Virtual object interaction method, device, electronic device and storage medium

By displaying the location information of the attacking player on the defending player's terminal device, the problem of the defending player having difficulty in quickly locating the attacking player is solved, the game efficiency and success rate are improved, and the gaming experience of the defending player is enhanced.

CN114344902BActive Publication Date: 2025-09-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210016644.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-01-07
Publication Date
2025-09-09
Estimated Expiration
2042-01-07

AI Technical Summary

Technical Problem

In asymmetric competitive games, it is difficult for defending players to quickly locate the positions of attacking players, resulting in missed opportunities for pursuit, affecting game efficiency and success rate.

Method used

By displaying the location information of the attacking player on the defending player's terminal device and marking the attacking player's location in the defending player's graphical user interface after teleportation using a teleportation item, positioning time is shortened.

Benefits of technology

This improves the defender's positioning accuracy and game efficiency for the attacker, avoids game failures caused by missing the opportunity to pursue, and enhances the defender's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a method, device, electronic device and storage medium for interacting with virtual objects. In response to a triggering operation of a target transmission prop by a first virtual object, the first virtual object is transmitted to a target position in a virtual battle space, and the position information of the first virtual object is sent to a second virtual object; an information identifier is displayed in a map area of ​​the second virtual object at a position corresponding to the position information, and in response to the game battle result meeting the game end condition, the current game is solved. In the present application, after the first virtual object belonging to the attacking party is transmitted to the target position by a transmission prop, the position information of the first virtual object is displayed in a map area of ​​a graphical user interface of the second virtual object belonging to the defending party, thereby reducing the range in which the second virtual object needs to locate the first virtual object, improving the accuracy of the defending party player's positioning of the attacking party player and the efficiency of the game.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, electronic device, and storage medium for interacting with virtual objects. Background Art

[0002] With the popularization of Internet technology and terminals, users have more and more games and other entertainment projects. With the development of game projects, asymmetric competitive games have been born. In stealth games, players can usually choose the role of attacker or defender. In such games, the number of player characters in different camps is not the same. The attacker's player characters complete tasks by disguising themselves and evading the pursuit of the enemy camp's player characters to complete special game tasks and win the game, while the defenders are generally responsible for collecting clues about the attacker's players and hunting them down.

[0003] Usually, in order to facilitate the attacker's escape, the attacker will be provided with a teleportation item that can be used for arbitrary teleportation. The attacker can be teleported to a random location through the teleportation item. However, after being teleported, the defender needs to spend a lot of time to obtain the location of the pursued party, which may cause the defender to miss the opportunity to pursue and cause the defender to fail the game. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a virtual object interaction method, device, electronic device and storage medium, which can improve the accuracy of the defending player's positioning of the attacking player and the efficiency of the game.

[0005] In a first aspect, an embodiment of the present application provides a method for interacting with virtual objects. A terminal device provides a virtual battle space, wherein the virtual battle space includes a first virtual object controlled by a first player and a second virtual object controlled by a second player, wherein the first virtual object and the second virtual object have opposing identities. The interactive method includes:

[0006] In response to the first virtual object triggering the target teleportation item, controlling the first virtual object to teleport to a target location in the virtual battle space, and transmitting the location information of the first virtual object to the second virtual object, so that the second virtual object can display an information identifier corresponding to the location information in a map area of ​​the second virtual object's graphical user interface;

[0007] In response to the game battle result meeting the game end condition, the current game is settled; wherein, the game end condition includes that the first virtual object completes all game tasks or the current game time reaches a preset time threshold.

[0008] In one possible implementation, the step of sending the location information of the first virtual object to the second virtual object, so that the second virtual object can display an information identifier corresponding to the location information in a map area of ​​a graphical user interface of the second virtual object, includes:

[0009] In response to the first virtual object being transferred to a target position in the virtual battle space, updating a clue accumulation value of the first virtual object;

[0010] It is determined that the clue accumulation value reaches a clue threshold range, and an information identifier is displayed at a location corresponding to the position information in a map area of ​​a graphical user interface corresponding to the second virtual object.

[0011] In a possible implementation, the interactive method further includes:

[0012] In response to the triggering operation of the second virtual object on the transmission prop, the second virtual object is controlled to be transmitted to the transmission position in the virtual battle space, and the position information of the second virtual object is sent to the first virtual object; so that the first virtual object can display an information identifier corresponding to the position information in the map area in the graphical user interface of the first virtual object.

[0013] In a possible implementation, the display information identifier is displayed through the following steps:

[0014] determining a target area corresponding to the position information on a map area in a graphical user interface of the second virtual object;

[0015] The target area is displayed in a map area in a graphical user interface of the second virtual object.

[0016] In a possible implementation, the display information identifier is displayed through the following steps:

[0017] determining a target location point corresponding to the location information on a map area in a graphical user interface of the second virtual object;

[0018] The target location point is displayed in a map area in a graphical user interface of the second virtual object.

[0019] In a possible implementation, the step of displaying the target area in a map area in a graphical user interface of the second virtual object includes:

[0020] The target area where the first virtual object is located is highlighted, and after being displayed for a preset time, the highlighting is canceled.

[0021] In a possible implementation, the placement location of the transport prop includes at least one of the following:

[0022] a hidden location within the virtual battle space, a location where the first virtual object performs a task, and an inaccessible location within the virtual battle space;

[0023] The target location of the transmission prop includes at least one of the following:

[0024] A hidden position in the virtual battle space, a position whose distance from the first virtual object is greater than a preset distance threshold.

[0025] In a possible implementation, the interactive method further includes:

[0026] The model identifier of the set transmission model is displayed in the map area of ​​the graphical user interface of the first virtual object and other virtual objects in the same camp as the first virtual object; wherein, the transmission model is generated by the first virtual object in the virtual battle space after using the transmission prop; the model identifier of the transmission model is not displayed in the map area of ​​the graphical user interface of the second virtual object.

[0027] In a possible implementation, the interactive method further includes:

[0028] It is detected that the transmission model is within a preset distance range of the second virtual object, and the transmission model is controlled to be displayed so that the second virtual object moves to the target position in the virtual battle space according to the transmission model; wherein the preset distance range is smaller than the second preset field of view range of the second virtual object.

[0029] In a possible implementation, the interactive method further includes:

[0030] It is detected that the transmission model is located within a first preset field of view of the first virtual object, and the transmission model is controlled to be displayed so that the first virtual object moves to a target position in the virtual battle space according to the transmission model.

[0031] In a second aspect, an embodiment of the present application further provides a virtual object interaction device, which provides a virtual battle space through a terminal device, wherein the virtual battle space includes a first virtual object controlled by a first player and a second virtual object controlled by a second player, wherein the first virtual object and the second virtual object have opposing identities, and the interaction device includes:

[0032] The transmission position display module is used to respond to the triggering operation of the first virtual object on the target transmission prop, control the transmission of the first virtual object to the target position in the virtual battle space, and send the position information of the first virtual object to the second virtual object; so that the second virtual object can display an information identifier corresponding to the position information in the map area of ​​the second virtual object's graphical user interface.

[0033] The game ending module is used to settle the current game in response to the game battle result meeting the game ending condition; wherein, the game ending condition includes that the first virtual object completes all game tasks or the current game time reaches a preset time threshold.

[0034] In a third aspect, an embodiment of the present application further provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the virtual object interaction method as described in any one of the first aspects.

[0035] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the virtual object interaction method as described in any one of the first aspects are executed.

[0036] The embodiments of the present application provide a method, device, electronic device, and storage medium for interacting with virtual objects. In response to a first virtual object triggering a target teleportation item, the method controls the teleportation of the first virtual object to a target location in a virtual battle space, and transmits the location information of the first virtual object to a second virtual object. This allows the second virtual object to display an information identifier corresponding to the location information in a map area of ​​a graphical user interface through the second virtual object. In response to the game battle result meeting the game end condition, the current game is solved. In the embodiments of the present application, after the first virtual object belonging to the attacking party is teleported to the target location via the teleportation item, the location information of the first virtual object is displayed in a map area of ​​a graphical user interface of a second virtual object belonging to the defending party. This reduces the range within which the second virtual object needs to locate the first virtual object, reduces the time it takes for the defending party to locate the attacking party, improves the accuracy of the defending party's positioning of the attacking party, and improves the efficiency of the game. It also prevents the defending party from failing to pursue the attacking party, thereby improving the game experience of the defending party.

[0037] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0038] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0039] Figure 1 A flowchart of a virtual object interaction method provided in an embodiment of the present application;

[0040] Figure 2 A flowchart of another virtual object interaction method provided in an embodiment of the present application;

[0041] Figure 3 One of the schematic diagrams of the map area in the graphical user interface of the second virtual object provided in an embodiment of the present application;

[0042] Figure 4 A second schematic diagram of a map area in a graphical user interface of a second virtual object provided in an embodiment of the present application;

[0043] Figure 5 This is a schematic diagram of a structure of a virtual object interaction device provided in an embodiment of the present application;

[0044] Figure 6 This is a second structural diagram of a virtual object interaction device provided in an embodiment of the present application;

[0045] Figure 7 This is a third structural diagram of a virtual object interaction device provided in an embodiment of the present application;

[0046] Figure 8 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0047] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application for which protection is claimed, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work falls within the scope of protection of the present application.

[0048] First, the application scenarios to which this application is applicable are introduced. This application can be applied to the field of game technology. With the popularization of Internet technology and terminals, users have more and more games and other entertainment projects. With the development of game projects, asymmetric competitive games have emerged. In stealth-based competitive games, players can usually choose to play the role of an attacker or a defender. In such games, the number of player characters in different camps is not the same. The player characters of the attacker complete tasks by disguising themselves and evading the pursuit of the player characters of the enemy camp to complete special game tasks and win the game. The defender is generally responsible for collecting clues about the attacker players and hunting down the attacker players.

[0049] Research has found that, in order to facilitate the attacker's escape, the attacker is usually provided with a teleportation item that can be used for arbitrary teleportation. The attacker can be teleported to a random location through the teleportation item. However, after being teleported, the defender needs to spend a lot of time to obtain the location of the pursued party, which may cause the defender to miss the opportunity to pursue and cause the defender to fail the game.

[0050] Based on this, an embodiment of the present application provides an interactive method for virtual objects to improve the accuracy of the defending player's positioning of the attacking player and the gaming experience of the defending player.

[0051] To facilitate understanding of this embodiment, a virtual object interaction method, device, electronic device, and storage medium provided in an embodiment of the present application are described in detail. This embodiment of the present application can be applied to the gaming field, for example, in frames per second (FPS) type games or massively multiplayer online (MMO) type games; it should be noted that this embodiment of the present application is not limited to the above-mentioned types of games, nor is it limited to the gaming field.

[0052] The interactive method of the virtual object in the embodiment of the present application can be run on a terminal device or a server. Among them, the terminal device can be a local terminal device (such as a local touch terminal). When the interactive method of the virtual object runs on a server, it can be a cloud game.

[0053] In an optional implementation, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating entity of the game program and the entity presenting the game screen are separated. The storage and operation of the interactive method of the virtual object are completed on the cloud gaming server. The cloud gaming client is used for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device for the virtual object is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.

[0054] In another optional embodiment, the terminal device may be a local terminal device. The local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the local terminal device, or provided to the user through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0055] The embodiment of the present application provides a method for interacting with a virtual object, which can be run in the aforementioned local terminal device or in the aforementioned cloud game client. The following is an example of the method for interacting with a virtual object running on a local terminal device (hereinafter referred to as the terminal device).

[0056] See also Figure 1 , Figure 1 This is a flow chart of a virtual object interaction method provided in an embodiment of the present application. Figure 1 As shown in , the virtual object interaction method provided by the embodiment of the present application includes:

[0057] S101. In response to the triggering operation of the first virtual object on the target transmission prop, the first virtual object is controlled to be transmitted to the target position in the virtual battle space, and the position information of the first virtual object is sent to the second virtual object; so that the second virtual object can display an information identifier corresponding to the position information in the map area of ​​the second virtual object's graphical user interface.

[0058] S102. In response to the game battle result satisfying the game end condition, the current game is settled; wherein the game end condition includes the first virtual object completing all game tasks or the current game time reaching a preset time threshold.

[0059] It is worth noting that the game in the embodiment of the present application includes a virtual battle space, and the virtual battle space includes a first virtual object controlled by a first player and a second virtual object controlled by a second player, and the first virtual object and the second virtual object have opposite identities.

[0060] Among them, the virtual battle space can be a three-dimensional battle space or a two-dimensional battle space. The first virtual object and the second virtual object can be virtual objects drawn according to actual needs, or they can be other virtual animation characters. This application does not limit this.

[0061] The second identity is an identity that is opposite to the first identity, that is, in the game, the game goal of the first virtual object with the first identity is to prevent the second virtual object with the second identity from completing the game goal of the second identity, or the game goal of the second virtual object with the second identity is to prevent the first virtual object with the first identity from completing the game goal of the first identity.

[0062] In the embodiment of the present application, the first identity is the attacker, and the second identity is the defender. That is, the identity of the first virtual object is the attacker (the pursued), and the identity of the second virtual object is the defender (the pursuer). The first virtual object with the attacker identity and the virtual object with the defender identity are in the same game scene. The game goal of the virtual object with the defender identity is to prevent the virtual object with the attacker identity from completing the attacker's game mission. The game goal of the attacker can be to infiltrate the target location, complete the designated mission and successfully evacuate, or to occupy a preset number of strongholds in the game, which is not limited by this application.

[0063] In the embodiment of the present application, the transmission prop is owned by the first virtual object belonging to the attacking party, but after the transmission prop is set to generate a transmission model, both the first virtual object and the second virtual object can use it. Through the transmission model, the first virtual object and / or the second virtual object can be transmitted to a specific or designated location or space within a certain period of time, which is an extremely fast transmission tool.

[0064] The interactive method of virtual objects provided in the embodiment of the present application displays the position information of the first virtual object in the map area of ​​the graphical user interface of the second virtual object belonging to the defending party after the first virtual object belonging to the attacking party is teleported to the target location through a teleportation prop. This reduces the range in which the second virtual object needs to locate the first virtual object, improves the accuracy of the defending party player's positioning of the attacking party player, and improves the gaming experience of the defending party player.

[0065] The following describes the exemplary steps of the embodiment of the present application:

[0066] S101. In response to the triggering operation of the first virtual object on the target transmission prop, the first virtual object is controlled to be transmitted to the target position in the virtual battle space, and the position information of the first virtual object is sent to the second virtual object; so that the second virtual object can display an information identifier corresponding to the position information in the map area of ​​the second virtual object's graphical user interface.

[0067] In one possible embodiment, the current game is an asymmetric competitive game, in which the first virtual object and the second virtual object have opposing identities, belong to different camps, and the number of objects in the first camp of the first virtual object and the number of objects in the second camp of the second virtual object are different. According to the game settings in the embodiment of the present application, the first virtual object is the attacker, and the first virtual object is the object that invades the scene where the second virtual object is located. The first virtual object completes a specific task by lurking between the second virtual object and non-player objects in disguise of different scenes, while the second virtual object acts as the defender, and its task is to pursue the first virtual object and prevent it from completing the specific task.

[0068] It is worth noting that the number of the first virtual objects as the attacking party is greater than the number of the second virtual objects as the defending party. The quantity relationship between the two can be a multiple relationship. For example, if the number of the first virtual objects is 4, then the number of the second virtual objects can be set to 2.

[0069] In an embodiment of the present application, the current battle space of the first virtual object and the second virtual object may be the area where the first virtual object and the second virtual object are located when they just enter the game. The spaces included in this current battle space may be one (the area where the first virtual object and the second virtual object are located when they just enter the game is the same) or multiple (the areas where the first virtual object and the second virtual object are located when they just enter the game are different); it may also be the area where the first virtual object and the second virtual object are located when they just enter the game and all areas that the first virtual object and the second virtual object can enter. For example, the battle area of ​​the first virtual object and the second virtual object is the entire area of ​​the entire building, then the entire building is the current virtual battle space.

[0070] It is worth noting that the game scene displayed on the first terminal (second terminal) corresponding to the first virtual object (second virtual object) is the area where the first virtual object (second virtual object) is currently located.

[0071] In the embodiment of the present application, the transmission prop is a prop that can be used by the first virtual object. When the first virtual object uses the transmission prop, a transmission model will be displayed in the virtual battle space.

[0072] It is worth noting that after the first virtual object uses the transmission prop to set the transmission model, as long as they are within the use range of the transmission model, the first virtual object and the second virtual object can be transmitted to the corresponding location area using the transmission prop.

[0073] In a possible implementation, the transmission props may be placed at different locations within the virtual battle space, and the placement locations of the transmission props include at least one of the following:

[0074] a hidden location in the virtual battle space, a location where the first virtual object performs a task, and an inaccessible location in the virtual battle space.

[0075] Specifically, a transmission prop is a prop that can transmit the first virtual object and / or the second virtual object to the corresponding position, and is mainly used to help the first virtual object escape. Therefore, when setting the position of each transmission prop, you can consider setting the transmission prop at an inaccessible position so that the first virtual object can get out of trouble when it cannot escape; after the first virtual object completes a specific task, a task prompt will be generated. There is a risk of exposure to the position of the first virtual object. Therefore, a transmission prop can be set at the position where the first virtual object performs the task. After the first virtual object completes the task, the first virtual object can be directly transmitted to another position, reducing the probability of the first virtual object being exposed when performing a specific task; since the transmission prop is set by the first virtual object, when setting it, the first virtual object does not want the position of the transmission prop to be detected by the second virtual object. Therefore, you can choose to set the transmission prop in a hidden position in the virtual battle space.

[0076] In a possible implementation, the interactive method further includes:

[0077] a1: Displaying a model identifier of the set transmission model in a map area of ​​a graphical user interface of the first virtual object and other virtual objects in the same camp as the first virtual object.

[0078] The transmission model is generated by the first virtual object in the virtual battle space after using the transmission prop; the model identifier of the transmission model is not displayed in the map area of ​​the graphical user interface of the second virtual object.

[0079] In a possible implementation, model identifiers of different transmission props respectively set at different positions in the virtual battle space are displayed in corresponding map areas.

[0080] Specifically, after the first virtual object sets the teleportation prop, the location of the set teleportation prop will be marked (model identification) in the map area of ​​the graphical user interface of the first virtual object to prompt the first virtual object and other virtual objects in the same camp as the first virtual object to know the specific location of the set teleportation prop, but the teleportation model will not be displayed in the map area of ​​the graphical user interface of the second virtual object.

[0081] In a possible embodiment, the interactive method further includes:

[0082] b1: Detecting that the transmission model is within a preset distance range of the second virtual object, controlling the display of the transmission model so that the second virtual object moves to the target position in the virtual battle space according to the transmission model; wherein the preset distance range is smaller than the second preset field of view of the second virtual object.

[0083] However, the second virtual object cannot know the location of the transmission prop in the second scene map. Only when the second virtual object reaches the range near the transmission prop can it control the display of the transmission model. The second virtual object can see the transmission model in the game scene and determine the specific location of the transmission model. For the second virtual object to see the transmission model, the second virtual object must reach the range of the transmission model. Therefore, the setting of the preset distance range needs to be smaller than the second preset field of view range of the second virtual object.

[0084] For example, the preset distance range can be set to 7m (game distance). Only when the second virtual object is within 7m (game distance) of the set transmission prop will the transmission model be displayed, allowing the second virtual object to perceive the existence of the transmission device.

[0085] In a possible embodiment, the interactive method further includes:

[0086] c1: detecting that the transmission model is within a first preset field of view of the first virtual object, controlling the display of the transmission model so that the first virtual object moves to a target position in the virtual battle space according to the transmission model.

[0087] In an embodiment of the present application, in order to facilitate the first virtual object to find the transmission model and use the transmission props to reach the target location, the display range of the transmission model for the first virtual object can be set within the first field of view of the first virtual object. As long as the transmission model appears in the first field of view of the first virtual object, the transmission model will be displayed, facilitating the escape of the first virtual object.

[0088] In the embodiment of the present application, the triggering operation of the first virtual object on the target transmission prop will also be different depending on the different game terminals equipped with the embodiment of the present application. Specifically, if the game in the embodiment of the present application is set to a PC game, then the triggering operation of the first virtual object on the target transmission prop is a click operation on the shortcut key; if the game in the embodiment of the present application is set to a mobile game, a touch control can be set on the graphical user interface of the corresponding terminal, then the triggering operation of the first virtual object on the target transmission prop is a click operation on the touch control.

[0089] In a possible implementation, the target location of the transmission prop includes at least one of the following:

[0090] A hidden position in the virtual battle space, a position whose distance from the first virtual object is greater than a preset distance threshold.

[0091] Specifically, in order to prevent the first virtual object from being easily discovered after being transported to the target location by the transport prop, the target location can be set as a hidden location in the virtual battle space. For example, the hidden location includes a corner in a room in the game scene, etc., and will not be set in a traffic artery or an open area to prevent the first virtual object from being exposed.

[0092] Furthermore, in order to ensure the player's gaming experience, it is possible to consider using a teleportation item to teleport the first virtual object to a position greater than a preset distance threshold from the current position of the first virtual object. For example, the current position of the first virtual object is the center of the circle, and the preset distance threshold (game distance 30m, etc.) is the radius. A circular area is determined, and the target position must fall outside this circular area.

[0093] In one possible implementation, the locations to which the first virtual object can be teleported via a teleportation item are preset in advance, and the number is limited. The player controlling the first virtual object can be informed of the various location areas to which it will be teleported and environmental information of the target location.

[0094] For example, the location to which the first virtual object can be teleported through the teleportation prop can be specifically the middle of the apron, a utility room behind a specific location point, a suite lobby corridor, an edge area of ​​the swimming pool, a specific area compartment, etc. The player controlling the first virtual object can know the multiple locations to which he can be teleported. Before the teleportation prop is turned on, the target location to which the first virtual object will be teleported is unknown.

[0095] In an embodiment of the present application, the number of transmission props that can be used (can be placed in the virtual battle space) at the same time is a fixed value. Generally, N transmission props are provided at the same time. The first player who controls the first virtual object can set these N transmission props at the same time, or can set them differently. After the first player places one of the N transmission props (after consuming one transmission prop), after the transmission prop is placed for a preset time, the consumed number (one) of transmission props will be generated again for replenishment.

[0096] Specifically, the preset duration is set according to the game configuration and can be set to 30 seconds, etc.

[0097] It is worth noting that the number of teleportation props in the virtual battle space is fixed. If the number of teleportation props in the virtual battle space is saturated, and the first player places a new teleportation prop, this teleportation prop will overwrite the previously placed teleportation prop (for example, overwriting the first placed teleportation prop, etc.) to ensure that the number of teleportation props in the virtual battle space is fixed.

[0098] For example, the number of teleportation props allowed to exist simultaneously in the virtual battle space is 3. The first player places teleportation props A, teleportation props B and teleportation props C in the virtual battle space in sequence. 30 seconds later, due to the charging mechanism configured in the game, the first player is given 3 more teleportation props that can be set. When teleportation props A, teleportation props B and teleportation props C are not used by the first virtual object and / or the second virtual object, the first player places teleportation prop D in the virtual battle space. At this time, teleportation props D will replace the first placed teleportation prop A. At this time, the teleportation props existing in the virtual battle space are teleportation props B, teleportation props C and teleportation props D.

[0099] It is worth noting that in the embodiment of the present application, the setting process of the transmission props is displayed through a progress bar, and will not be interrupted during the progress bar display process. Even if the transmission props are attacked by other skills during the placement process, the previous setting process will not be eliminated.

[0100] In one possible implementation, see Figure 2 , Figure 2 This is a flow chart of another virtual object interaction method provided in an embodiment of the present application. Figure 2 As shown in , the virtual object interaction method provided in the embodiment of the present application includes:

[0101] S201 : In response to the first virtual object being transferred to a target position in the virtual battle space, updating a clue accumulation value of the first virtual object.

[0102] In an embodiment of the present application, considering that the second virtual object may obtain clue information of the first virtual object multiple times, a clue accumulation value of the first virtual object can be set, and the clue accumulation value corresponding to the first virtual object can be updated according to the clue information.

[0103] Specifically, after determining that the first virtual object is transmitted to the target position in the virtual battle space, the clue value of the first virtual object will be updated. For the clue value of the first virtual object, it is a real-time accumulation process. When the clue value of the first virtual object accumulates to the preset clue threshold range, the position information of the first virtual object will be displayed, and the position information of the first virtual object will be displayed to the second virtual object.

[0104] Specifically, in the initial state, the second virtual object has not yet obtained any clue information (position information) about the first virtual object, and the identification information corresponding to the first virtual object is not displayed in any form. After the second virtual object obtains the clue information (position information) of the first virtual object for the first time, the current display format of the identification information is to not display the identification information corresponding to the first virtual object. This is also the first time that the second virtual object obtains the clue information (position information) of the first virtual object. Based on this, the target display format of the identification information is to display the area where the first virtual object is located indicated by the clue information (position information) in the map area of ​​the graphical user interface corresponding to the second virtual object in the first display format, and for a first time period.

[0105] S202: Determine if the cumulative clue value reaches a clue threshold range, and display an information identifier corresponding to the location information in a map area of ​​a graphical user interface corresponding to the second virtual object.

[0106] In an embodiment of the present application, the cumulative value of clues can be implemented in the form of a numerical value, and can correspond to different clue value threshold ranges and different display information identifiers. The corresponding threshold range of the cumulative value of clues is set. When the cumulative value of clues reaches a certain threshold range, the identification information is displayed according to the corresponding display method.

[0107] Specifically, a first threshold range reached by the cumulative value of clues is determined, and the area where the first virtual object indicated by the clue information is located is displayed in a first display format in a map area of ​​a graphical user interface corresponding to the second virtual object, and continues for a first time period; within the first time period in which the area where the first virtual object indicated by the clue information is located is displayed in the first display format, a second threshold range reached by the cumulative value of clues is determined, and the location of the first virtual object indicated by the clue information is displayed in a second display format in a map area of ​​a game scene of a graphical user interface corresponding to the second virtual object; and / or, in the game scene of the graphical user interface corresponding to the second virtual object, the object model of the first virtual object indicated by the clue information is displayed in a third display format, and continues for a second time period.

[0108] In the above method, updating the display format of the identification information of the first virtual object by means of the clue cumulative value is conducive to promoting the second virtual object to improve the game rhythm, increase the cumulative value as soon as possible to obtain accurate position information of the first virtual object, thereby improving the rhythm and tension of the game.

[0109] In order to improve the realism of the game scene, the movement trajectory of the first virtual object can be displayed in the form of virtual footprints. Specifically, after the first virtual object is transported to the target position by a transport prop, the movement path of the first virtual object is obtained in response to the movement of the first virtual object in the virtual battle space; on the movement path, the virtual footprints left by the virtual object during the movement are displayed every preset path length. For example, during the movement of the first virtual object, a virtual footprint is generated and displayed in the virtual battle space for every ten meters it moves. The virtual footprint can disappear after a specified time, for example, the virtual footprint disappears after being displayed for 5 seconds. The virtual footprint can be used not only to indicate that the first virtual object has passed the position, but also to indicate the direction of movement of the first virtual object. This method can help the second virtual object track the movement of the first virtual object and quickly find the first virtual object.

[0110] It is worth noting that in the present application, after the first virtual object is teleported to the target location using a teleportation prop, since the first virtual object uses a prop to help itself escape quickly, in order to ensure the fairness of the game, the clue value of the first virtual object may no longer be accumulated, that is, as long as the first virtual object is teleported to the target location, the location point or location area of ​​the first virtual object will be displayed to the second virtual object.

[0111] In a possible implementation, since the set transmission device can be used by both the first virtual object and the second virtual object, after the transmission prop is used on the second virtual object, the position of the second virtual object will also be displayed for the first virtual object accordingly.

[0112] Specifically, the interactive method further includes:

[0113] d1: In response to the triggering operation of the second virtual object on the transmission prop, the second virtual object is controlled to be transmitted to the transmission position in the virtual battle space, and the position information of the second virtual object is sent to the first virtual object; so that the first virtual object can display an information identifier corresponding to the position information in the map area of ​​the graphical user interface of the first virtual object.

[0114] It is worth noting that for the second virtual object, there is no clue setting, so as long as the second virtual object is teleported to the target location, the location point or location area of ​​the second virtual object will be displayed to the first virtual object.

[0115] It should be noted that the position information of the first virtual object may be coordinate information of the first virtual object in the virtual battle space.

[0116] In one possible implementation, taking the example of displaying the location information of a first virtual object on a map area in a graphical user interface of a second virtual object, the display of the location information may be a display of the location point of the first virtual object or a display of the location area of ​​the first virtual object, each of which will be described below:

[0117] (1) Displaying the location information may be displaying the location area of ​​the first virtual object, and the display information identifier is displayed through the following steps:

[0118] f1: Determine a target area corresponding to the position information on a map area in a graphical user interface of the second virtual object.

[0119] f2: Displaying the target area in a map area of ​​a graphical user interface of the second virtual object.

[0120] In this embodiment of the present application, the step of “displaying the target area in the map area of ​​the graphical user interface of the second virtual object” includes:

[0121] g1: highlighting the target area where the first virtual object is located, and canceling the highlighting after displaying for a preset time.

[0122] Specifically, after it is determined that the first virtual object is transferred to the target location, in order to ensure the safety of the first virtual object, only the location of the first virtual object may be displayed instead of the exact location of the first virtual object.

[0123] In one possible embodiment, the brightness value and display time of the highlighted target area where the first virtual object is located may be related to the number of first virtual objects and the clue value of the first virtual object. Specifically, in the map area in the graphical user interface, the color brightness of the target area is related to the number of second virtual objects in the target area whose clue value of the first virtual object meets the first sub-target threshold range.

[0124] See also Figure 3 , Figure 3 One of the schematic diagrams of the map area in the graphical user interface of the second virtual object provided in the embodiment of the present application, such as Figure 3 As shown in , the map area in the graphical user interface of the second virtual object can be divided into multiple areas in advance, for example, area 1, area 2, area 3, and area 4. First, the area corresponding to the position information is determined, for example, area 1. Then, area 1 is used as the target area, and area 1 is highlighted by color on the map area in the graphical user interface of the second virtual object, that is, area 1 is superimposed with the preset color and displayed (in Figure 3 are indicated by shading).

[0125] Optionally, in a specific embodiment, on the map area in the graphical user interface of the second virtual object, the color brightness of the target area is related to the number of first virtual objects in the target area whose clue values ​​meet the first sub-target threshold range.

[0126] The color brightness in the embodiment of the present application is the brightness of the color, which is used to represent the lightness and depth of the color. The color brightness will increase when two layers of the same color are superimposed.

[0127] Optionally, the greater the number of first virtual objects in the target area whose clue values ​​meet the first sub-target threshold range, the higher the color brightness of the target area. For example, if area 1 is the target area and there are N first virtual objects in area 1 whose clue values ​​meet the first sub-target threshold range, area 1 will be displayed with N layers of pre-set colors superimposed. In this way, the second player controlling the second virtual object can determine the number of first virtual objects in the target area whose current suspicion values ​​meet the first sub-target threshold range based on the color brightness of the target area, which helps improve the gaming experience of the second player controlling the second virtual object.

[0128] Optionally, in a specific implementation, a number indicating the number of second virtual objects whose current suspicion values ​​meet the first sub-target threshold range in the hotspot area may be marked on the hotspot area, which is not limited in this application.

[0129] (2) Displaying the location information may be displaying the location of the first virtual object, and displaying the display information identifier through the following steps:

[0130] h1: Determine a target location point corresponding to the location information on a map area in a graphical user interface of the second virtual object.

[0131] h2: Displaying the target location point in a map area in a graphical user interface of the second virtual object.

[0132] In an embodiment of the present application, whether to display the target position point of the first virtual object or the target area of ​​the first virtual object may be related to the clue value of the first virtual object. Specifically, if the current sub-target threshold range of the clue value of the first virtual object is the second sub-target threshold range, the target position point (target position point) of the first virtual object can be displayed.

[0133] Specifically, the display mark for the target location point where the first virtual object is located may be an arrow, which is arranged around the second virtual object and points to the target location point where the first virtual object is located.

[0134] In one possible embodiment, after the first virtual object and / or the second virtual object arrives at the location of the transmission model, the transmission model will be opened at the feet of the first virtual object and / or the second virtual object. When the transmission model is opened, the location information of the destination to be transmitted will be displayed to the first virtual object and / or the second virtual object that opened the transmission model.

[0135] Specifically, see Figure 4 , Figure 4 The second schematic diagram of the map area in the graphical user interface of the second virtual object provided in the embodiment of the present application is as follows: Figure 4 As shown in , the map area in the graphical user interface of the second virtual object can be divided into multiple areas in advance, for example, area 3, area 2, area 3, and area 4. First, the area where the location information is located is determined, for example, area 3, and then the precise location point is found in area 3, such as Figure 4 Position point 3 in the image is highlighted by color, that is, position point 3 is superimposed with the preset color and displayed (in Figure 4 (Indicated by circle shadow in the middle), the entire area will no longer be displayed at this time, and the determination and adjustment of the color brightness of position point 3 are consistent with those of the target area, which will not be repeated here.

[0136] Specifically, the interactive method further includes:

[0137] i1: In response to the triggering operation of the first virtual object on the target transmission prop, scene prompt information of the target position corresponding to the target transmission prop is displayed at a preset position in the virtual battle space.

[0138] In an embodiment of the present application, when the target transmission prop is turned on, scene prompt information corresponding to the target position will be displayed at a preset position in the virtual battle space, and the location to which the first virtual object is about to be transmitted will be displayed through the scene prompt information.

[0139] Specifically, the scene prompt information includes at least one of the following:

[0140] The scene picture of the target location, the representative props of the target location, and the scene name of the target location.

[0141] For example, if the target location of the destination is a kitchen area, when the transmission model is turned on, representative props such as a cutting board and a kitchen knife of the kitchen area can be rendered at the preset position of the graphical user interface of the first virtual object and / or the second virtual object (generally at the transmission model); the text message "kitchen" can also be displayed at the preset position of the graphical user interface of the first virtual object and / or the second virtual object; or the scene of the kitchen area can be directly holographically projected, and the holographically projected image can be displayed at the preset position of the graphical user interface of the first virtual object and / or the second virtual object.

[0142] In a possible implementation, the interactive method further includes:

[0143] j1: In response to the first virtual object and / or the second virtual object passing through the target transport prop, controlling the state of the target transport prop to switch from a ready state to a state about to collapse;

[0144] j2: After the first virtual object and / or the second virtual object has been used for a preset time period by the target transmission item, cancel the setting of the transmission model corresponding to the target transmission item.

[0145] Specifically, the states of the target teleportation props include a ready state and a state about to collapse. After the first virtual object sets the teleportation props in the virtual battle space, the teleportation props will be in a ready state. When the first virtual object and / or the second virtual object uses the corresponding teleportation props and is teleported to the corresponding target location, the teleportation props will be in a state about to collapse and collapse after a preset time. If the first virtual object passes through the teleportation prop first, the second virtual object chasing the first virtual object can enter the same teleportation prop to chase the first virtual object before the teleportation prop collapses.

[0146] It is worth noting that the imminent collapse state of the transmission prop refers to the state in which the transmission prop is about to be destroyed. When the collapse time is reached, the transmission prop will be destroyed and the setting of the transmission model corresponding to the transmission prop will be canceled.

[0147] In a possible implementation, the preset usage time of the transmission prop can be set according to the game configuration, such as 4 seconds.

[0148] In one possible embodiment, after the first virtual object and / or the second virtual object uses the corresponding teleportation prop, after the teleportation prop switches to a state about to collapse, a light column will be rendered at the position of the teleportation model in the virtual game space. As the usage time increases (the closer to the collapse time), the brightness of the light column will increase.

[0149] In one possible embodiment, after the first virtual object and / or the second virtual object uses the teleportation model, when teleporting through the teleportation model, a teleportation cutscene animation will be displayed on the graphical user interface corresponding to the first virtual object and / or the second virtual object, reflecting a sense of time travel.

[0150] Specifically, the teleportation cutscene can be a same geometric shape played from far to near, so as to reflect the sense of time and space travel during the teleportation process.

[0151] S102. In response to the game battle result satisfying the game end condition, the current game is settled; wherein the game end condition includes the first virtual object completing all game tasks or the current game time reaching a preset time threshold.

[0152] In the embodiment of the present application, there are two game technical conditions in the embodiment of the present application. Due to the setting of the game mechanism in the embodiment of the present application, the first virtual object being chased needs to complete a specific game task. If the first virtual object completes all game tasks without being completely wiped out, the game is determined to be over; or, a preset time threshold is set. Within this preset time threshold, if the first virtual object is not completely wiped out and the first virtual object has not completed all game tasks, the game is determined to be over.

[0153] The embodiment of the present application provides a method for interacting with virtual objects. In response to a triggering operation of a target teleportation item by a first virtual object, the method controls the teleportation of the first virtual object to a target position in a virtual battle space, and sends the position information of the first virtual object to a second virtual object; so that the second virtual object can display an information identifier corresponding to the position information in a map area in a graphical user interface through the second virtual object, and solve the current game in response to the game battle result meeting the game end condition. In the embodiment of the present application, after the first virtual object belonging to the attacking party is teleported to the target position by the teleportation item, the position information of the first virtual object will be displayed in the map area in the graphical user interface of the second virtual object belonging to the defending party, which reduces the range in which the second virtual object needs to locate the first virtual object and reduces the time for the defending party to locate the attacking party. This can improve the accuracy of the defending party's positioning of the attacking party and the efficiency of the game, and can also avoid the defending party's game failure due to missing the opportunity to pursue, which helps to improve the gaming experience of the defending party.

[0154] Based on the same inventive concept, an embodiment of the present application also provides an interactive device for a virtual object corresponding to the interactive method for a virtual object. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the interactive method for a virtual object in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0155] See also Figure 5 、 Figure 6 , Figure 5 This is one of the structural diagrams of a virtual object interaction device provided in an embodiment of the present application. Figure 6 This is a second structural diagram of a virtual object interaction device provided in an embodiment of the present application; Figure 7 This is a third structural diagram of a virtual object interactive device provided in an embodiment of the present application. Figure 5 As shown in , the interactive device 500 includes:

[0156] The transmission position display module 510 is used to respond to the triggering operation of the first virtual object on the target transmission prop, control the transmission of the first virtual object to the target position in the virtual battle space, and send the position information of the first virtual object to the second virtual object; so that the second virtual object can display an information identifier corresponding to the position information in the map area of ​​the graphical user interface of the second virtual object.

[0157] The game ending module 520 is used to settle the current game in response to the game battle result meeting the game ending condition; wherein, the game ending condition includes that the first virtual object completes all game tasks or the current game time reaches a preset time threshold.

[0158] In one possible implementation, Figure 6 As shown in , the interactive device 500 further includes a logo display module 530, and the logo display module 530 is used to:

[0159] The model identifier of the set transmission model is displayed in the map area of ​​the graphical user interface of the first virtual object and other virtual objects in the same camp as the first virtual object; wherein, the transmission model is generated by the first virtual object in the virtual battle space after using the transmission prop; the model identifier of the transmission model is not displayed in the map area of ​​the graphical user interface of the second virtual object.

[0160] In one possible implementation, Figure 6 As shown in , the interactive device 500 further includes a first model display module 540, and the first model display module 540 is used to:

[0161] It is detected that the transmission model is located within a first preset field of view of the first virtual object, and the transmission model is controlled to be displayed so that the first virtual object moves to a target position in the virtual battle space according to the transmission model.

[0162] In one possible implementation, Figure 7As shown in , the interactive device 500 further includes an object position display module 550, and the object position display module 550 is used to:

[0163] In response to the triggering operation of the second virtual object on the transmission prop, the second virtual object is controlled to be transmitted to the transmission position in the virtual battle space, and the position information of the second virtual object is sent to the first virtual object; so that the first virtual object can display an information identifier corresponding to the position information in the map area in the graphical user interface of the first virtual object.

[0164] In one possible implementation, Figure 7 As shown in , the interactive device 500 further includes a second model display module 560, and the second model display module 560 is used to:

[0165] It is detected that the transmission model is within a preset distance range of the second virtual object, and the transmission model is controlled to be displayed so that the second virtual object moves to the target position in the virtual battle space according to the transmission model; wherein the preset distance range is smaller than the second preset field of view range of the second virtual object.

[0166] In a possible implementation, when the transmission position display module 510 is used to transmit the position information of the first virtual object to the second virtual object, so that the second virtual object can display an information identifier at a location corresponding to the position information in a map area of ​​a graphical user interface of the second virtual object, the transmission position display module 510 is configured to:

[0167] In response to the first virtual object being transferred to a target position in the virtual battle space, updating a clue accumulation value of the first virtual object;

[0168] It is determined that the clue accumulation value reaches a clue threshold range, and an information identifier is displayed at a location corresponding to the position information in a map area of ​​a graphical user interface corresponding to the second virtual object.

[0169] In a possible implementation, the transmission position display module 510 is configured to display the display information identifier through the following steps:

[0170] determining a target area corresponding to the position information on a map area in a graphical user interface of the second virtual object;

[0171] The target area is displayed in a map area in a graphical user interface of the second virtual object.

[0172] In a possible implementation, the transmission position display module 510 is configured to display the display information identifier through the following steps:

[0173] determining a target location point corresponding to the location information on a map area in a graphical user interface of the second virtual object;

[0174] The target location point is displayed in a map area in a graphical user interface of the second virtual object.

[0175] In a possible implementation, when the transmission position display module 510 displays the target area in a map area in a graphical user interface for the second virtual object, the transmission position display module 510 is configured to:

[0176] The target area where the first virtual object is located is highlighted, and after being displayed for a preset time, the highlighting is canceled.

[0177] In a possible implementation, the placement location of the transport prop includes at least one of the following:

[0178] a hidden location within the virtual battle space, a location where the first virtual object performs a task, and an inaccessible location within the virtual battle space;

[0179] The target location of the transmission prop includes at least one of the following:

[0180] A hidden position in the virtual battle space, a position whose distance from the first virtual object is greater than a preset distance threshold.

[0181] The embodiment of the present application provides an interactive device for virtual objects. In response to a triggering operation of a target transmission prop by a first virtual object, the first virtual object is controlled to be transmitted to a target position in a virtual battle space, and the position information of the first virtual object is sent to a second virtual object; so that the second virtual object can display an information identifier corresponding to the position information in a map area of ​​a graphical user interface through the second virtual object, and in response to the game battle result meeting the game end condition, the current game is solved. In the embodiment of the present application, after the first virtual object belonging to the attacking party is transmitted to the target position by the transmission prop, the position information of the first virtual object is displayed in the map area of ​​the graphical user interface of the second virtual object belonging to the defending party. This reduces the range in which the second virtual object needs to locate the first virtual object, reduces the time for the defending party to locate the attacking party, can improve the accuracy of the defending party's positioning of the attacking party player and the efficiency of the game, and can also avoid the defending party's game failure due to missing the opportunity to pursue, which helps to improve the gaming experience of the defending party player.

[0182] See also Figure 8 , Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 8 As shown in FIG, the electronic device 800 includes a processor 810 , a memory 820 and a bus 830 .

[0183] The memory 820 stores machine-readable instructions executable by the processor 810. When the electronic device 800 is running, the processor 810 communicates with the memory 820 via the bus 830. When the machine-readable instructions are executed by the processor 810, the above-mentioned Figure 1 as well as Figure 2 The steps of the virtual object interaction method in the illustrated method embodiment and the specific implementation thereof can be found in the method embodiment, which will not be described in detail here.

[0184] The embodiment of the present application also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the computer program can execute the above-mentioned Figure 1 as well as Figure 2 The steps of the virtual object interaction method in the illustrated method embodiment and the specific implementation thereof can be found in the method embodiment, which will not be described in detail here.

[0185] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0186] In the several embodiments provided in this application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. There may be other division methods in actual implementation. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interface, indirect coupling or communication connection of devices or units, which may be electrical, mechanical or other forms.

[0187] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0188] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0189] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0190] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-mentioned embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-mentioned embodiments within the technical scope disclosed in the present application, or perform equivalent replacements for some of the technical features thereof. These modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.

Claims

1. A method for interacting with a virtual object, characterized in that: A virtual battle space is provided by a terminal device, wherein the virtual battle space includes a first virtual object controlled by a first player and a second virtual object controlled by a second player, wherein the first virtual object and the second virtual object have opposite identities; and the interaction method includes: In response to the triggering operation of the first virtual object on the target transmission prop, controlling the first virtual object to be transmitted to the target position in the virtual battle space, and updating the clue accumulation value of the first virtual object; determining that the cumulative clue value of the first virtual object reaches a clue threshold range, sending the location information of the first virtual object to the second virtual object, and controlling the display of an information indicator corresponding to the location information in a map area of ​​a graphical user interface of the second virtual object; In response to the game battle result meeting the game end condition, the current game is settled; wherein, the game end condition includes that the first virtual object completes all game tasks or the current game time reaches a preset time threshold.

2. The interactive method according to claim 1, characterized in that: The interactive method further includes: In response to the triggering operation of the second virtual object on the transmission prop, the second virtual object is controlled to be transmitted to the transmission position in the virtual battle space, and the position information of the second virtual object is sent to the first virtual object; so that the first virtual object can display an information identifier corresponding to the position information in the map area in the graphical user interface of the first virtual object.

3. The interactive method according to claim 1, characterized in that: The display information indicator is displayed by following the steps below: determining a target area corresponding to the position information on a map area in a graphical user interface of the second virtual object; The target area is displayed in a map area in a graphical user interface of the second virtual object.

4. The interactive method according to claim 1, characterized in that: The display information indicator is displayed by following the steps below: determining a target location point corresponding to the location information on a map area in a graphical user interface of the second virtual object; The target location point is displayed in a map area in a graphical user interface of the second virtual object.

5. The interactive method according to claim 3, characterized in that: The step of displaying the target area in a map area of ​​a graphical user interface of the second virtual object comprises: The target area where the first virtual object is located is highlighted, and after being displayed for a preset time, the highlighting is canceled.

6. The interactive method according to claim 1, characterized in that: The placement location of the transport prop includes at least one of the following: a hidden location within the virtual battle space, a location where the first virtual object performs a task, and an inaccessible location within the virtual battle space; The target location of the transmission prop includes at least one of the following: A hidden position in the virtual battle space, a position whose distance from the first virtual object is greater than a preset distance threshold.

7. The interactive method according to claim 1, characterized in that: The interactive method further includes: The model identifier of the set transmission model is displayed in the map area of ​​the graphical user interface of the first virtual object and other virtual objects in the same camp as the first virtual object; wherein, the transmission model is generated by the first virtual object in the virtual battle space after using the transmission prop; the model identifier of the transmission model is not displayed in the map area of ​​the graphical user interface of the second virtual object.

8. The interactive method according to claim 7, characterized in that: The interactive method further includes: It is detected that the transmission model is within a preset distance range of the second virtual object, and the transmission model is controlled to be displayed so that the second virtual object moves to the target position in the virtual battle space according to the transmission model; wherein the preset distance range is smaller than the second preset field of view range of the second virtual object.

9. The interactive method according to claim 7, characterized in that: The interactive method further includes: It is detected that the transmission model is located within a first preset field of view of the first virtual object, and the transmission model is controlled to be displayed so that the first virtual object moves to a target position in the virtual battle space according to the transmission model.

10. A virtual object interactive device, characterized in that: A virtual battle space is provided by a terminal device, wherein the virtual battle space includes a first virtual object controlled by a first player and a second virtual object controlled by a second player, wherein the first virtual object and the second virtual object have opposite identities, and the interactive device includes: a teleportation location display module, configured to respond to a triggering operation of a target teleportation item by the first virtual object, control the teleportation of the first virtual object to a target location in the virtual battle space, and update a clue accumulation value of the first virtual object; determine that the clue accumulation value of the first virtual object reaches a clue threshold range, and transmit the location information of the first virtual object to the second virtual object; and control the display of an information indicator corresponding to the location information in a map area of ​​a graphical user interface of the second virtual object; The game ending module is used to settle the current game in response to the game battle result meeting the game ending condition; wherein, the game ending condition includes that the first virtual object completes all game tasks or the current game time reaches a preset time threshold.

11. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the virtual object interaction method according to any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the virtual object interaction method according to any one of claims 1 to 9 are executed.

Citation Information

Patent Citations

  • Game display method and device, electronic equipment and storage medium

    CN113457133A