Interaction method, device, equipment, medium and program product based on virtual object
By reducing the jump speed during the running and jumping movements of virtual objects, the problem of unreal imitation effects of virtual characters and high pressure on server operations is solved, and a more realistic imitation effect and lower operation pressure is achieved.
Patent Information
- Application Number
- CN202111643515.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-29
- Publication Date
- 2025-02-25
- Estimated Expiration
- 2041-12-29
AI Technical Summary
The prior art When virtual objects run and jump in the virtual world, the efficient recombination of multiple actions leads to the imitation effect of virtual characters that is unreal and increases the computing pressure of the background server.
By responsive to the running trigger operation and the continuous jump trigger operation, the running and jumping actions of the virtual object are combined, and the jumping speed is reduced within the target time period after the first moment, so that the second speed is smaller than the first speed.
By reducing the jump speed of virtual characters and delaying the launch of virtual flying objects, the imitation effect of virtual characters is improved, the computing pressure on the background server is reduced, and the user experience is improved.
Smart Images

Figure CN114288659B_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of human-computer interaction, and in particular to an interaction method, device, equipment, medium and program product based on virtual objects. Background Art
[0002] When a user operates a virtual object to move in the virtual world, the user can control various activities of the virtual object in the virtual world by triggering an operation control displayed in the user interface.
[0003] In the related art, when a virtual object is running in a virtual world, the user can continuously trigger a jump control to enable the virtual object to continuously jump while running; at the same time, the user can trigger a shooting control to enable the virtual object to aim and shoot while running and jumping.
[0004] The above scheme can realize that the virtual object combines multiple actions in the virtual world, but the efficient combination of multiple actions makes the imitation effect of the virtual character unrealistic and also increases the computing pressure of the background server. Summary of the invention
[0005] The present application provides a virtual object-based interaction method, device, equipment, medium and program product. The technical solution is as follows:
[0006] According to one aspect of the present application, a virtual object-based interaction method is provided, the method comprising:
[0007] displaying a virtual object located in a virtual environment;
[0008] In response to a running trigger operation, displaying the virtual object in a running state;
[0009] In response to receiving a jump trigger operation at a first moment in the running state, displaying the virtual object jumping at a first speed in the running state;
[0010] In response to continuously receiving the jump trigger operation within a target time period after the first moment, displaying the virtual object jumping at a second speed, the second speed being less than the first speed.
[0011] According to one aspect of the present application, a virtual object-based interaction device is provided, the device comprising:
[0012] A display module, used for displaying virtual objects in a virtual environment;
[0013] A human-computer interaction module, configured to display the virtual object in a running state in response to a running trigger operation;
[0014] The human-computer interaction module is further configured to display the virtual object jumping at a first speed in the running state in response to receiving a jump trigger operation at a first moment in the running state;
[0015] The human-computer interaction module is further configured to display the virtual object jumping at a second speed in response to continuously receiving the jump trigger operation within a target time period after the first moment, where the second speed is less than the first speed.
[0016] According to another aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein at least one computer instruction is stored in the memory, and the at least one computer instruction is loaded and executed by the processor to implement the virtual object-based interaction method as described above.
[0017] According to another aspect of the present application, a computer storage medium is provided, in which at least one computer instruction is stored. The at least one computer instruction is loaded and executed by a processor to implement the virtual object-based interaction method as described above.
[0018] According to another aspect of the present application, a computer program product is provided, which includes computer instructions stored in a computer-readable storage medium; the computer instructions are read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the virtual object-based interaction method as described above.
[0019] The beneficial effects of the technical solution provided by this application include at least:
[0020] Display a virtual object in a virtual environment; in response to a running trigger operation, display a virtual object in a running state; in response to receiving a jump trigger operation at the first moment in the running state, display a virtual object jumping at a first speed in the running state; in response to receiving a jump trigger operation continuously within a target time period after the first moment, display the virtual object jumping at a second speed, the second speed being less than the first speed. The present application compounds the running action and the jumping action of the virtual object in response to the running trigger operation and the jump trigger operation, reduces the jumping speed during the running of the virtual character, and reduces the implementation effect of the jumping action in the compound action, so that the imitation effect of the virtual character is more realistic, and also reduces the computing pressure of the background server. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] 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.
[0022] Figure 1 is a schematic diagram of an interactive method based on a virtual object provided by an exemplary embodiment of the present application;
[0023] Figure 2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;
[0024] Figure 3 is a flowchart of a virtual object-based interaction method provided by an exemplary embodiment of the present application;
[0025] Figure 4 is a schematic diagram of an interactive method based on a virtual object provided by an exemplary embodiment of the present application;
[0026] Figure 5 is a flowchart of a virtual object-based interaction method provided by an exemplary embodiment of the present application;
[0027] Figure 6 is a schematic diagram of an interactive method based on a virtual object provided by an exemplary embodiment of the present application;
[0028] Figure 7 is a schematic diagram of an interactive method based on a virtual object provided by an exemplary embodiment of the present application;
[0029] Figure 8 is a schematic diagram of an interactive method based on a virtual object provided by an exemplary embodiment of the present application;
[0030] Fig. 9 is a flowchart of a virtual object-based interaction method provided by an exemplary embodiment of the present application;
[0031] Fig.10 is a schematic diagram of an interactive method based on a virtual object provided by an exemplary embodiment of the present application;
[0032] Fig.11 is a schematic diagram of an interactive method based on a virtual object provided by an exemplary embodiment of the present application;
[0033] Fig.12 is a flowchart of a virtual object-based interaction method provided by an exemplary embodiment of the present application;
[0034] Fig.13is a block diagram of a virtual object-based interaction device provided by an exemplary embodiment of the present application;
[0035] Fig.14 It is a schematic diagram of the device structure of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0036] 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 with reference to the accompanying drawings.
[0037] The present application embodiment provides a technical solution based on a virtual object interaction method. Figure 1 As shown, a virtual object located in a virtual environment is displayed, and UI controls are displayed on the user interface, such as: a moving control 10, a lying control 20, a shooting control 30, a running control 50, and a jumping control 40. The moving control 10 is used to control the movement of the virtual character, the lying control 20 is used to control the virtual character to lie on the ground, and the shooting control 30 is used to control the virtual character to launch a virtual flying object.
[0038] In response to a running trigger operation, a virtual object in a running state is displayed; in response to receiving a jumping trigger operation at the first moment in the running state, a virtual object jumping at a first speed in the running state is displayed; in response to continuously receiving a jumping trigger operation within a target time period after the first moment, a virtual object jumping at a second speed is displayed, and the second speed is less than the first speed.
[0039] Taking the display of a virtual object in a virtual environment on a user interface as an example, the virtual object-based interaction method provided in an embodiment of the present application is briefly described.
[0040] The user controls the virtual object to run in the virtual environment by triggering the running control 50; when the virtual object is running in the virtual environment, at the first moment the user triggers the jumping control 40 to make the virtual object jump at a first speed during the running process. Within the target time period after the first moment, the user continuously triggers the jumping control 40 to reduce the jumping speed of the virtual object and make the virtual object jump at a second speed; when the virtual object is running and jumping, the user triggers the shooting control 30 to make the virtual object launch a virtual flying object during the running and jumping process.
[0041] Exemplarily, when the virtual object is running, the user triggers the jump control 40 multiple times in a target time period after a first moment, and the virtual object's jumping speed for the i-th time is the product of the jumping speed for the i-1th time and a reduction factor, where i is a positive integer greater than 1, and the reduction factor is equal to the i-th power of the ratio k, which is a ratio greater than 0 and less than 1.
[0042] For example, the target time period is set to 1 second. When the virtual object is running, the user triggers the jump control 40 twice in 1 second, and the virtual object jumps twice in succession. For example, the jumping speed of the virtual object during the first jump is 10 m / s, and the jumping speed of the virtual object during the second jump is the product of the first jumping speed and the reduction factor. Assuming the reduction factor is 0.9, the jumping speed of the virtual object during the second jump is 9 m / s.
[0043] When the virtual object is running, if the user triggers the jump control 40 10 times in succession within 1 second, the virtual object jumps 10 times in succession, and the lower limit of the jumping speed of the virtual object is 5 m / s. The jumping speed of the virtual object decreases continuously with the number of jumps until the jumping speed of the virtual object drops to the lower limit of 5 m / s. Then, the virtual object jumps at a jumping speed of 5 m / s in subsequent jumps.
[0044] Exemplarily, when the virtual object is running and jumping continuously, the user can trigger the shooting control 30 to enable the virtual object to launch the virtual flying object while running and jumping continuously. After the user triggers the shooting control 30, the virtual object delays launching the virtual flying object.
[0045] For example, when the virtual object is running and jumping continuously, after the user triggers the shooting control 30, the virtual object launches the virtual flying object after a delay of 0.5 seconds.
[0046] The embodiment of the present application realizes the multi-action combination of the virtual character by the user clicking the running control 50, the jumping control 40 and the shooting control 30. At the same time, by reducing the continuous jumping speed and delaying the launch of the virtual flying object, the unrealistic imitation effect of the virtual character caused by the efficient combination of multiple actions such as running, jumping, shooting, etc. is avoided, and the computing pressure of the background server is also reduced.
[0047] Figure 2 The following is a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 110 , a server 120 , and a second terminal 130 .
[0048] The first terminal 110 is installed and runs a client 111 that supports a virtual environment, and the client 111 can be a multiplayer online battle program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be any one of a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online tactical competitive game (MOBA), and a strategy game (SLG). In this embodiment, the client 111 is an MOBA game for example. The first terminal 110 is a terminal used by the first user 112. The first user 112 uses the first terminal 110 to control the first virtual character in the virtual environment to perform activities, or to operate the virtual items owned by the second virtual character. The first virtual character can be referred to as the virtual character of the first user 112. The first user 112 can assemble, disassemble, and uninstall the virtual items owned by the first virtual character, and this application does not limit this. Schematically, the first virtual character is a first virtual character, such as a simulated human character or an animated human character.
[0049] The second terminal 130 is installed and runs a client 131 that supports a virtual environment, and the client 131 can be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can be any one of a battle royale shooting game, a VR application, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, a MOBA, and a SLG. In this embodiment, the client is an MOBA game as an example. The second terminal 130 is a terminal used by the second user 113. The second user 113 uses the second terminal 130 to control the second virtual character in the virtual environment to carry out activities and operate the virtual items owned by the second virtual character. The second virtual character can be called the virtual character of the second user 113. Schematically, the second virtual character is a second virtual character, such as a simulated character or an anime character.
[0050] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may belong to different camps, different teams, different organizations, or have a hostile relationship.
[0051] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or IOS). The first terminal 110 may refer to one of a plurality of terminals, and the second terminal 130 may refer to another of a plurality of terminals. This embodiment is only illustrated by taking the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device type includes at least one of: a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
[0052] Figure 2 Only two terminals are shown, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there are one or more terminals 140 corresponding to the developer, and a development and editing platform for the client supporting the virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0053] The first terminal 110 , the second terminal 130 , and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0054] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the client supporting the three-dimensional virtual environment. Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, the server 120 and the terminal adopt a distributed computing architecture for collaborative computing.
[0055] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. The processor 122 is used to load instructions stored in the server 121 and process data in the user account database 123 and the battle service module 124; the user account database 123 is used to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, 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 124 is used to provide multiple battle rooms for users to fight, such as 1V1 battle, 3V3 battle, 5V5 battle, etc.; the user-oriented I / O interface 125 is used to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network.
[0056] Figure 3 FIG. 1 is a flowchart of a virtual object-based interaction method provided by an exemplary embodiment of the present application. The method may be performed as follows: Figure 2 The method is executed by a terminal in the system shown or by a client on the terminal. The method includes:
[0057] Step 302: Display a virtual object in a virtual environment.
[0058] The virtual environment is a virtual activity space provided by an application in a terminal during its operation, in which a virtual character can perform various activities.
[0059] A virtual character refers to an object that can be moved in a virtual environment. The movable object can be at least one of a virtual person, a virtual animal, and a cartoon character. A virtual character is a virtual character controlled by a client. The client controls the virtual character to move in the virtual environment according to the received user operation.
[0060] Exemplarily, the activities of the virtual character in the virtual environment include: walking, running, jumping, climbing, lying down, attacking, releasing skills, picking up props, and sending messages, but are not limited to these, and the embodiments of the present application are not limited to this.
[0061] Step 304: In response to the running trigger operation, display the virtual object in the running state.
[0062] For example, Figure 4As shown, UI controls are displayed on the user interface, for example: a moving control 401, a lying control 402, a shooting control 403, a running control 405, and a jumping control 404. The moving control 401 is used to control the movement of the virtual character, the lying control 402 is used to control the virtual character to lie on the ground, and the shooting control 403 is used to control the virtual character to launch a virtual flying object.
[0063] In response to the running trigger operation of the user, ie, the user triggers the running control 405 on the user interface, the client displays the virtual object in the running state on the user interface.
[0064] Step 306: In response to receiving a jump trigger operation at a first moment in the running state, displaying a virtual object jumping at a first speed in the running state.
[0065] Exemplarily, in response to a running trigger operation of the user, the client displays a virtual object in a running state on the user interface. When the virtual object is in the running state, the client responds to a jump trigger operation of the user at a first moment and displays on the user interface that the virtual object jumps at a first speed in the running state.
[0066] Optionally, the first moment refers to any moment when the virtual character is running.
[0067] Optionally, the first speed refers to the speed of the virtual character when performing a single jumping action, or the first speed refers to the combined speed of the jumping speed and the running speed of the virtual character corresponding to the first moment.
[0068] Step 308: In response to continuously receiving a jump trigger operation within a target time period after the first moment, displaying a virtual object jumping at a second speed, where the second speed is less than the first speed.
[0069] Exemplarily, when the virtual object is in a running state, the client displays on the user interface the virtual object jumping at a first speed in the running state in response to a jump trigger operation performed by the user at a first moment, and displays on the user interface the virtual object jumping at a second speed if jump trigger operations are continuously received within a target time period after the first moment.
[0070] The target time period refers to the time period for continuously triggering the operation control. The default value can be selected, or it can be set manually. The embodiment of the present application does not limit this.
[0071] For example, when the virtual object is in a running state, the user triggers the jump control five times in succession within 3 seconds after the first moment, then the virtual character jumps at the first speed at the first moment, and jumps at the second speed in the subsequent five jumps.
[0072] Optionally, the second speed refers to the speed of the virtual character when performing a single jumping action, or the second speed refers to the combined speed of the jumping speed and the running speed of the virtual character corresponding to the target time period after the first moment.
[0073] It can be understood that, when the first speed is the speed of the virtual character when making a single jumping action, the second speed also refers to the speed of the virtual character when making a single jumping action; when the first speed refers to the combined speed of the jumping speed and the running speed of the virtual character corresponding to the first moment, the second speed refers to the combined speed of the jumping speed and the running speed of the virtual character within the target time period after the first moment.
[0074] In summary, the method provided by this embodiment displays a virtual object in a virtual environment; in response to a running trigger operation, the virtual object is in a running state; when a jump trigger operation is received at the first moment in the running state of the virtual character, the virtual object jumps at a first speed in the running state; when a jump trigger operation is received continuously within a target time period after the first moment, the virtual object jumps at a second speed. In response to the running trigger operation and the continuous jump trigger operation, the embodiment of the present application realizes the compounding of the running action and the jumping action of the virtual character, and by reducing the jumping speed, avoids the unrealistic imitation effect of the virtual character caused by the efficient compounding of multiple actions such as running and jumping, and also reduces the computing pressure of the background server.
[0075] Figure 5 FIG. 1 is a flowchart of a virtual object-based interaction method provided by an exemplary embodiment of the present application. The method may be performed as follows: Figure 2 The method is executed by a terminal in the system shown or by a client on the terminal. The method includes:
[0076] Step 502: Display a virtual object in a virtual environment.
[0077] The virtual environment is a virtual activity space provided by an application in a terminal during its operation, in which a virtual character can perform various activities.
[0078] A virtual character is a virtual character controlled by a client, which controls the virtual character to move in a virtual environment according to received user operations.
[0079] Exemplarily, the activities of the virtual character in the virtual environment include: walking, running, jumping, climbing, lying down, attacking, releasing skills, picking up props, and sending messages, but are not limited to these, and the embodiments of the present application are not limited to this.
[0080] Step 504: In response to the running trigger operation, display the virtual object in the running state.
[0081] In response to the user's running trigger operation, the client displays a virtual object in a running state on the user interface.
[0082] Step 506: In response to receiving a jump trigger operation at a first moment in the running state, displaying a virtual object jumping at a first speed in the running state.
[0083] Exemplarily, in response to a running trigger operation of the user, the client displays a virtual object in a running state on the user interface. When the virtual object is in the running state, the client responds to a jump trigger operation of the user at a first moment and displays on the user interface that the virtual object jumps at a first speed in the running state.
[0084] Optionally, the first moment refers to any moment when the virtual character is running.
[0085] Optionally, the first speed refers to the speed of the virtual character when performing a single jumping action, or the first speed refers to the combined speed of the jumping speed and the running speed of the virtual character corresponding to the first moment.
[0086] Step 508a: In response to receiving the jump trigger operation for the i-th time within the target time period after the first moment, displaying a virtual object jumping at a second speed; the second speed is a preset speed and the second speed is less than the first speed.
[0087] Exemplarily, when the virtual object is in a running state, the client displays on the user interface the virtual object jumping at a first speed in the running state in response to a jump trigger operation by the user at a first moment, and displays on the user interface the virtual object jumping at a second speed when a jump trigger operation is received for the i-th time within a target time period after the first moment, wherein the second speed is a preset speed and is less than the first speed, and i is a positive integer greater than 1.
[0088] The preset speed refers to the jumping speed of the virtual character corresponding to the jump triggering operation received by the client within the target time period after the first moment.
[0089] Optionally, the preset speed is a system default value, or the user sets it through the client, which is not limited in the embodiments of the present application.
[0090] For example, when the virtual object is in a running state, the user's jumping speed at the first moment is 10m / s. The user triggers the jump control 5 times in succession within 3s after the first moment, and the preset speed is 5m / s. Then the virtual character jumps at a speed of 5m / s in the five jumps after the first moment.
[0091] like Figure 6As shown, UI controls, running control 601 and jumping control 602 are displayed on the user interface. The running control 601 is used to control the virtual character to run in the virtual environment, and the jumping control 602 is used to control the virtual character to jump in the virtual environment. In response to the user triggering the running control 601, the client displays a virtual object in a running state on the user interface. When the virtual object is in the running state, the user triggers the jumping control 602 at the first moment, and the virtual object jumps at a first speed in the running state, and the jumping path 603 of the virtual object is the path of the virtual object jumping at the first speed; the user continuously triggers the jumping control 602 within the target time period after the first moment, and the virtual object jumps at a second speed in the running state, and the jumping path 604 of the virtual object is the path of the virtual object jumping at the second speed.
[0092] Step 508b: In response to receiving the jump trigger operation for the i-th time within the target time period after the first moment, display the virtual object jumping at a second speed; the second speed is negatively correlated with the number i and the second speed is less than the first speed.
[0093] When the virtual object is in a running state, the client responds to the jump trigger operation of the user at the first moment, and displays the virtual object jumping at a first speed in the running state on the user interface. When the jump trigger operation is received for the i-th time within the target time period after the first moment, the virtual object jumping at a second speed is displayed on the user interface. The second speed is negatively correlated with the number i and is less than the first speed, and i is a positive integer greater than 1.
[0094] In one possible implementation, in response to receiving a jump trigger operation for the i-th time within a target time period after a first moment, the product of the first speed and the reduction factor is calculated, and the second speed is determined based on the product; a virtual object jumping at the second speed is displayed; wherein the reduction factor is equal to the i-th power of the ratio k, and the ratio k is a ratio greater than 0 and less than 1.
[0095] For example, when the virtual object is in a running state, the user's jumping speed at the first moment is 10 m / s. The user triggers the jump control 5 times in succession within 3 seconds after the first moment, and the ratio k is 0.9. The speed of the virtual character in the subsequent five jumps is shown in Table 1.
[0096] Table 1 Continuous beating speed table
[0097]
[0098] like Figure 7As shown, in response to the user triggering the running control 701, the client displays a virtual object in a running state on the user interface. When the virtual object is in the running state, the user triggers the jumping control 702 at the first moment, and the virtual object jumps at a first speed in the running state, and the jumping path 703 of the virtual object is the path of the virtual object jumping at the first speed; the user continuously triggers the jumping control 702 within the target time period after the first moment, and the virtual object jumps at a second speed in the running state, and the jumping path 704 of the virtual object is the path of the virtual object jumping at the second speed.
[0099] In one possible implementation, when the product of the first speed and the reduction factor is not less than the third speed, the product is determined as the second speed; the third speed is the lower limit of the speed of the virtual character in the jumping state; when the product is less than the third speed, the third speed is determined as the second speed.
[0100] That is, the user continuously triggers the jump control within the target time period after the first moment, and the jumping speed of the virtual character decreases as the number of times the jump control is triggered increases. When the product of the first speed and the reduction factor is greater than the lower limit value of the speed when the virtual character is in the jumping state, the virtual character jumps at the second speed; when the product of the first speed and the reduction factor is less than the lower limit value of the speed when the virtual character is in the jumping state, the virtual character jumps at the third speed.
[0101] Table 2 Continuous beating speed table
[0102]
[0103] For example, when the virtual object is in a running state, the user's jumping speed at the first moment is 10 m / s. The user triggers the jump control 5 times in succession within 3 seconds after the first moment, the ratio k is 0.9, and the third speed value is 7 m / s. The speed of the virtual character in the subsequent five jumps is shown in Table 2.
[0104] like Figure 8 As shown, in response to the user triggering the running control 801, the client displays a virtual object in a running state on the user interface. When the virtual object is in the running state, the user triggers the jumping control 802 at the first moment, and the virtual object jumps at a first speed in the running state, and the jumping path 803 of the virtual object is the path of the virtual object jumping at the first speed; the user continuously triggers the jumping control 802 within the target time period after the first moment, and the virtual object jumps at a second speed in the running state, and the jumping path 804 of the virtual object is the path of the virtual object jumping at the second speed; when the product of the first speed and the reduction factor is less than the lower limit value of the speed in the jumping state of the virtual character, the virtual character jumps at a third speed, and the jumping path 805 of the virtual object is the path of the virtual object jumping at the third speed.
[0105] In summary, the method provided by this embodiment is that in response to a running trigger operation, the virtual object is in a running state; when a jump trigger operation is received at the first moment in the running state of the virtual character, the virtual object jumps at a first speed in the running state; when a jump trigger operation is continuously received within a target time period after the first moment, the virtual object jumps at a second speed, providing two different speed reduction methods. In response to a running trigger operation and a continuous jump trigger operation, the embodiment of the present application realizes the compounding of the running action and the jumping action of the virtual character. By reducing the jumping speed, the unrealistic imitation effect of the virtual character caused by the efficient compounding of multiple actions such as running and jumping is avoided, the user experience is improved, and the computing pressure of the background server is also reduced.
[0106] Fig. 9 FIG. 1 is a flowchart of a virtual object-based interaction method provided by an exemplary embodiment of the present application. The method may be performed as follows: Figure 2 The method is executed by a terminal in the system shown or by a client on the terminal. The method includes:
[0107] Step 902: Display a virtual object in a virtual environment.
[0108] The virtual environment is a virtual activity space provided by an application in a terminal during its operation, in which a virtual character can perform various activities.
[0109] A virtual character is a virtual character controlled by a client, which controls the virtual character to move in a virtual environment according to received user operations.
[0110] Exemplarily, the activities of the virtual character in the virtual environment include: walking, running, jumping, climbing, lying down, attacking, releasing skills, picking up props, and sending messages, but are not limited to these, and the embodiments of the present application are not limited to this.
[0111] Step 904: In response to the running trigger operation, display the virtual object in the running state.
[0112] In response to the user's running trigger operation, the client displays a virtual object in a running state on the user interface.
[0113] Step 906: In response to receiving a jump trigger operation at a first moment in the running state, display a virtual object jumping at a first speed in the running state.
[0114] Exemplarily, in response to a running trigger operation of the user, the client displays a virtual object in a running state on the user interface. When the virtual object is in the running state, the client responds to a jump trigger operation of the user at a first moment and displays on the user interface that the virtual object jumps at a first speed in the running state.
[0115] Optionally, the first moment refers to any moment when the virtual character is running.
[0116] Optionally, the first speed refers to the speed of the virtual character when performing a single jumping action, or the first speed refers to the combined speed of the jumping speed and the running speed of the virtual character corresponding to the first moment.
[0117] Step 908: In response to continuously receiving a jump trigger operation within a target time period after the first moment, displaying a virtual object jumping at a second speed, where the second speed is less than the first speed.
[0118] Exemplarily, when the virtual object is in a running state, the client displays on the user interface the virtual object jumping at a first speed in the running state in response to a jump trigger operation performed by the user at a first moment, and displays on the user interface the virtual object jumping at a second speed when the jump trigger operation is received for the i-th time within the target time period after the first moment, where i is a positive integer greater than 1.
[0119] In one possible implementation, in response to receiving a jump trigger operation for the i-th time within a target time period after a first moment, and the number i reaches a number threshold, a virtual object jumping at a third speed is displayed; wherein the third speed is the lower limit of the speed of the virtual character in the jumping state.
[0120] For example, when the virtual object is in a running state, the user's jumping speed at the first moment is 10m / s, and the number threshold is set to 8. The user triggers the jump control 10 times continuously within 3s after the first moment. Then, among the 8 jumps of the virtual character after the first moment, the first 5 jumps are at the second speed, and the last 3 jumps are at the third speed.
[0121] In one possible implementation, in response to receiving a jump trigger operation for the i-th time within a target time period after a first moment, and the virtual physical strength value of the virtual object decreases to a physical strength value threshold, a virtual object jumping at a third speed is displayed.
[0122] Optionally, during the continuous jumping of the virtual character in the running state, the physical strength of the virtual character decreases as the virtual character jumps. When the physical strength of the virtual character decreases to the physical strength threshold, the virtual character jumps at a third speed. Alternatively, when the physical strength of the virtual character is lower than the physical strength threshold at the first moment, the client displays on the user interface that the virtual object jumps at the third speed in the running state in response to the jump trigger operation of the user at the first moment.
[0123] like Fig.10 As shown, UI controls, running control 1001, jumping control 1002 and physical strength value 1006 of the virtual character are displayed on the user interface. In response to the user triggering the running control 1001, the client displays a virtual object in a running state on the user interface. When the virtual object is in a running state, the user triggers the jumping control 1002 at the first moment, and the virtual object jumps at a first speed in the running state, and the jumping path 1003 of the virtual object is the path of the virtual object jumping at the first speed; the user continuously triggers the jumping control 1002 within the target time period after the first moment, and the virtual object jumps at a second speed in the running state, and the jumping path 1004 of the virtual object is the path of the virtual object jumping at the second speed; when the physical strength value of the virtual character decreases to the physical strength value threshold during the jumping process of the virtual character, the virtual character jumps at a third speed, and the jumping path 1005 is the path of the virtual object jumping at the third speed.
[0124] In one possible implementation, in response to receiving a recovery trigger operation in a running state, a virtual object using a recovery item at a first recovery speed in the running state is displayed, and the recovery item is used to restore the attribute value of the virtual object; in response to receiving the jump trigger operation at the first moment of using the recovery item in the running state, a virtual object using the recovery item at a second recovery speed in the running state and jumping at a first speed is displayed, and the second recovery speed is less than the first recovery speed.
[0125] Optionally, the recovery item includes at least one of virtual potion, virtual medical treatment, virtual bandage, and virtual medicine bag, but is not limited to this and is not limited to this in the embodiment of the present application.
[0126] For example, when the virtual character is running, the user uses virtual potions at a first recovery speed to restore physical strength; when the virtual character is running and using virtual potions, the user triggers a jump control, and the virtual character uses virtual potions at a second speed while running, while the virtual character jumps at the first speed.
[0127] In a possible implementation, in response to the running trigger operation, a counter is activated, and the counter is used to record the number of jump trigger operations received in the running state;
[0128] In response to receiving a jump trigger operation at a first moment in the running state, displaying a virtual object jumping at a first speed in the running state, and starting the timer to record the target time period from the first moment;
[0129] In response to continuously receiving a jump trigger operation within a target time period after a first moment, and the number of jump trigger operations recorded by the counter is not less than a first threshold, a virtual object jumping at a second speed is displayed, and the second speed is less than the first speed.
[0130] In response to the user's running trigger operation, the client displays a virtual object in a running state on the user interface, and activates a counter when the virtual object is in the running state, and the counter is used to record the number of jump trigger operations received in the running state. In response to the user's jump trigger operation at the first moment, the client displays the virtual object jumping at a first speed in the running state on the user interface, and at the same time, the timer starts to record the target time period after the first moment, for example, the target time period after the first moment is 5 seconds. Within the target time period after the first moment, the client continuously receives jump trigger operations, and the number of jump trigger operations recorded by the counter is not less than the first threshold, and the virtual object jumping at a second speed is displayed on the user interface.
[0131] Optionally, the first moment refers to any moment when the virtual character is running.
[0132] For example, when the user triggers the running control on the user interface, the counter is activated, and the counter starts to record the number of jump trigger operations received in the running state. When the virtual character is in the running state, the user triggers the jump control at the first moment, and the virtual object jumping at the first speed in the running state is displayed in the user interface. Within 5 seconds recorded by the timer, when the number of times the user continuously triggers the jump control is greater than 2 times, the virtual object jumping at the second speed is displayed, and the second speed is less than the first speed. That is, when the user triggers the jump control at the first moment, the virtual character jumps at the first speed, and when the number of times the user triggers the jump control within 5 seconds recorded by the timer is greater than 2 times, the virtual character jumps at the second speed.
[0133] Step 910: In response to receiving a shooting trigger operation in the jumping state, displaying a virtual object that launches a virtual flying object in the jumping state.
[0134] Exemplarily, in response to receiving a shooting trigger operation in a jumping state, the virtual flying object launched by the virtual object is displayed with a delay.
[0135] When the virtual object is in a running state, the client responds to the user's jump trigger operation at the first moment and displays the virtual object jumping at a first speed in the running state on the user interface. If the jump trigger operation is continuously received within a target time period after the first moment, the virtual object jumping at a second speed is displayed on the user interface. During the jumping of the virtual character, the user triggers the shooting control, and the virtual flying object launched by the virtual object is displayed on the user interface with a delay.
[0136] For example, when a shooting control is triggered while a virtual character is jumping, a virtual flying object launched by the virtual object is displayed on the user interface with a delay of 0.5 seconds.
[0137] In a possible implementation, in response to receiving a shooting trigger operation in a jumping state, a flight trajectory of a virtual flying object launched by the virtual object is displayed to deviate along the jumping direction.
[0138] like Fig.11 As shown, a shooting control 1103 is displayed on the user interface, and the shooting control 1103 is used to control the virtual character to launch a virtual flying object. In response to the user triggering the running control 1101, the client displays a virtual object in a running state on the user interface. When the virtual object is in the running state, the user triggers the jumping control 1102 at the first moment, and the virtual object jumps at a first speed in the running state; the user continuously triggers the jumping control 1102 within a target time period after the first moment, and the virtual object jumps at a second speed in the running state; the user triggers the shooting control 1103 in the jumping state, and the virtual flying object launched by the virtual object in the jumping state deviates along the jumping direction, and the path 1104 is the flight trajectory of the virtual flying object in the jumping state.
[0139] In summary, the method provided in this embodiment provides a variety of situations for reducing the jumping speed of the virtual character when the running action and the jumping action of the virtual object are compounded. At the same time, when the running action, the jumping action and the shooting action are compounded at the same time, the time of launching the virtual flying object is delayed. In response to the running trigger operation, the continuous jumping trigger operation and the shooting trigger operation, the embodiment of the present application realizes the compounding of the running action, the jumping action and the shooting action of the virtual character. By reducing the jumping speed and delaying the launching of the virtual flying object, the player is restricted from launching the virtual flying object in the state of continuous jumping, avoiding the unreal imitation effect of the virtual character caused by the efficient compounding of multiple actions such as running, jumping and shooting, ensuring the balance of the game, improving the user experience, and also reducing the computing pressure of the background server.
[0140] Fig.12 FIG. 1 is a flowchart of a virtual object-based interaction method provided by an exemplary embodiment of the present application. The method may be performed as follows: Figure 2The method is executed by a terminal in the system shown or by a client on the terminal. The method includes:
[0141] Step 1201: Start.
[0142] Step 1202: The virtual character is in a running state.
[0143] In response to the user's running trigger operation, the client displays a virtual object in a running state on the user interface.
[0144] Step 1203: Whether to trigger the jump control.
[0145] When the virtual object is in a running state, it is determined whether the user triggers the jump control. If the user triggers the jump control at the first moment, step 1204 is executed; if the user does not trigger the jump control, step 1202 is executed.
[0146] Step 1204: The virtual character is in a jumping state.
[0147] When the virtual object is in a running state, the client displays on the user interface that the virtual object is jumping at a first speed in the running state in response to a jump trigger operation of the user at a first moment.
[0148] Step 1205: Whether the jump control is triggered continuously within the target time period.
[0149] When the virtual object is in a running state, it is determined whether the user continuously triggers the jump control within the target time period after the first moment. If the user continuously triggers the jump control within the target time period after the first moment, step 1206 is executed; if the user does not continuously trigger the jump control within the target time period after the first moment, step 1204 is executed.
[0150] Step 1206: The virtual character jumps at a second speed.
[0151] In response to the user continuously triggering the jump trigger operation within the target time period after the first moment, the client displays a virtual object jumping at a second speed on the user interface.
[0152] Step 1207: Whether to trigger the shooting control.
[0153] When the virtual object is in the jumping state, it is determined whether the user triggers the shooting control. If the user triggers the shooting control, step 1208 is executed; if the user does not trigger the shooting control, step 1206 is executed.
[0154] Step 1208: Delay launching the virtual flying object.
[0155] In response to receiving a shooting trigger operation in a jumping state, the client delays displaying a virtual flying object launched by the virtual object.
[0156] Step 1209: Check whether the delay time has ended.
[0157] When the virtual character is in a jumping state, the user triggers the shooting control to determine whether the delay time of the virtual object to launch the virtual flying object has ended. If the delay time has ended, step 1210 is executed; if the delay time has not ended, step 1208 is executed.
[0158] Step 1210: The virtual character launches the virtual flying object.
[0159] When the user triggers the shooting control while the virtual character is in a jumping state and the delay time for the virtual object to delay the launch of the virtual flying object has ended, the virtual character launches the virtual flying object.
[0160] Step 1211: End.
[0161] Fig.13 A schematic diagram of the structure of an interactive device based on a virtual object provided by an exemplary embodiment of the present application is shown. The device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:
[0162] Display module 1301, used to display virtual objects in a virtual environment;
[0163] The human-computer interaction module 1302 is used to display the virtual object in a running state in response to a running trigger operation;
[0164] The human-computer interaction module 1302 is further configured to, in response to receiving a jump trigger operation at a first moment in the running state, display the virtual object jumping at a first speed in the running state;
[0165] The human-computer interaction module 1302 is further configured to, in response to continuously receiving the jump trigger operation within a target time period after the first moment, display the virtual object jumping at a second speed, where the second speed is less than the first speed.
[0166] In one possible implementation, the human-computer interaction module 1302 is also used to display the virtual object jumping at a second speed in response to receiving the jump trigger operation for the i-th time within the target time period after the first moment; the second speed is a preset speed and the second speed is less than the first speed, and i is a positive integer greater than 1.
[0167] In one possible implementation, the human-computer interaction module 1302 is also used to display the virtual object jumping at a second speed in response to receiving the jump trigger operation for the i-th time within the target time period after the first moment; the second speed is negatively correlated with the number i and the second speed is less than the first speed, and i is a positive integer greater than 1.
[0168] In one possible implementation, the human-computer interaction module 1302 is also used to calculate the product of the first speed and the reduction factor in response to receiving the jump trigger operation for the i-th time within the target time period after the first moment, and determine the second speed based on the product; and display the virtual object jumping at the second speed.
[0169] The reduction factor is equal to the ratio k raised to the power of i, and the ratio k is a ratio greater than 0 and less than 1.
[0170] When the product is not less than the third speed, the product is determined as the second speed; the third speed is the lower limit of the speed of the virtual character in the jumping state; when the product is less than the third speed, the third speed is determined as the second speed.
[0171] In one possible implementation, the human-computer interaction module 1302 is also used to display the virtual object jumping at a third speed in response to receiving the jump trigger operation for the i-th time within the target time period after the first moment, and the number i reaches a number threshold; wherein the third speed is the lower limit of the speed of the virtual character in the jumping state.
[0172] In one possible implementation, the human-computer interaction module 1302 is further used to display the virtual object jumping at the third speed in response to receiving the jump trigger operation for the i-th time within the target time period after the first moment and the virtual physical strength value of the virtual object is reduced to the physical strength value threshold.
[0173] In one possible implementation, the human-computer interaction module 1302 is further used to, in response to receiving a recovery trigger operation in the running state, display the virtual object using a recovery item at a first recovery speed in the running state, wherein the recovery item is used to restore the attribute value of the virtual object.
[0174] In one possible implementation, the human-computer interaction module 1302 is further used to, in response to receiving the jump trigger operation at the first moment of using the recovery item in the running state, display the virtual object using the recovery item at a second recovery speed in the running state and jumping at a first speed, wherein the second recovery speed is less than the first recovery speed.
[0175] In a possible implementation, the human-computer interaction module 1302 is further configured to, in response to receiving a shooting trigger operation in the jumping state, display the virtual object that launches the virtual flying object in the jumping state.
[0176] In a possible implementation, the human-computer interaction module 1302 is further configured to delay display of the virtual flying object launched by the virtual object in response to receiving the shooting trigger operation in the jumping state.
[0177] In a possible implementation, the human-computer interaction module 1302 is further configured to, in response to receiving the shooting trigger operation in the jumping state, display a flight trajectory of the virtual flying object launched by the virtual object deviating along the jumping direction.
[0178] Fig.14 The block diagram of the structure of a computer device 1400 provided by an exemplary embodiment of the present application is shown. The computer device 1400 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1400 may also be called a user device, a portable terminal, or other names.
[0179] Typically, the computer device 1400 includes a processor 1401 and a memory 1402 .
[0180] The processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0181] The memory 1402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1402 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1402 is used to store at least one instruction, which is used to be executed by the processor 1401 to implement the display method of the virtual environment screen provided in the embodiment of the present application.
[0182] In some embodiments, the computer device 1400 may further include: a peripheral device interface 1403 and at least one peripheral device. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1404 , a touch display screen 1405 , a camera 1406 , an audio circuit 1407 and a power supply 1408 .
[0183] The peripheral device interface 1403 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1401 and the memory 1402. In some embodiments, the processor 1401, the memory 1402, and the peripheral device interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1401, the memory 1402, and the peripheral device interface 1403 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0184] The radio frequency circuit 1404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1404 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1404 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1404 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, etc. The radio frequency circuit 1404 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 1404 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0185] The touch display screen 1405 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1405 also has the ability to collect touch signals on the surface or above the surface of the touch display screen 1405. The touch signal may be input to the processor 1401 as a control signal for processing. The touch display screen 1405 is 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 1405 may be one, and the front panel of the computer device 1400 is set; in other embodiments, the touch display screen 1405 may be at least two, which are respectively set on different surfaces of the computer device 1400 or are folded; in some embodiments, the touch display screen 1405 may be a flexible display screen, which is set on a curved surface or a folded surface of the computer device 1400. Even, the touch display screen 1405 can also be set as a non-rectangular irregular shape, that is, a special-shaped screen. The touch display screen 1405 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode, organic light-emitting diode).
[0186] The camera assembly 1406 is used to capture images or videos. Optionally, the camera assembly 1406 includes a front camera and a rear camera. Typically, the front camera is used to realize video calls or selfies, and the rear camera is used to realize the shooting of photos or videos. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, and a wide-angle camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, and the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting functions. In some embodiments, the camera assembly 1406 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.
[0187] The audio circuit 1407 is used to provide an audio interface between the user and the computer device 1400. The audio circuit 1407 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 1401 for processing, or input them into the radio frequency circuit 1404 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 computer device 1400. 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 1401 or the radio frequency circuit 1404 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 distance measurement. In some embodiments, the audio circuit 1407 may also include a headphone jack.
[0188] The power supply 1408 is used to power various components in the computer device 1400. The power supply 1408 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1408 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 that is charged through a wired line, and a wireless rechargeable battery is a battery that is charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0189] In some embodiments, the computer device 1400 further includes one or more sensors 1409 , including but not limited to: an acceleration sensor 1410 , a gyroscope sensor 1411 , a pressure sensor 1412 , an optical sensor 1413 , and a proximity sensor 1414 .
[0190] The acceleration sensor 1410 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the computer device 1400. For example, the acceleration sensor 1410 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1401 can control the touch display screen 1405 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1410. The acceleration sensor 1410 can also be used for collecting game or user motion data.
[0191] The gyro sensor 1411 can detect the body direction and rotation angle of the computer device 1400, and the gyro sensor 1411 can cooperate with the acceleration sensor 1410 to collect the user's 3D actions on the computer device 1400. The processor 1401 can implement the following functions based on the data collected by the gyro sensor 1411: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0192] The pressure sensor 1412 can be set on the side frame of the computer device 1400 and / or the lower layer of the touch display screen 1405. When the pressure sensor 1412 is set on the side frame of the computer device 1400, it can detect the user's grip signal of the computer device 1400, and perform left and right hand recognition or shortcut operations according to the grip signal. When the pressure sensor 1412 is set on the lower layer of the touch display screen 1405, it can control the operability controls on the UI interface according to the user's pressure operation on the touch display screen 1405. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0193] The optical sensor 1413 is used to collect the ambient light intensity. In one embodiment, the processor 1401 can control the display brightness of the touch display screen 1405 according to the ambient light intensity collected by the optical sensor 1413. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1405 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1405 is reduced. In another embodiment, the processor 1401 can also dynamically adjust the shooting parameters of the camera assembly 1406 according to the ambient light intensity collected by the optical sensor 1413.
[0194] The proximity sensor 1414, also called a distance sensor, is usually arranged on the front of the computer device 1400. The proximity sensor 1414 is used to collect the distance between the user and the front of the computer device 1400. In one embodiment, when the proximity sensor 1414 detects that the distance between the user and the front of the computer device 1400 is gradually decreasing, the processor 1401 controls the touch display screen 1405 to switch from the screen-on state to the screen-off state; when the proximity sensor 1414 detects that the distance between the user and the front of the computer device 1400 is gradually increasing, the processor 1401 controls the touch display screen 1405 to switch from the screen-off state to the screen-on state.
[0195] Those skilled in the art will understand that Fig.14 The structure shown in the figure does not constitute a limitation on the computer device 1400, and the computer device 1400 may include more or less components than shown in the figure, or combine some components, or adopt a different arrangement of components.
[0196] An embodiment of the present application also provides a computer device, which includes: a processor and a memory, wherein at least one computer instruction is stored in the memory, and the at least one computer instruction is loaded and executed by the processor to implement the virtual object-based interaction method provided by the above-mentioned method embodiments.
[0197] An embodiment of the present application also provides a computer storage medium, in which at least one computer instruction is stored. The at least one computer instruction is loaded and executed by a processor to implement the virtual object-based interaction method provided by the above-mentioned method embodiments.
[0198] An embodiment of the present application also provides a computer program product, which includes computer instructions stored in a computer-readable storage medium; the computer instructions are read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the virtual object-based interaction method provided by the above-mentioned method embodiments.
[0199] 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 before and after are in an "or" relationship.
[0200] 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.
[0201] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent switching, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A virtual object-based interaction method, characterized in that: The method comprises: displaying a virtual object located in a virtual environment; In response to a running trigger operation, displaying the virtual object in a running state; In response to receiving a jump trigger operation at a first moment in the running state, displaying the virtual object jumping at a first speed in the running state; In response to receiving the jump trigger operation for the i-th time within the target time period after the first moment, displaying the virtual object jumping at a second speed; the second speed is a preset speed and the second speed is less than the first speed, and i is a positive integer greater than 1; or, in response to receiving the jump trigger operation for the i-th time within the target time period after the first moment, displaying the virtual object jumping at a second speed; the second speed is negatively correlated with the number i and the second speed is less than the first speed, and i is a positive integer greater than 1.
2. The method according to claim 1, characterized in that In response to receiving the jump trigger operation for the i-th time within a target time period after the first moment, displaying the virtual object jumping at a second speed includes: In response to receiving the jump trigger operation for the i-th time within a target time period after the first moment, calculating a product of the first speed and a reduction factor, and determining the second speed based on the product; displaying the virtual object jumping at the second speed; The reduction factor is equal to the ratio k raised to the power of i, and the ratio k is a ratio greater than 0 and less than 1.
3. The method according to claim 2, characterized in that The calculating the product of the first speed and the reduction factor, and determining the second speed based on the product, comprises: In the case where the product is not less than a third speed, the product is determined as the second speed; the third speed is a lower limit of the speed of the virtual character in the jumping state; In a case where the product is smaller than the third speed, the third speed is determined as the second speed.
4. The method according to claim 1, characterized in that: The method further comprises: In response to receiving the jump trigger operation for the i-th time within the target time period after the first moment, and the number i reaches a number threshold, displaying the virtual object jumping at a third speed; The third speed is the lower limit of the speed of the virtual character in the jumping state.
5. The method according to claim 1, characterized in that The method further comprises: In response to receiving the jump trigger operation for the i-th time within the target time period after the first moment, and the virtual physical value of the virtual object is reduced to the physical value threshold, the virtual object jumping at the third speed is displayed.
6. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: In response to receiving a recovery trigger operation in the running state, displaying the virtual object using a recovery item at a first recovery speed in the running state, the recovery item being used to restore an attribute value of the virtual object; In response to receiving a jump trigger operation at a first moment in the running state, displaying the virtual object jumping at a first speed in the running state includes: In response to receiving the jump trigger operation at the first moment of using the recovery item in the running state, the virtual object is displayed in the running state using the recovery item at a second recovery speed and jumping at a first speed, and the second recovery speed is less than the first recovery speed.
7. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: In response to receiving a shooting trigger operation in the jumping state, the virtual object that launches a virtual flying object in the jumping state is displayed.
8. The method according to claim 7, characterized in that In response to receiving a shooting trigger operation in the jumping state, displaying the virtual object in the jumping state to launch a virtual flying object includes: In response to receiving the shooting trigger operation in the jumping state, the virtual flying object launched by the virtual object is displayed with delay.
9. The method according to claim 7, characterized in that: The method further comprises: In response to receiving the shooting trigger operation in the jumping state, the flight trajectory of the virtual flying object launched by the virtual object is displayed to deviate along the jumping direction.
10. An interactive device based on a virtual object, characterized in that: The device comprises: A display module, used for displaying virtual objects in a virtual environment; A human-computer interaction module, configured to display the virtual object in a running state in response to a running trigger operation; The human-computer interaction module is further configured to display the virtual object jumping at a first speed in the running state in response to receiving a jump trigger operation at a first moment in the running state; The human-computer interaction module is also used to display the virtual object jumping at a second speed in response to receiving the jump trigger operation for the i-th time within the target time period after the first moment; the second speed is a preset speed and the second speed is less than the first speed, and i is a positive integer greater than 1; or, in response to receiving the jump trigger operation for the i-th time within the target time period after the first moment, display the virtual object jumping at a second speed; the second speed is negatively correlated with the number i and the second speed is less than the first speed, and i is a positive integer greater than 1.
11. A computer device, characterized in that: The computer device comprises: a processor and a memory, wherein at least one computer instruction is stored in the memory, and the at least one computer instruction is loaded and executed by the processor to implement the virtual object-based interaction method according to any one of claims 1 to 9.
12. A computer storage medium, characterized in that: At least one computer instruction is stored in the computer-readable storage medium, and the at least one computer instruction is loaded and executed by the processor to implement the virtual object-based interaction method according to any one of claims 1 to 9.
13. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium; the computer instructions are read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the virtual object-based interaction method as described in any one of claims 1 to 9.
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