point, step 1114 is executed; if the virtual tornado does not move to the actual end point, step 1111 is executed, so that the virtual tornado moves along the actual moving path.
[0271] Step 1114: When the virtual tornado moves to the actual end point, cancel the display of the virtual tornado.
[0272] Among them, the determination of the actual endpoint can refer to the above content and will not be repeated here.
[0273] Optionally, the virtual tornado may be cancelled when other conditions for cancelling the display are met. The relevant description of the conditions for cancelling the display may refer to the above content and will not be repeated here.
[0274] In summary, in the method for releasing virtual props provided in the embodiment of the present application, the server can obtain the expected moving path by controlling the sliding of the virtual finger on the virtual map, and then display the virtual tornado in the virtual environment on the display interface according to the expected moving path, and the actual moving path of the virtual tornado is determined according to the expected moving path. Since the expected moving path is determined according to the random sliding of the virtual finger, the expected moving path is unpredictable, which makes the actual moving path of the virtual tornado also unpredictable.
[0275] The following is an embodiment of the device of the present application. For details not described in detail in the embodiment of the device, reference can be made to the corresponding records in the above method embodiment, and they will not be repeated herein.
[0276] Fig.12 A schematic diagram of a virtual prop releasing device provided by an exemplary embodiment is shown, the device comprising:
[0277] The display module 1220 is used to display a virtual map corresponding to the virtual environment in the display interface during the process of releasing the virtual props;
[0278] A response module 1240, for displaying an expected movement path of a virtual moving object on the virtual map in response to a movement operation on the virtual map, where the virtual moving object is used to affect a corresponding attribute value of a virtual character in the virtual environment;
[0279] The response module 1240 is further configured to display the virtual moving object in the virtual environment in the display interface in response to a release operation on the virtual moving object, wherein the actual moving path of the virtual moving object is determined according to the expected moving path.
[0280] Optionally, the response module 1240 is used to respond to a release operation on the virtual moving object, display the virtual moving object at an actual starting point in the virtual environment, the position of the actual starting point being determined according to the position of an expected starting point in an expected moving path; control the virtual moving object to move along the actual moving path; and cancel the display of the virtual moving object when the virtual moving object meets a display cancellation condition.
[0281] Optionally, the response module 1240 is used to control the virtual moving object to move along the actual moving path at a target moving speed, where the target moving speed is determined according to the length of the expected moving path.
[0282] Optionally, the target moving speed is a ratio of the length of the expected moving path to the continuous moving time.
[0283] Optionally, the display module 1220 is further configured to control the virtual moving object to pass through the virtual fixed object when a virtual fixed object is displayed on the actual moving path.
[0284] Optionally, the display module 1220 is further configured to control the bottom of the virtual moving object to keep in contact with the virtual ground after the virtual moving object contacts the virtual ground on the actual moving path.
[0285] Optionally, an adjacent first virtual fixed object and a second virtual fixed object are displayed on the actual moving path, the virtual moving object is located on the first virtual fixed object, the second virtual fixed object is in front of the moving direction of the virtual moving object, and the position height of the top of the second virtual fixed object is lower than the position height of the virtual moving object on the first virtual fixed object; the display module 1220 is also used to control the virtual moving object to move from the first virtual fixed object to the top of the second virtual fixed object.
[0286] Optionally, the virtual moving object is released by the first virtual character, and the display module 1220 is further configured to display a perspective effect of the virtual moving object on a barrier when there is an barrier between the first virtual character and the virtual moving object.
[0287] Optionally, the virtual moving object is released by the first virtual character, and the display module 1220 is further used to cancel the display of the virtual environment within the coverage range of the virtual moving object when the first virtual character is outside the coverage range of the virtual moving object; and to cancel the display of the virtual environment outside the coverage range of the virtual moving object when the first virtual character is within the coverage range of the virtual moving object.
[0288] Optionally, the virtual character includes: a virtual person, and / or an associated virtual object corresponding to the virtual person, and the display module 1220 is also used to display the impact information of the virtual moving object on the virtual character, and the impact information is used to indicate the reduction of the attribute value of the virtual person and / or the associated virtual object.
[0289] Optionally, the impact information includes deceleration information, and the display module 1220 is used to display the deceleration information when the virtual character is located around the virtual moving object, and the deceleration information is used to indicate a decrease in the speed attribute value of the virtual character.
[0290] Optionally, display module 1220 is used to display first deceleration information when the virtual character is within the coverage range of the virtual moving object, and the first deceleration information is used to indicate that the speed attribute value is reduced by a first decrease value; or, when the virtual character is outside the coverage range and the distance from the virtual moving object does not exceed a preset value, display second deceleration information, and the second deceleration information is used to indicate that the speed attribute value is reduced by a second decrease value; wherein the first decrease value is greater than the second decrease value.
[0291] Optionally, the impact information includes deduction information, and the display module 1220 is used to display the deduction information when the virtual character is located around the virtual moving object, and the deduction information is used to indicate the deduction of the state attribute value of the virtual character.
[0292] Optionally, display module 1220 is used to display deduction information when the virtual character is within the coverage of the virtual moving object; or, when the distance between the virtual character and the virtual moving object does not exceed a preset value, display deduction information, and the deduction amount of the status attribute value is determined according to the distance between the virtual character and the virtual moving object.
[0293] Optionally, the display module 1220 is used to determine a reduction value according to the relative position relationship between the virtual character and the virtual moving object, where the reduction value is a numerical reduction in the attribute value of the virtual character and / or the associated virtual object; and determine and display the impact information according to the reduction value.
[0294] Optionally, the response module 1240 is used to display a virtual finger; in response to a sliding operation on the virtual finger, control the virtual finger to slide on the virtual map; and determine and display an expected moving path according to the sliding route of the virtual finger.
[0295] Fig.13 The structure block diagram of a terminal 1300 provided by an exemplary embodiment of the present application is shown. The terminal 1300 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3), an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a laptop computer or a desktop computer. The terminal 1300 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
[0296] Typically, the terminal 1300 includes a processor 1301 and a memory 1302 .
[0297] The processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1301 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 1301 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 1301 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 1301 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0298] The memory 1302 may include one or more computer-readable storage media, which may be non-transitory. The memory 1302 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1302 is used to store at least one instruction, which is used to be executed by the processor 1301 to implement the method for releasing virtual props provided in the method embodiment of the present application.
[0299] In some embodiments, the terminal 1300 may further optionally include: a peripheral device interface 1303 and at least one peripheral device. The processor 1301, the memory 1302 and the peripheral device interface 1303 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1303 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1304, a touch display screen 1305, a camera assembly 1306, an audio circuit 1307 and a power supply 1308.
[0300] The peripheral device interface 1303 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1301 and the memory 1302. In some embodiments, the processor 1301, the memory 1302, and the peripheral device interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1301, the memory 1302, and the peripheral device interface 1303 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0301] The radio frequency circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1304 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1304 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 1304 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 the like. The radio frequency circuit 1304 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, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1304 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0302] The touch display screen 1305 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1305 also has the ability to collect touch signals on the surface or above the surface of the touch display screen 1305. The touch signal may be input as a control signal to the processor 1301 for processing. At this time, the touch display screen 1305 may also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the touch display screen 1305 may be one, and the front panel of the terminal 1300 is set; in other embodiments, the touch display screen 1305 may be at least two, which are respectively set on different surfaces of the terminal 1300 or are folded; in still other embodiments, the touch display screen 1305 may be a flexible display screen, which is set on a curved surface or a folded surface of the terminal 1300. Even, the touch display screen 1305 may also be set to a non-rectangular irregular figure, that is, a special-shaped screen. The touch display screen 1305 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0303] The camera assembly 1306 is used to capture images or videos. Optionally, the camera assembly 1306 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged 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 of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize the panoramic shooting with VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1306 may also include a flash. The flash can be a monochrome 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 at different color temperatures.
[0304] The audio circuit 1307 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1301 for processing, or input them into the radio frequency circuit 1304 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal 1300. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1301 or the radio frequency circuit 1304 into sound waves. The speaker may be a traditional 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 purposes such as ranging. In some embodiments, the audio circuit 1307 may also include a headphone jack.
[0305] The power supply 1308 is used to power various components in the terminal 1300. The power supply 1308 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1308 includes a rechargeable battery, the rechargeable battery can 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 can also be used to support fast charging technology.
[0306] In some embodiments, the terminal 1300 further includes one or more sensors 1309 , including but not limited to: an acceleration sensor 1310 , a gyroscope sensor 1311 , a pressure sensor 1312 , an optical sensor 1313 , and a proximity sensor 1314 .
[0307] The acceleration sensor 1310 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 1300. For example, the acceleration sensor 1310 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1301 can control the touch display screen 1305 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1310. The acceleration sensor 1310 can also be used for collecting game or user motion data.
[0308] The gyro sensor 1311 can detect the body direction and rotation angle of the terminal 1300, and the gyro sensor 1311 can cooperate with the acceleration sensor 1310 to collect the user's 3D actions on the terminal 1300. The processor 1301 can implement the following functions based on the data collected by the gyro sensor 1311: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0309] The pressure sensor 1312 can be set on the side frame of the terminal 1300 and / or the lower layer of the touch display screen 1305. When the pressure sensor 1312 is set on the side frame of the terminal 1300, it can detect the user's holding signal of the terminal 1300, and the processor 1301 performs left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1312. When the pressure sensor 1312 is set on the lower layer of the touch display screen 1305, the processor 1301 controls the operability controls on the UI interface according to the user's pressure operation on the touch display screen 1305. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0310] The optical sensor 1313 is used to collect the ambient light intensity. In one embodiment, the processor 1301 can control the display brightness of the touch display screen 1305 according to the ambient light intensity collected by the optical sensor 1313. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1305 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1305 is reduced. In another embodiment, the processor 1301 can also dynamically adjust the shooting parameters of the camera assembly 1306 according to the ambient light intensity collected by the optical sensor 1313.
[0311] The proximity sensor 1314, also called a distance sensor, is usually arranged on the front panel of the terminal 1300. The proximity sensor 1314 is used to collect the distance between the user and the front of the terminal 1300. In one embodiment, when the proximity sensor 1314 detects that the distance between the user and the front of the terminal 1300 is gradually decreasing, the processor 1301 controls the touch display screen 1305 to switch from the screen-on state to the screen-off state; when the proximity sensor 1314 detects that the distance between the user and the front of the terminal 1300 is gradually increasing, the processor 1301 controls the touch display screen 1305 to switch from the screen-off state to the screen-on state.
[0312] Those skilled in the art will understand that Fig.13 The structure shown in the figure does not constitute a limitation on the terminal 1300, and the terminal 1300 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.
[0313] The present application also provides a computer device, which includes a processor; the processor is used to display a virtual map corresponding to the virtual environment in a display interface during the process of releasing virtual props; in response to a movement operation on the virtual map, an expected movement path of a virtual moving object is displayed on the virtual map, and the virtual moving object is used to affect the attribute value corresponding to the virtual character in the virtual environment; in response to a release operation on the virtual moving object, the virtual moving object located in the virtual environment is displayed in the display interface, and the actual movement path of the virtual moving object is determined according to the expected movement path.
[0314] The present application also provides a computer-readable storage medium, in which a computer program is stored. The computer program is used to be executed by a processor to implement the method for releasing virtual props as described above.
[0315] The present application also provides a chip, which includes a programmable logic circuit and / or program instructions. When the chip is running, it is used to implement the method for releasing virtual props as described above.
[0316] The present application also provides a computer program product, which includes computer instructions stored in a computer-readable storage medium. A processor reads and executes the computer instructions from the computer-readable storage medium to implement the virtual item release method as described above.
[0317] It should be understood that the "plurality" mentioned in this article refers to two or more. "And / or" describes the association relationship of the associated objects, indicating that there can be three relationships. For example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects are in an "or" relationship.
[0318] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0319] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A method for releasing a virtual item, characterized in that: The method comprises: During the process of releasing the virtual props, a virtual map corresponding to the virtual environment is displayed in the display interface; In response to a movement operation on the virtual map, an expected movement path of a virtual moving object is displayed on the virtual map, the virtual moving object is used to affect an attribute value corresponding to a virtual character in the virtual environment, the virtual character includes an associated virtual object corresponding to the virtual character, and the associated virtual object includes at least one of the following: a virtual prop corresponding to the virtual character, and a temporary reward obtained by the virtual character; In response to a release operation on the virtual moving object, the virtual moving object located in the virtual environment is displayed in the display interface, and an actual moving path of the virtual moving object is determined according to the expected moving path.
2. The method according to claim 1, characterized in that In response to the release operation on the virtual moving object, displaying the virtual moving object in the virtual environment in the display interface includes: In response to a release operation on the virtual moving object, displaying the virtual moving object at an actual starting point in the virtual environment, the position of the actual starting point being determined according to the position of the expected starting point in the expected movement path; Controlling the virtual moving object to move along the actual moving path; In a case where the virtual moving object satisfies a display cancellation condition, the display of the virtual moving object is cancelled.
3. The method according to claim 2, characterized in that The controlling the virtual moving object to move along the actual moving path comprises: The virtual moving object is controlled to move along the actual moving path at a target moving speed, where the target moving speed is determined according to the length of the expected moving path.
4. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: In a case where a virtual fixed object is displayed on the actual moving path, the virtual moving object is controlled to pass through the virtual fixed object.
5. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: After the virtual moving object contacts the virtual ground on the actual moving path, the bottom of the virtual moving object is controlled to keep in contact with the virtual ground.
6. The method according to any one of claims 1 to 3, characterized in that: The actual moving path displays adjacent first and second virtual fixed objects, the virtual moving object is located on the first virtual fixed object, the second virtual fixed object is in front of the moving direction of the virtual moving object, and the top of the second virtual fixed object is lower than the top of the virtual moving object on the first virtual fixed object. The method further includes: The virtual moving object is controlled to move from the first virtual fixed object to the top of the second virtual fixed object.
7. The method according to any one of claims 1 to 3, characterized in that: The virtual moving object is released by the first virtual character, and the method further comprises: In the case where there is an obstacle between the first virtual character and the virtual moving object, a perspective effect of the virtual moving object is displayed on the obstacle.
8. The method according to any one of claims 1 to 3, characterized in that: The virtual moving object is released by the first virtual character, and the method further comprises: When the first virtual character is outside the coverage of the virtual moving object, canceling the display of the virtual environment within the coverage of the virtual moving object; When the first virtual character is within the coverage of the virtual moving object, the virtual environment outside the coverage of the virtual moving object is cancelled.
9. The method according to any one of claims 1 to 3, characterized in that: The virtual role also includes the virtual character, and the method further includes: The influence information of the virtual moving object on the virtual character is displayed, wherein the influence information is used to indicate a reduction in the attribute value of the virtual character.
10. The method according to claim 9, characterized in that The influence information includes deceleration information, and the display of the influence information of the virtual moving object on the virtual character includes: In a case where the virtual character is located around the virtual moving object, the deceleration information is displayed, wherein the deceleration information is used to indicate a decrease in the speed attribute value of the virtual character.
11. The method according to claim 10, characterized in that The step of displaying the deceleration information when the virtual character is located around the virtual moving object includes: In a case where the virtual character is within the coverage of the virtual moving object, displaying first deceleration information, wherein the first deceleration information is used to indicate that the speed attribute value is reduced by a first decrease value; Alternatively, when the virtual character is outside the coverage area and the distance between the virtual character and the virtual moving object does not exceed a preset value, second deceleration information is displayed, where the second deceleration information is used to indicate that the speed attribute value is reduced by a second decrease value; The first drop value is greater than the second drop value.
12. The method according to claim 9, characterized in that The influence information includes deduction information, and the display of the influence information of the virtual moving object on the virtual character includes: In a case where the virtual character is located around the virtual moving object, the deduction information is displayed, wherein the deduction information is used to indicate the deduction of the state attribute value of the virtual character.
13. The method according to claim 12, characterized in that When the virtual character is located around the virtual moving object, displaying the deduction information includes: When the virtual character is within the coverage of the virtual moving object, displaying the deduction information; Alternatively, when the distance between the virtual character and the virtual moving object does not exceed a preset value, the deduction information is displayed, and the deduction amount of the state attribute value is determined according to the distance between the virtual character and the virtual moving object.
14. The method according to claim 9, characterized in that The displaying of the information about the influence of the virtual moving object on the virtual character includes: Determining a reduction value according to a relative positional relationship between the virtual character and the virtual moving object, the reduction value being a reduction value of an attribute value of the virtual character; The impact information is determined and displayed according to the reduction value.
15. The method according to any one of claims 1 to 3, characterized in that: The step of displaying the expected movement path of the virtual moving object on the virtual map in response to the movement operation on the display interface includes: Display virtual finger; In response to a sliding operation on the virtual finger, controlling the virtual finger to slide on the virtual map; According to the sliding route of the virtual finger, the expected moving path is determined and displayed.
16. A virtual prop releasing device, characterized in that: The device comprises: A display module, used for displaying a virtual map corresponding to the virtual environment in a display interface during the process of releasing the virtual props; a response module, configured to display an expected movement path of a virtual moving object on the virtual map in response to a movement operation on the virtual map, wherein the virtual moving object is used to affect an attribute value corresponding to a virtual character in the virtual environment, wherein the virtual character includes an associated virtual object corresponding to the virtual character, and the associated virtual object includes at least one of the following: a virtual prop corresponding to the virtual character, and a temporary reward obtained by the virtual character; The response module is further configured to display the virtual moving object in the virtual environment in the display interface in response to a release operation on the virtual moving object, wherein an actual moving path of the virtual moving object is determined according to the expected moving path.
17. A computer device, characterized in that: The computer device comprises a processor; The processor is used to display a virtual map corresponding to the virtual environment in the display interface during the process of releasing the virtual props; In response to a movement operation on the virtual map, an expected movement path of a virtual moving object is displayed on the virtual map, the virtual moving object is used to affect an attribute value corresponding to a virtual character in the virtual environment, the virtual character includes an associated virtual object corresponding to the virtual character, and the associated virtual object includes at least one of the following: a virtual prop corresponding to the virtual character, and a temporary reward obtained by the virtual character; In response to a release operation on the virtual moving object, the virtual moving object located in the virtual environment is displayed in the display interface, and an actual moving path of the virtual moving object is determined according to the expected moving path.
18. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and the computer program is used to be executed by a processor to implement the method for releasing a virtual item according to any one of claims 1 to 15.
19. A chip, characterized in that: The chip includes a programmable logic circuit and / or program instructions, and when the chip is running, it is used to implement the method for releasing the virtual props according to any one of claims 1 to 15.
20. A computer program product or a computer program, characterized in that The computer program product or computer program 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 method for releasing a virtual item according to any one of claims 1 to 15.
