Virtual Prop Control Method, Device, Computer Equipment and Storage Medium
By automatically controlling the picking of virtual props in the virtual scenes of shooting games, the problem of users needing to manually click on virtual props is solved, and the effect of human-computer interaction is improved.
Patent Information
- Application Number
- CN202111619566.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2021-12-02
- Filing Date
- 2021-12-27
- Publication Date
- 2025-06-24
- Estimated Expiration
- 2041-12-27
AI Technical Summary
In shooting games, users need to manually click on virtual props to pick them up, resulting in poor human-computer interaction.
A virtual prop control method is provided, by displaying a virtual prop package in a virtual scene, and automatically controlling the second virtual object to obtain the virtual prop in the virtual prop package when the second virtual object is equipped with a target virtual prop and is close to the virtual prop package.
The automatic pickup function of virtual props is realized without the need for manual operation by users, simplifying user operations and improving the effect of human-computer interaction.
Smart Images

Figure CN114225406B_ABST
Abstract
Description
[0001] This application claims the priority of a Chinese patent application with the application number 202111457398.8, titled "Virtual Prop Control Method, Device, Computer Equipment and Storage Medium", which was filed on December 2, 2021. The entire content of which is incorporated herein by reference. Technical Field
[0002] Embodiments of this application relate to the field of computer technology, and particularly to a virtual prop control method, device, computer equipment and storage medium. Background Art
[0003] With the development of computer technology, there are more and more online games, among which shooting games are a type of game deeply loved by people. Usually, various types of virtual props are set in shooting games.
[0004] In the related art, when a user picks up a virtual prop during the game process, the user needs to manually click on the virtual prop that they want to pick up in order for the virtual object controlled by the user to obtain the virtual prop, resulting in a poor human-computer interaction effect. Summary of the Invention
[0005] Embodiments of this application provide a virtual prop control method, device, computer equipment and storage medium, which improve the human-computer interaction effect. The technical solutions are as follows:
[0006] On the one hand, a virtual prop control method is provided. The method includes:
[0007] Display a virtual scene, where the virtual scene includes a first virtual object and a second virtual object;
[0008] When the first virtual object is defeated, display the virtual prop pack of the first virtual object;
[0009] When the second virtual object is equipped with a target virtual prop and the distance between the second virtual object and the virtual prop pack is less than a target distance, control the second virtual object to obtain the virtual prop in the virtual prop pack.
[0010] On the other hand, a virtual prop control device is provided. The device includes:
[0011] A virtual scene display module, configured to display a virtual scene, where the virtual scene includes a first virtual object and a second virtual object;
[0012] A prop pack display module, configured to display the virtual prop pack of the first virtual object when the first virtual object is defeated;
[0013] Prop acquisition module, configured to control the second virtual object to acquire the virtual prop in the virtual prop package when the second virtual object is equipped with a target virtual prop and the distance between the second virtual object and the virtual prop package is less than a target distance.
[0014] Optionally, the device further includes:
[0015] Interface display module, configured to display a prop equipment interface, and various types of virtual chips are displayed on the prop equipment interface;
[0016] Prop equipment module, configured to control the second virtual object to equip the target virtual prop in response to a selection operation on the target virtual prop in the prop equipment interface.
[0017] Optionally, the prop acquisition module is configured to control the second virtual object to acquire the virtual prop belonging to a target type in the virtual prop package, and the target type is the type corresponding to the target virtual prop.
[0018] Optionally, the prop acquisition module includes:
[0019] Prop addition unit, configured to add the virtual prop in the virtual prop package to the virtual backpack of the second virtual object; or,
[0020] Prop equipment unit, configured to equip the virtual prop in the virtual prop package to the second virtual object.
[0021] Optionally, the prop equipment unit is configured to:
[0022] When the virtual prop package includes a first virtual prop and the second virtual object is equipped with the first virtual prop, increase the number of the first virtual props equipped by the second virtual object; or,
[0023] When the virtual prop package includes a second virtual prop and the second virtual object is not equipped with the second virtual prop, equip the second virtual prop to the second virtual object.
[0024] Optionally, the prop equipment unit is configured to increase the number of the first virtual props equipped by the second virtual object when the number of the first virtual props equipped by the second virtual object does not reach a first threshold.
[0025] Optionally, the device further includes:
[0026] Quantity display module, configured to display the quantity of the virtual props of the second virtual object in the prop display area of the current interface.
[0027] Optionally, the prop acquisition unit is configured to, when the second virtual object is equipped with the target virtual prop, in response to a collision operation between a collision detection box on the virtual prop package and a collision detection box on the second virtual object, control the second virtual object to acquire the virtual prop in the virtual prop package.
[0028] Optionally, the device further includes:
[0029] A message display module, configured to display a pick-up success message when the second virtual object is equipped with the target virtual prop and the distance between the second virtual object and the virtual prop package is less than the target distance, where the pick-up success message indicates that the second virtual object has picked up the virtual prop package.
[0030] Optionally, the prop package display module is configured to display the virtual prop package when the first virtual object is defeated and the first virtual object is equipped with unused virtual props.
[0031] Optionally, the device further includes:
[0032] A cancellation display module, configured to cancel the display of the virtual prop package after the virtual prop package has been displayed for a target duration.
[0033] Optionally, the device further includes:
[0034] An attack module, configured to control the second virtual object to attack the first virtual object;
[0035] The attack module is further configured to, when the first virtual object is hit, acquire the current health value of the first virtual object;
[0036] The attack module is further configured to determine that the first virtual object is defeated when the health value is lower than a second threshold.
[0037] Optionally, the attack module is configured to:
[0038] Control the second virtual object to attack the first virtual object using a shooting prop; or,
[0039] Control the second virtual object to attack the first virtual object using a throwing prop; or,
[0040] Control the second virtual object to attack the first virtual object using a skill.
[0041] Optionally, the attack module is configured to:
[0042] In response to a triggering operation in the shooting control area of the second virtual object, control the shooting prop to emit a ray towards the first virtual object;
[0043] In response to the ray colliding with the collision detection box on the first virtual object, determine that the first virtual object has been hit.
[0044] On the other hand, a computer device is provided. The computer device includes a processor and a memory. At least one computer program is stored in the memory and is loaded and executed by the processor to implement the operations performed by the virtual prop control method described in the above aspects.
[0045] On the other hand, a computer-readable storage medium is provided. At least one computer program is stored in the computer-readable storage medium and is loaded and executed by a processor to implement the operations performed by the virtual prop control method described in the above aspects.
[0046] On the other hand, a computer program product is provided, including a computer program that implements the operations performed by the virtual prop control method described in the above aspects when executed by a processor.
[0047] The beneficial effects brought by the technical solutions provided in the embodiments of the present application at least include:
[0048] In the technical solutions provided in the embodiments of the present application, after the first virtual object in the virtual scene is defeated, a virtual prop pack can be dropped. When the second virtual object is equipped with a target virtual prop and the distance between the second virtual object and the virtual prop pack is less than the target distance, the second virtual object can be controlled to automatically obtain the virtual prop in the virtual prop pack, thereby realizing the function that the second virtual object automatically obtains the virtual prop dropped by the first virtual object, without the user performing an operation, simplifying the user operation, and improving the effect of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0049] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0050] Figure 1 is a schematic diagram of an implementation environment provided by an embodiment of the present application;
[0051] Figure 2 is a flowchart of a virtual prop control method provided by an embodiment of the present application;
[0052] Figure 3 It is a flowchart of a virtual prop control method provided by an embodiment of the present application;
[0053] Figure 4 It is a schematic diagram of a prop equipment interface provided by an embodiment of the present application;
[0054] Figure 5 It is a schematic diagram of a display interface provided by an embodiment of the present application;
[0055] Figure 6 It is a schematic diagram of a shooting control area provided by an embodiment of the present application;
[0056] Figure 7 It is a schematic diagram of using a shooting prop to play a game provided by an embodiment of the present application;
[0057] Figure 8 It is a schematic diagram of a display interface provided by an embodiment of the present application;
[0058] Figure 9 It is a schematic diagram of a display interface provided by an embodiment of the present application;
[0059] Figure 10 It is a schematic diagram of a display interface provided by an embodiment of the present application;
[0060] Figure 11 It is a schematic diagram of a display interface provided by an embodiment of the present application;
[0061] Figure 12 It is a flowchart of a virtual prop control method provided by an embodiment of the present application;
[0062] Figure 13 It is a schematic structural diagram of a virtual prop control device provided by an embodiment of the present application;
[0063] Figure 14 It is a schematic structural diagram of a virtual prop control device provided by an embodiment of the present application;
[0064] Figure 15 It is a schematic structural diagram of a terminal provided by an embodiment of the present application;
[0065] Figure 16 It is a schematic structural diagram of a server provided by an embodiment of the present application. Detailed implementation manners
[0066] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.
[0067] It can be understood that the terms "first", "second", etc. used in this application may be used herein to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another. For example, without departing from the scope of this application, the first arrangement order may be referred to as the second arrangement order, and the second arrangement order may be referred to as the first arrangement order.
[0068] The terms "at least one", "a plurality of", "each", "any one", etc. used in this application, where at least one includes one, two or more than two, a plurality of includes two or more than two, each refers to each one of the corresponding plurality, and any one refers to any one of the plurality. For example, a plurality of virtual objects includes 3 virtual objects, and each virtual object refers to each one of these 3 virtual objects, and any one refers to any one of these 3 virtual objects, which can be the first, the second, or the third.
[0069] To facilitate the understanding of the embodiments of this application, some terms related to the embodiments of this application are first explained:
[0070] Mobile device: includes mobile phones, tablets or other handheld portable game devices.
[0071] Shooting game: Shooting games include first-person shooting games, third-person shooting games or other games.
[0072] Virtual scene: It is a virtual scene displayed (or provided) when the application runs on the terminal. This virtual scene is a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene or a three-dimensional virtual scene, and this application does not limit this. For example, the virtual scene includes the sky, land, ocean, etc., and the land includes environmental elements such as deserts and cities. Users can control virtual objects to move in this virtual scene. Of course, virtual items are also included in this virtual scene. For example, throwables, buildings, vehicles, and props required for virtual objects in the virtual scene to equip themselves or interact with other virtual objects. This virtual scene can also be used to simulate the real environment under different weathers, such as sunny, rainy, foggy or night weather. A variety of scene elements enhance the diversity and authenticity of the virtual scene.
[0073] Virtual object: refers to a virtual character that can move in a virtual scene. This movable object can be a virtual human, a virtual animal, an anime character, etc. The virtual object is a virtual image in the virtual scene that represents the user. There are multiple virtual objects in the virtual scene, and each virtual object has its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene. Optionally, the virtual object is a character controlled by an operation on the client, or an artificial intelligence (AI) set in the virtual environment through training, or a non-player character (NPC) set in the virtual scene. Optionally, the virtual object is a virtual human who competes in the virtual scene. Optionally, the number of virtual objects in the virtual scene is preset, or dynamically determined according to the number of clients joining the virtual scene. The embodiments of the present application do not limit this.
[0074] Optionally, the user can control the virtual object to move in the virtual scene. Taking a shooting game as an example, the user can control the virtual object to freely fall, glide, or open a parachute to fall in the sky of the virtual scene, run, jump, crawl, or bend forward on land, or control the virtual object to swim, float, or dive in the ocean, or control the virtual object to move in the virtual scene by taking a vehicle. The user can also control the virtual object to enter and exit buildings in the virtual scene, discover and pick up virtual items (such as props like projectiles) in the virtual scene, and thus interact with other virtual objects through the picked-up virtual items. For example, the virtual item can be clothing, a helmet, a medical item, etc., or a virtual item left behind after another virtual object is eliminated. Only the above scenarios are used as examples here, and the embodiments of the present application do not make specific limitations on this.
[0075] Virtual prop: refers to a prop that can be used by virtual objects in a virtual scene. Taking a shooting game as an example, there are projectile props set in the shooting game, and there are also shooting props such as virtual launchers and virtual projectiles. The virtual projectile is an object shot out when the virtual launcher performs a launch operation. The projectile prop and the shooting prop can cause damage to the virtual object being hit. There are also skill props such as virtual chips, which can grant the equipped virtual object corresponding operation permissions. Virtual props can also assist virtual objects to achieve a certain purpose. For example, a virtual smoke bomb can assist a virtual object in concealing its figure. It should be noted that the embodiments of the present application do not limit the types of virtual props.
[0076] It should be noted that the projectile props, shooting props, virtual launchers, virtual projectiles, etc. in the embodiments of the present application are all props in the game.
[0077] Figure 1 It is a schematic diagram of an implementation environment provided by an embodiment of the present application. Refer to Figure 1 , this implementation environment includes at least one terminal 101 ( Figure 1 taking 2 as an example), and a server 102. The terminal 101 and the server 102 are connected through a wireless or wired network. Optionally, the terminal 101 is a mobile phone, a tablet computer, a laptop computer, a desktop computer, or other terminals. Optionally, the server 102 is an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms.
[0078] A target application provided by the server 102 is installed on the terminal 101, and the target application supports virtual scene display. For example, the target application is any one of a role-playing game (RPG), a multiplayer online battle arena game (MOBA), and a multiplayer survival game. The terminal 101 is a terminal used by any user, and the user operates a virtual object located in the virtual scene using the terminal 101 for activities, and the activities include at least one of activities such as crawling, walking, running, jumping, driving, picking up, and throwing.
[0079] In a possible implementation manner, different users respectively use different terminals to control virtual objects, and the virtual objects controlled by different terminals are located in the same virtual scene. At this time, different virtual objects can perform activities. The embodiments of the present application take the first virtual object and the second virtual object as examples for illustration. The first virtual object and the second virtual object are in a hostile relationship. For example, the first virtual object and the second virtual object belong to different groups, and between virtual objects in a hostile relationship, different skills or virtual props can be applied for interaction. Or, the first virtual object and the second virtual object are in a teammate relationship. For example, the first virtual object and the second virtual object belong to the same group, have a friendship relationship, or have temporary communication permissions.
[0080] Figure 2 It is a flowchart of a virtual prop control method provided by an embodiment of the present application. The execution subject of the embodiment of the present application is any terminal in the above implementation environment. Refer to Figure 2 , this method includes the following steps:
[0081] 201. The terminal displays a virtual scene, which includes a first virtual object and a second virtual object.
[0082] Among them, the first virtual object and the second virtual object are any two different virtual objects in the virtual scene. Of course, the virtual scene can also include other virtual objects in addition to the first virtual object and the second virtual object. This application does not limit the number of virtual objects included in the virtual scene.
[0083] 202. When the first virtual object is defeated, the terminal displays the virtual prop pack of the first virtual object.
[0084] Among them, the first virtual object being defeated means that the health value of the first virtual object is lower than a certain threshold. The virtual prop pack of the first virtual object refers to the virtual prop pack dropped after the first virtual object is defeated. This virtual prop pack includes virtual props belonging to the first virtual object. For example, the virtual prop pack includes props such as throwing props and shooting props. This application embodiment does not limit the virtual props included in the virtual prop pack. The shape of this virtual prop pack is a backpack, a box, or other shapes. This application embodiment does not limit this.
[0085] In the embodiment of this application, after the first virtual object is defeated, the first virtual object drops a virtual prop pack and displays this virtual prop pack. For example, this virtual prop pack is displayed around the first virtual object, which is convenient for other virtual objects to pick up this virtual prop pack later. Among them, the first virtual object can be defeated by any virtual object other than the first virtual object in the virtual scene.
[0086] 203. When the second virtual object is equipped with a target virtual prop and the distance between the second virtual object and the virtual prop pack is less than the target distance, the terminal controls the second virtual object to obtain the virtual props in the virtual prop pack.
[0087] Among them, the first virtual object is defeated by the second virtual object, or by other virtual objects, or by the second virtual object and other virtual objects together. This application embodiment does not limit this. The target virtual prop is used to enable the second virtual object to have the permission to automatically obtain the virtual props in the virtual prop pack. In the embodiment of this application, the second virtual object can automatically obtain the virtual props in the virtual prop pack in the virtual scene only when it is equipped with this target virtual prop.
[0088] Moreover, it is also required that when the distance between the second virtual object and the virtual prop pack is less than the target distance, the second virtual object can be controlled to obtain the virtual props in this virtual prop pack.
[0089] In the method provided by the embodiments of the present application, after the first virtual object in the virtual scene is defeated, a virtual prop pack can be dropped. When the second virtual object is equipped with a target virtual prop and the distance between the second virtual object and the virtual prop pack is less than the target distance, the second virtual object can be controlled to automatically obtain the virtual prop in the virtual prop pack, thereby realizing the function that the second virtual object automatically obtains the virtual prop dropped by the first virtual object, without the user performing an operation, simplifying the user operation, and improving the effect of human-computer interaction.
[0090] Figure 3 It is a flowchart of a virtual prop control method provided by the embodiments of the present application. The execution subject of the embodiments of the present application is any terminal in the above-mentioned implementation environment. Refer to Figure 3 and the method includes the following steps:
[0091] 301. The terminal displays a prop equipment interface.
[0092] In the embodiments of the present application, the second virtual object controlled by the user is a virtual object displayed from a first-person perspective or a third-person perspective. In the embodiments of the present application, the case where the second virtual object is displayed from a first-person perspective is taken as an example for description.
[0093] The user controls the second virtual object to enter the game. Before controlling the second virtual object to start the game, the terminal can first display a prop equipment interface for the user to select the virtual props to be equipped for the second virtual object. Among them, the prop equipment interface is used to equip virtual props for the second virtual object. The prop equipment interface displays various types of virtual props, and each type of virtual prop is used to enable the virtual object equipped with the virtual prop to have corresponding operation permissions.
[0094] For example, refer to Figure 4 the prop equipment interface 401 shown. Taking the virtual prop in the prop equipment interface 401 as a virtual chip as an example, due to the size limitation of the prop equipment interface, the prop equipment interface displays a tough chip, an equipment enhancement chip, and a ghost chip. Among them, a mark of "equipped" is displayed in the upper right corner of the tough chip, indicating that the second virtual object has equipped the tough chip, and the other several virtual chips have not been equipped. Optionally, by clicking the switching control in the prop equipment interface, the several types of virtual chips currently displayed can be switched to other types of virtual chips.
[0095] In a possible implementation manner, the terminal installs a target application, the target application logs in to the target account corresponding to the second virtual object, the prop equipment interface is displayed through the target application, and the subsequent steps are executed through the target application.
[0096] It should be noted that the embodiments of the present application are only described by taking the virtual items in the item equipment interface before the second virtual object starts the game as an example. In another embodiment, during the interaction between the second virtual object and other virtual objects, virtual items can also be equipped for the second virtual object through this item equipment interface.
[0097] 302. The terminal responds to the selection operation on the target virtual item in the item equipment interface, and controls the second virtual object to equip the target virtual item.
[0098] The user selects the target virtual item that the second virtual object needs to equip from the various types of virtual items displayed in the item equipment interface, and can control the second virtual object to equip the target virtual item, so that the second virtual object has the permission to automatically obtain the virtual items in the virtual item package. Among them, the selection operation is a click operation, a double-click operation or other operations.
[0099] In a possible implementation manner, the target virtual item has a corresponding target type. In this case, subsequently, when the second virtual object is equipped with the target virtual item, the second virtual object can be controlled to obtain the virtual items in the virtual item package that belong to the target type. Among them, the target type is a shooting type, a throwing item type or the type of virtual items that other virtual objects can use during the interaction.
[0100] In a possible implementation manner, the terminal responds to the selection operation on the target virtual item, and displays an introduction area of the target virtual item in the item equipment interface, and the introduction area includes the introduction information of the target virtual item. For example, see Figure 4 , taking the target virtual item as an equipment enhancement chip as an example, the upper area in the item equipment interface 401 is the introduction area of the virtual chip, and the lower area is the virtual chip list. After the user selects the equipment enhancement chip in the virtual chip list, the introduction information of the equipment enhancement chip "Obtain equipment from the defeated virtual object" is displayed in the introduction area. That is, subsequently, when the second virtual object is equipped with the equipment enhancement chip, it can obtain the items in the virtual item package.
[0101] In a possible implementation manner, the selection operation includes a triggering operation on the equipment control corresponding to the target virtual item, that is, after the user selects the target virtual item, the equipment control corresponding to the target virtual item needs to be triggered again to control the second virtual object to equip the target virtual object. For example, see Figure 4 As shown in the equipment control "Equip to backpack", the user clicks the equipment control to control the second virtual object to equip the equipment enhancement chip.
[0102] In a possible implementation, the terminal controls the second virtual object to equip the target virtual item, which means adding the target virtual item to the virtual backpack of the second virtual object and equipping the target virtual item on the second virtual object at the same time. The virtual backpack is used to store the virtual items of the second virtual object.
[0103] 303. The terminal displays a virtual scene and controls the second virtual object in the virtual scene to attack the first virtual object in the virtual scene.
[0104] Among them, the first virtual object and the second virtual object are virtual objects displayed in the same virtual scene. There is a hostile relationship between the first virtual object and the second virtual object, and the second virtual object can attack the first virtual object in various ways.
[0105] Optionally, the terminal controls the second virtual object to use a shooting item to attack the first virtual object. For example, the second virtual object uses a virtual launcher or other shooting items. For example, referring to Figure 5 the shown combat interface 501, the second virtual object uses a virtual launcher to attack the first virtual object.
[0106] In a possible implementation, the terminal responds to a trigger operation in the shooting control area of the second virtual object, controls the shooting item to emit a ray towards the first virtual object, and determines that the first virtual object is hit in response to the ray colliding with the collision detection box on the first virtual object. For example, referring to Figure 6 the shown shooting control area 601. The shooting control area 601 is a circular area. When the user's finger presses on the screen, the terminal obtains the distance between the coordinate of the position point where the finger acts and the coordinate of the center point O of the shooting control area 601, so as to determine whether it acts within the shooting control area 601. In Figure 6 it, when the user's finger presses on position point A or position point B, it is not within the shooting control area 601, and at this time, the interaction logic will not be triggered. Only when the finger presses within the shooting control area will the interaction logic be triggered. Among them, the interaction logic refers to controlling the shooting item to be launched.
[0107] Among them, the collision detection box refers to a virtual equipment with collision detection function, which is equipped on the first virtual object when the first virtual object starts the game, so that the first virtual object can detect whether it collides with other virtual objects or is hit by shooting items or throwing items during the game process. The ray is invisible, or the ray simulates the shooting effect of the shooting item. The embodiment of the present application does not limit the form of the ray. For example, referring to Figure 7Schematic diagram of using a shooting prop for an attack. A ray is emitted from the position of the camera shown in the display interface 701, and this camera represents the muzzle of the shooting prop. Figure 7 In Figure 7 , the ray does not hit the first virtual object to be detected, but hits a box beside the virtual object, and the ray does not collide with the collision detection box.
[0108] Optionally, when the ray collides with the collision detection box, that is, when the collision detection box on the first virtual object is detected through this ray, it can be determined that the first virtual object is hit. In the case where the ray does not collide with the collision detection box, it can be determined that the first virtual object is not hit. Optionally, the virtual part of the first virtual object being attacked can also be detected through this ray. Different virtual parts being hit result in different damages to the first virtual object. For example, when the ray hits the head of the first virtual object, the first virtual object receives the most damage at this time.
[0109] Optionally, after the terminal determines that the first virtual object is hit, it obtains the damage value caused by this attack, sends this damage value to the server for verification, and after the server's verification is successful, returns the total damage value received by the first virtual object to the terminal. Here, the total damage value refers to the sum of the damage values received by the first virtual object starting from the maximum health value during this game process. Server verification means that the server verifies whether this damage value is the actual damage value caused.
[0110] In another possible implementation, the terminal controls the second virtual object to use a throwing prop to attack the first virtual object. For example, a throwing control is set in the current display interface. When the user clicks this throwing control, the second virtual object can be controlled to throw the throwing prop corresponding to this throwing control at the first virtual object, thereby causing damage to the first virtual object through the throwing prop. Optionally, the throwing prop has an attack range. When it is detected that the first virtual object is within this attack range, damage is caused to the first virtual object, and the closer the first virtual object is to the throwing prop, the greater the damage caused.
[0111] In another possible implementation, the terminal controls the second virtual object to use a skill to attack the first virtual object. For example, a skill release control is set in the current display interface. When the user clicks this skill release control, the second virtual object can be controlled to release the skill, and when the first virtual object is within the attack range of this skill, damage is caused to the first virtual object.
[0112] It should be noted that the embodiments of the present application are only described by taking the above several attack methods as examples. In another embodiment, other attack methods can also be used to attack the first virtual object, and the embodiments of the present application do not limit the attack methods.
[0113] Another point to note is that the embodiments of the present application are only described by taking the second virtual object attacking the first virtual object as an example. In another embodiment, the first virtual object is defeated by other virtual objects, or the first virtual object is jointly defeated by the second virtual object and other virtual objects. The embodiments of the present application do not limit this.
[0114] 304. When the first virtual object is hit, the terminal obtains the current health value of the first virtual object. When the health value is lower than the second threshold, it is determined that the first virtual object is defeated.
[0115] Among them, the second threshold is a preset value. For example, the second threshold is 0, 1, or other values. When the health value is lower than this second threshold, it can be determined that the first virtual object is defeated. Optionally, defeat includes knockdown. For example, when the health value is lower than 0, it can be determined that the first virtual object has been knocked down.
[0116] In a possible implementation manner, the terminal obtains the total damage value and the maximum health value corresponding to the first virtual object, and determines the difference between the maximum health value and the total damage value as the current health value. Or every time the first virtual object is attacked, the terminal determines the health value of the first virtual object once. After the first virtual object is hit this time, the terminal determines the current health value based on the health value of the first virtual object before being attacked and the damage value received this time.
[0117] 305. When the first virtual object is defeated, the terminal displays the virtual prop pack of the first virtual object.
[0118] When the first virtual object is defeated, the terminal drops the virtual prop pack of the first virtual object. The virtual prop pack includes virtual props belonging to the first virtual object. For example, the virtual prop pack includes props such as throwing props and shooting props. Among them, the virtual props in the virtual prop pack are virtual props owned by the first virtual object and not used, or the virtual props in the virtual prop pack are virtual props randomly generated when the first virtual object is defeated. For example, referring to Figure 8 the shown display interface, the virtual prop pack 801 is dropped after the first virtual object is defeated.
[0119] Optionally, the virtual prop pack is displayed around the first virtual object. For example, referring to Figure 9 , the virtual prop pack 901 is displayed at a position adjacent to the first virtual object around the first virtual object.
[0120] Optionally, the virtual prop pack is of any shape. For example, the virtual prop pack is a backpack, a box, or other shapes.
[0121] In a possible implementation, when the first virtual object is defeated and the first virtual object is equipped with unused virtual items, the terminal displays a virtual item package. That is, after the first virtual object is defeated, the terminal first determines the virtual items that the first virtual object is currently equipped with and has not been used. If it is determined that the first virtual object has unused virtual items, the terminal displays the virtual item package; if the first virtual object has no unused virtual items, the virtual item package is not displayed.
[0122] 306. When the second virtual object is equipped with a target virtual item and the distance between the second virtual object and the virtual item package is less than the target distance, the terminal controls the second virtual object to pick up the virtual item package.
[0123] Among them, the target virtual item is used to enable the second virtual object to have the permission to automatically pick up the virtual items in the virtual item package. In the embodiments of the present application, the second virtual object can automatically pick up the virtual items in the virtual item package only when it is equipped with the target virtual item.
[0124] The target distance is any preset distance. The fact that the distance between the second virtual object and the virtual item package is less than the target distance means that the second virtual object is within the range where it can pick up the virtual item package. Picking up the virtual item package means transferring the virtual item package to the second virtual object.
[0125] In a possible implementation, when the second virtual object is equipped with a target virtual item, in response to a collision operation between the collision detection box on the virtual item package and the collision detection box on the second virtual object, the terminal controls the second virtual object to pick up the virtual item package. Among them, the collision detection box can indicate a certain collision area. For example, referring to Figure 9 the hemispherical area shown in is the collision area that the collision detection box can detect. For two collision detection boxes, when the collision areas of the two collision detection boxes overlap, it can be determined that a collision operation has occurred between the two collision detection boxes. In this case, the target distance is the sum of the radii of the two collision areas.
[0126] In a possible implementation, when the second virtual object is equipped with a target virtual item and the distance between the second virtual object and the virtual item package is less than the target distance, the terminal displays a pick-up success message. Among them, the pick-up success message indicates that the second virtual object has picked up the virtual item package. For example, referring to Figure 10 , the pick-up success message "Throwing weapon has been picked up" is displayed.
[0127] In addition, in a possible implementation, the virtual prop pack has a survival duration. After the virtual prop pack has been displayed for the target duration, the display of the virtual prop pack is cancelled, that is, the virtual prop pack disappears. Therefore, it is necessary to pick up the virtual prop pack before it disappears.
[0128] In a possible implementation, after controlling the second virtual object to pick up the virtual prop pack, it is also possible to control the second virtual object to discard the virtual prop pack. For example, if the number of virtual props currently held by the second virtual object has reached the upper limit and it is unable to obtain other virtual props, then control the second virtual object to automatically discard the virtual prop pack; or, after controlling the second virtual object to obtain some of the virtual props in the virtual prop pack, the number of virtual props held by the second virtual object reaches the upper limit and it is unable to continue obtaining other virtual props, then control the second virtual object to automatically discard the virtual prop pack. The discarded virtual prop pack includes the virtual props that have not been obtained by the second virtual object.
[0129] 307. The terminal equips the virtual props in the virtual prop pack to the second virtual object.
[0130] After the terminal controls the second virtual object to pick up the virtual prop pack, it can control the second virtual object to equip the virtual props in the virtual prop pack.
[0131] In a possible implementation, when the virtual prop pack includes a first virtual prop and the second virtual object is equipped with the first virtual prop, increase the number of the first virtual props equipped by the second virtual object. For example, see Figure 11 , the second virtual object originally had one virtual projectile. When the virtual prop pack also includes one such virtual projectile, after controlling the second virtual object to pick up the virtual prop pack, the number of virtual projectiles corresponding to the second virtual object becomes 2.
[0132] Optionally, there is a quantity limit for the first virtual props equipped by the second virtual object. When the number of the first virtual props equipped by the second virtual object has not reached the first threshold, increase the number of the first virtual props equipped by the second virtual object. Here, the first threshold is any value. For example, the first threshold is 100, 200, or other values. For different virtual props, the quantity of the corresponding first threshold for different virtual props is different. For example, if the first virtual prop is a virtual projectile, the corresponding first threshold for this virtual projectile is 3; if the first virtual prop is a virtual launcher, the corresponding first threshold for this virtual launcher is 100.
[0133] In another possible implementation, when the virtual prop pack includes a second virtual prop and the second virtual object has not equipped the second virtual prop, the second virtual prop is equipped to the second virtual object. Optionally, when the second virtual object has not equipped the second virtual prop, the corresponding icon of the second virtual prop is not displayed in the current display interface. After equipping the second virtual prop, the corresponding icon of the second virtual prop is displayed; or when the second virtual object has not equipped the second virtual prop, the corresponding icon of the second virtual prop is gray. After equipping the second virtual prop, the corresponding icon of the second virtual prop is displayed as brightening from gray. Optionally, while displaying the corresponding icon of the second virtual prop, the quantity corresponding to the second virtual prop is displayed in the icon.
[0134] In one possible implementation, there is an upper limit on the types of virtual props equipped by the second virtual object. For example, the second virtual object can equip at most two throwing props. When the second virtual object has already equipped two throwing props and the virtual prop pack also includes a third throwing prop, the second virtual object will not be controlled to equip the third throwing prop; while when the second virtual object has equipped one throwing prop and the virtual prop pack includes a second throwing prop, the second virtual object is controlled to equip the second throwing prop.
[0135] In one possible implementation, the terminal displays the quantity of the virtual props of the second virtual object in the prop display area of the current interface. Among them, the prop display area displays the corresponding icon of the virtual prop and the quantity of the virtual prop. For example, see Figure 11 , the quantity is displayed at the lower right corner of the icon of the virtual prop.
[0136] In one possible implementation, when the target virtual prop has a corresponding target type, the terminal controls the second virtual object to obtain the virtual prop belonging to the target type in the virtual prop pack. For example, if the target virtual prop is a throwing prop, when the virtual prop pack includes a virtual throwable, a virtual launcher, and a virtual projectile, the second virtual object is controlled to obtain the virtual throwable, and the virtual launcher and the virtual projectile cannot be obtained. Optionally, the terminal equips the virtual prop belonging to the target type to the second virtual object.
[0137] It should be noted that the above embodiments are only described by taking equipping the virtual props in the virtual prop pack to the second virtual object as an example. In another embodiment, the virtual props in the virtual prop pack can be added to the virtual backpack of the second virtual object. Optionally, the terminal adds the virtual prop belonging to the target type to the virtual backpack of the second virtual object.
[0138] Another point to note is that the above embodiments are described by taking equipping the target virtual item on the second virtual object as an example. In another embodiment, at least one target virtual item can be equipped on the second virtual object, and the corresponding target types of each target virtual item are different. For example, the first target virtual item corresponds to the throwing item type, and the second target virtual item corresponds to the shooting type. Then, when only the first target virtual item is equipped on the second virtual object, the second virtual object can be controlled to automatically obtain the virtual items belonging to the throwing item type in the virtual item package, but cannot obtain virtual items of other types. Or when only the second target virtual item is equipped on the second virtual object, the second virtual object can be controlled to automatically obtain the virtual items belonging to the shooting type in the virtual item package, but cannot obtain virtual items of other types. Or when both the first target virtual item and the second target virtual item are equipped on the second virtual object, the second virtual object can be controlled to automatically obtain the virtual items belonging to the throwing item type and the shooting type in the virtual item package.
[0139] Another point to note is that the above embodiments are described by taking the dropped virtual item package including the virtual items unused by the first virtual object as an example. In another embodiment, the dropped virtual item package only includes virtual items of a specific type. For example, the virtual item package only includes throwing items, or the virtual item package only includes shooting items.
[0140] Taking the virtual item package only including throwing item type items as an example, in the related art, the second virtual object can be equipped with two types of throwing items, and at most two throwing items of each type can be equipped. During the game process of the second virtual object, after the throwing items are used up, the second virtual object can only obtain the throwing items again after being revived. For players, the game experience is poor. In the embodiment of the present application, by dropping throwing items after defeating the first virtual object, the throwing items of the second virtual object can be replenished in time, without waiting until being revived again to use.
[0141] In the method provided by the embodiment of the present application, after the first virtual object in the virtual scene is defeated, a virtual item package can be dropped. When the second virtual object is equipped with a target virtual item and the distance between the second virtual object and the virtual item package is less than the target distance, the second virtual object can be controlled to automatically obtain the virtual items in the virtual item package, so as to implement the function that the second virtual object automatically obtains the virtual items dropped by the first virtual object, without the user performing an operation, simplifying the user operation and improving the effect of human-computer interaction.
[0142] Moreover, in the embodiments of the present application, when the target virtual item has a corresponding target type, the player can equip the corresponding target virtual item according to the type of virtual item they want to obtain, so as to facilitate obtaining virtual items belonging to the target type during the game process, that is, they can obtain virtual items targeted, further improving the effect of human-computer interaction.
[0143] The above Figure 3 introduced the process of attacking the first virtual object to make the first virtual object drop a virtual item package, and controlling the second virtual object to pick up the virtual item package and equip the virtual item. Below, taking the case where only throwable items are dropped in the virtual item package as an example, another flowchart is used to illustrate the virtual item control method.
[0144] Figure 12 is a flowchart of a virtual item control method provided by an embodiment of the present application. The execution subject of the embodiment of the present application is any terminal in the above-mentioned implementation environment. Refer to Figure 12 and the method includes the following steps:
[0145] 1. At the start of the game, control the second virtual object to equip the target virtual chip.
[0146] 2. Control the second virtual object to attack the first virtual object, and determine whether the first virtual object is knocked down. If the first virtual object is knocked down, execute step 3. If the first virtual object is not knocked down, repeat step 2.
[0147] 3. If the first virtual object is knocked down, determine whether there are unused throwable items on the first virtual object before it is knocked down. If there are unused throwable items on the first virtual object before it is knocked down, execute step 4. If there are no unused throwable items on the first virtual object before it is knocked down, no virtual item package is dropped.
[0148] 4. If there are unused throwable items on the first virtual object before it is knocked down, drop the virtual item package of the first virtual object, and determine whether the second virtual object is close to the virtual item package.
[0149] Among them, the method of determining whether the second virtual object is close to the virtual item package refers to step 306 above and will not be elaborated here.
[0150] 5. If the second virtual object is close to the virtual item package, control the second virtual object to automatically pick up the virtual item package, and supplement the virtual items of the second virtual object according to the virtual items equipped by the second virtual object.
[0151] Among them, the method of supplementing virtual items refers to step 307 above and will not be elaborated here.
[0152] In the method provided by the embodiment of the present application, after the first virtual object in the virtual scene is defeated, a virtual prop bag including a throwing prop can be dropped. When the second virtual object is equipped with the target virtual prop and the second virtual object approaches the virtual prop bag, the second virtual object can be controlled to automatically pick up the virtual prop bag and obtain the throwing prop in the virtual prop bag, so as to realize the function that the second virtual object automatically obtains the virtual prop dropped by the first virtual object, without the user performing an operation, which simplifies the user operation and improves the effect of human-computer interaction.
[0153] Figure 13 It is a schematic structural diagram of a virtual prop control device provided by the embodiment of the present application. Refer to Figure 13 This device includes:
[0154] A virtual scene display module 1301, which displays a virtual scene, and the virtual scene includes a first virtual object and a second virtual object;
[0155] A prop bag display module 1302, which includes displaying the virtual prop bag of the first virtual object in the case where the first virtual object is defeated;
[0156] A prop acquisition module 1303, which is used to control the second virtual object to obtain the virtual prop in the virtual prop bag when the second virtual object is equipped with the target virtual prop and the distance between the second virtual object and the virtual prop bag is less than the target distance.
[0157] In the device provided by the embodiment of the present application, after the first virtual object in the virtual scene is defeated, a virtual prop bag can be dropped. When the second virtual object is equipped with the target virtual prop and the distance between the second virtual object and the virtual prop bag is less than the target distance, the second virtual object can be controlled to automatically obtain the virtual prop in the virtual prop bag, so as to realize the function that the second virtual object automatically obtains the virtual prop dropped by the first virtual object, without the user performing an operation, which simplifies the user operation and improves the effect of human-computer interaction.
[0158] Optionally, refer to Figure 14 This device further includes:
[0159] An interface display module 1304, which is used to display a prop equipment interface, and various types of virtual chips are displayed on the prop equipment interface;
[0160] A prop equipment module 1305, which is used to control the second virtual object to be equipped with the target virtual prop in response to the selection operation of the target virtual prop in the prop equipment interface.
[0161] Optionally, the prop acquisition module 1303 is used to control the second virtual object to obtain the virtual prop belonging to the target type in the virtual prop bag, and the target type is the type corresponding to the target virtual prop.
[0162] Optionally, the item acquisition module 1303 includes:
[0163] An item addition unit for adding virtual items in a virtual item package to the virtual backpack of a second virtual object; or,
[0164] An item equipping unit for equipping virtual items in a virtual item package to a second virtual object.
[0165] Optionally, the item equipping unit is used for:
[0166] When the virtual item package includes a first virtual item and the second virtual object is equipped with the first virtual item, increasing the quantity of the first virtual item equipped by the second virtual object; or,
[0167] When the virtual item package includes a second virtual item and the second virtual object is not equipped with the second virtual item, equipping the second virtual item to the second virtual object.
[0168] Optionally, the item equipping unit is used for increasing the quantity of the first virtual item equipped by the second virtual object when the quantity of the first virtual item equipped by the second virtual object does not reach a first threshold.
[0169] Optionally, referring to Figure 14 , the device further includes:
[0170] A quantity display module 1306 for displaying the quantity of virtual items of a second virtual object in an item display area of the current interface.
[0171] Optionally, the item acquisition unit 1303 is used for controlling the second virtual object to acquire virtual items in the virtual item package in response to a collision operation between a collision detection box on the virtual item package and a collision detection box on the second virtual object when the second virtual object is equipped with a target virtual item.
[0172] Optionally, referring to Figure 14 , the device further includes:
[0173] A message display module 1307 for displaying a pick-up success message indicating that the second virtual object has picked up the virtual item package when the second virtual object is equipped with a target virtual item and the distance between the second virtual object and the virtual item package is less than a target distance.
[0174] Optionally, the item package display module 1302 is used for displaying a virtual item package when a first virtual object is defeated and the first virtual object is equipped with unused virtual items.
[0175] Optionally, referring toFigure 14 , the device further includes:
[0176] A cancellation display module 1308, configured to cancel the display of the virtual prop package after the virtual prop package has been displayed for a target duration.
[0177] Optionally, refer to Figure 14 , the device further includes:
[0178] An attack module 1309, configured to control a second virtual object to attack a first virtual object;
[0179] The attack module 1309 is further configured to, when the first virtual object is hit, obtain the current health value of the first virtual object;
[0180] The attack module 1309 is further configured to determine that the first virtual object is defeated when the health value is lower than a second threshold.
[0181] Optionally, refer to Figure 14 , the attack module 1309 is configured to:
[0182] Control the second virtual object to use a shooting prop to attack the first virtual object; or,
[0183] Control the second virtual object to use a throwing prop to attack the first virtual object; or,
[0184] Control the second virtual object to use a skill to attack the first virtual object.
[0185] Optionally, refer to Figure 14 , the attack module 1309 is configured to:
[0186] In response to a trigger operation in the shooting control area of the second virtual object, control a shooting prop to emit a ray towards the first virtual object;
[0187] In response to the ray colliding with a collision detection box on the first virtual object, determine that the first virtual object has been hit.
[0188] All of the above optional technical solutions can be combined arbitrarily to form alternative embodiments of the present application, which will not be elaborated one by one here.
[0189] It should be noted that: when the virtual prop control device provided in the above embodiment controls virtual props, only the division of the above functional modules is used for illustration. In actual applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the computer device is divided into different functional modules to complete all or part of the functions described above. In addition, the virtual prop control device provided in the above embodiment and the embodiment of the virtual prop control method belong to the same concept. For the specific implementation process, refer to the method embodiment, which will not be elaborated here.
[0190] An embodiment of the present application further provides a computer device, which includes a processor and a memory. At least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual item control method in the above embodiment.
[0191] Optionally, the computer device is provided as a terminal. Figure 15 FIG. 1500 is a schematic structural diagram of a terminal 1500 provided by an embodiment of the present application. The terminal 1500 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player, a notebook computer, or a desktop computer. The terminal 1500 may also be referred to by other names such as a user equipment, a portable terminal, a laptop terminal, a desktop terminal, etc.
[0192] The terminal 1500 includes a processor 1501 and a memory 1502.
[0193] The processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1501 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 1501 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1501 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1501 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0194] The memory 1502 may include one or more computer-readable storage media, which may be non-transitory. The memory 1502 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1502 is used to store at least one computer program, and the at least one computer program is used to be executed by the processor 1501 to implement the virtual prop control method provided in the method embodiments of the present application.
[0195] In some embodiments, the terminal 1500 may further optionally include: a peripheral device interface 1503 and at least one peripheral device. The processor 1501, the memory 1502, and the peripheral device interface 1503 may be connected by a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1503 through a bus, signal lines, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1504, a display screen 1505, a camera assembly 1506, an audio circuit 1507, and a power supply 1508.
[0196] The peripheral device interface 1503 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1501 and the memory 1502. In some embodiments, the processor 1501, the memory 1502, and the peripheral device interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1501, the memory 1502, and the peripheral device interface 1503 may be implemented on a separate chip or circuit board, and this embodiment does not limit this.
[0197] The radio frequency circuit 1504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1504 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1504 converts an electrical signal into an electromagnetic signal for transmission, or converts a received electromagnetic signal into an electrical signal.
[0198] The display screen 1505 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1505 is a touch display screen, the display screen 1505 also has the ability to collect touch signals on or above the surface of the display screen 1505. The touch signals can be input as control signals to the processor 1501 for processing. At this time, the display screen 1505 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1505, which is provided on the front panel of the terminal 1500; in other embodiments, there may be at least two display screens 1505, which are respectively provided on different surfaces of the terminal 1500 or are in a folding design; in other embodiments, the display screen 1505 may be a flexible display screen, which is provided on a curved surface or a folding surface of the terminal 1500. Even further, the display screen 1505 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The display screen 1505 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0199] The camera module 1506 is used to capture images or videos. Optionally, the camera module 1506 includes a front camera and a rear camera. The front camera is provided on the front panel of the terminal, and the rear camera is provided on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth camera, a wide-angle camera, and a telephoto camera, so as to implement functions such as background blurring by fusing the main camera and the depth camera, panoramic shooting by fusing the main camera and the wide-angle camera, and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, the camera module 1506 may further include a flash. The flash can be a single-color temperature flash or a two-color temperature flash. A two-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.
[0200] The audio circuit 1507 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1501 for processing, or input to the radio frequency circuit 1504 to achieve voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal 1500. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 1501 or the radio frequency circuit 1504 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1507 may further include a headphone jack.
[0201] The power supply 1508 is used to supply power to each component in the terminal 1500. The power supply 1508 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1508 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0202] Those skilled in the art can understand that Figure 15 the structure shown in
[0203] does not constitute a limitation on the terminal 1500, and may include more or fewer components than shown in the figure, or combine certain components, or adopt different component arrangements. Figure 16
[0204] The embodiments of the present application also provide a computer-readable storage medium, in which at least one computer program is stored, and the at least one computer program is loaded and executed by a processor to implement the operations performed by the virtual item control method in the above embodiments.
[0205] The embodiments of the present application also provide a computer program product, which includes a computer program that implements the operations performed by the virtual item control method in the above embodiments when executed by a processor.
[0206] In some embodiments, the computer program involved in the embodiments of the present application can be deployed to be executed on a computer device, or on multiple computer devices located at one location, or on multiple computer devices distributed at multiple locations and interconnected through a communication network. The multiple computer devices distributed at multiple locations and interconnected through a communication network can form a blockchain system.
[0207] It can be understood that in the specific implementation of the present application, data related to user information, etc. is involved. When the above embodiments of the present application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards in relevant countries and regions.
[0208] Those of ordinary skill in the art can understand that all or part of the steps to implement the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium, and the above-mentioned storage medium can be a read-only memory, a magnetic disk, an optical disk, etc.
[0209] The above are only optional embodiments of the embodiments of the present application, and are not intended to limit the embodiments of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the embodiments of the present application shall be included in the protection scope of the present application.
Claims
1. A virtual item control method, characterized in that, The method includes: Displaying a virtual scene, which includes a first virtual object and a second virtual object; When the first virtual object is defeated, if the first virtual object has no unused virtual items, the virtual item package of the first virtual object is not displayed; otherwise, the virtual item package is displayed, and the virtual items in the virtual item package are the unused virtual items owned by the first virtual object; When the second virtual object is equipped with a target virtual item and the distance between the second virtual object and the virtual item package is less than a target distance, controlling the second virtual object to pick up the virtual item package. The virtual item package has a survival duration, and after the virtual item package is displayed for a target duration, the display of the virtual item package is cancelled; the target virtual item is used to enable the second virtual object to have the permission to automatically obtain the virtual items in the virtual item package; When the target virtual item has a corresponding target type, controlling the second virtual object to obtain the virtual items in the virtual item package that belong to the target type. The number of target virtual items is at least one, and the target type corresponding to each target virtual item is different; When the virtual item package includes a first virtual item and the second virtual object is equipped with the first virtual item, if the number of the first virtual items equipped by the second virtual object does not reach a first threshold, the number of the first virtual items equipped by the second virtual object is increased, and the number of the first thresholds corresponding to different virtual items is different; After controlling the second virtual object to obtain some virtual items in the virtual item package, if the number of virtual items owned by the second virtual object reaches the upper limit, controlling the second virtual object to automatically discard the virtual item package, and the discarded virtual item package includes the virtual items not obtained by the second virtual object.
2. The method according to claim 1, characterized in that Before controlling the second virtual object to pick up the virtual item package when the second virtual object is equipped with a target virtual item and the distance between the second virtual object and the virtual item package is less than a target distance, the method further includes: Displaying an item equipment interface, which displays various types of virtual items; In response to a selection operation on the target virtual item in the item equipment interface, controlling the second virtual object to equip the target virtual item.
3. The method according to claim 1, characterized in that, The method further includes: Adding the virtual items in the virtual item package to the virtual backpack of the second virtual object.
4. The method according to claim 3, characterized in that, The method further includes: When the virtual item package includes a second virtual item and the second virtual object is not equipped with the second virtual item, equipping the second virtual item to the second virtual object.
5. The method according to claim 1, wherein The method further includes: In the item display area of the current interface, displaying the number of virtual items of the second virtual object.
6. The method according to any one of claims 1-5, characterized in that, The method further includes: When the second virtual object is equipped with the target virtual item, in response to a collision operation between a collision detection box on the virtual item pack and a collision detection box on the second virtual object, control the second virtual object to obtain the virtual item in the virtual item pack.
7. The method according to any one of claims 1-5, characterized in that, The method further includes: When the second virtual object is equipped with the target virtual item and the distance between the second virtual object and the virtual item pack is less than the target distance, display a pick-up success message, where the pick-up success message indicates that the second virtual object has picked up the virtual item pack.
8. The method according to any one of claims 1-5, characterized in that, The method further includes: Control the second virtual object to attack the first virtual object; When the first virtual object is hit, obtain the current health value of the first virtual object; When the health value is lower than a second threshold, determine that the first virtual object is defeated.
9. The method according to claim 8, characterized in that, The controlling the second virtual object to attack the first virtual object includes: Control the second virtual object to attack the first virtual object using a shooting item; or, Control the second virtual object to attack the first virtual object using a throwing item; or, Control the second virtual object to attack the first virtual object using a skill.
10. The method according to claim 9, wherein The controlling the second virtual object to attack the first virtual object using a shooting item includes: In response to a trigger operation in the shooting control area of the second virtual object, control the shooting item to emit a ray towards the first virtual object; In response to the ray colliding with a collision detection box on the first virtual object, determine that the first virtual object is hit.
11. A virtual prop control device, characterized in that, The device includes: A virtual scene display module for displaying a virtual scene, where the virtual scene includes a first virtual object and a second virtual object; An item pack display module for, when the first virtual object is defeated, not displaying the virtual item pack of the first virtual object if the first virtual object has no unused virtual items, otherwise, displaying the virtual item pack, where the virtual items in the virtual item pack are the unused virtual items owned by the first virtual object; An item acquisition module for, when the second virtual object is equipped with a target virtual item and the distance between the second virtual object and the virtual item pack is less than the target distance, controlling the second virtual object to pick up the virtual item pack; The virtual item pack has a survival duration, and a cancellation display module for canceling the display of the virtual item pack after the virtual item pack has been displayed for a target duration; the target virtual item is used to enable the second virtual object to have the permission to automatically obtain the virtual items in the virtual item pack; The item acquisition module for, when the target virtual item has a corresponding target type, controlling the second virtual object to obtain the virtual items in the virtual item pack that belong to the target type, where the number of target virtual items is at least one, and each target virtual item corresponds to a different target type; The prop acquisition module includes a prop equipment unit, which is used to increase the quantity of the first virtual prop equipped by the second virtual object when the virtual prop pack includes the first virtual prop and the second virtual object is equipped with the first virtual prop, and the quantity of the first virtual prop equipped by the second virtual object has not reached the first threshold, and the quantity of the first threshold corresponding to different virtual props is different; A module for performing the following steps: after controlling the second virtual object to acquire some virtual props in the virtual prop pack, if the virtual props owned by the second virtual object reach the upper limit, control the second virtual object to automatically discard the virtual prop pack, and the discarded virtual prop pack includes the virtual props not acquired by the second virtual object.
12. The device according to claim 11, characterized in that, The device further includes: An interface display module for displaying a prop equipment interface, and various types of virtual props are displayed on the prop equipment interface; A prop equipment module for controlling the second virtual object to equip the target virtual prop in response to a selection operation on the target virtual prop in the prop equipment interface.
13. The device according to claim 11, wherein The prop acquisition module further includes a prop addition unit, and the prop addition unit is used for: Adding the virtual props in the virtual prop pack to the virtual backpack of the second virtual object.
14. The device according to claim 13, characterized in that, The prop equipment unit is further used for: When the virtual prop pack includes a second virtual prop and the second virtual object is not equipped with the second virtual prop, equipping the second virtual prop to the second virtual object.
15. The device according to claim 11, wherein The device further includes: A quantity display module for displaying the quantity of the virtual props of the second virtual object in the prop display area of the current interface.
16. The device according to any one of claims 11-15, characterized in that, The prop acquisition module is used for: When the second virtual object is equipped with the target virtual prop, in response to a collision operation between the collision detection box on the virtual prop pack and the collision detection box on the second virtual object, controlling the second virtual object to acquire the virtual props in the virtual prop pack.
17. The device according to any one of claims 11-15, characterized in that, The device further includes: A message display module for displaying a pick-up success message when the second virtual object is equipped with the target virtual prop and the distance from the virtual prop pack is less than the target distance, and the pick-up success message indicates that the second virtual object has picked up the virtual prop pack.
18. The device according to any one of claims 11-15, characterized in that The device further includes an attack module for: Controlling the second virtual object to attack the first virtual object; When the first virtual object is hit, acquiring the current health value of the first virtual object; When the health value is lower than the second threshold, determining that the first virtual object is defeated.
19. The device according to claim 18, characterized in that, The attack module is used for: Controlling the second virtual object to attack the first virtual object with a shooting prop; or, Controlling the second virtual object to attack the first virtual object with a throwing prop; or, Controlling the second virtual object to attack the first virtual object with a skill.
20. The device according to claim 19, characterized in that, The attack module is used for: In response to a triggering operation in the shooting control area of the second virtual object, control the shooting prop to emit a ray towards the first virtual object; In response to the ray colliding with the collision detection box on the first virtual object, determine that the first virtual object has been hit.
21. A computer device, characterized in that, The computer device includes a processor and a memory, and at least one computer program is stored in the memory. The at least one computer program is loaded and executed by the processor to implement the operations performed by the virtual prop control method according to any one of claims 1 to 10.
22. A computer-readable storage medium, characterized in that, At least one computer program is stored in the computer-readable storage medium. The at least one computer program is loaded and executed by a processor to implement the operations performed by the virtual prop control method according to any one of claims 1 to 10.
23. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the operations performed by the virtual prop control method according to any one of claims 1 to 10.
Citation Information
Patent Citations
Virtual object control method and device, terminal and storage medium
CN111589124A