Obstacle processing method, device, equipment and storage medium in virtual scene

By changing the hardness or transparency of the obstacle in a virtual scene, the problem of the fixed attributes of the obstacle blocking virtual props and sight is solved, and the human-computer interaction efficiency is improved.

CN114405008BActive Publication Date: 2025-03-25TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202210073494.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-01-21
Publication Date
2025-03-25
Estimated Expiration
2042-01-21

AI Technical Summary

Technical Problem

In virtual scenes, the fixed hardness or transparency of the obstacles will block the attacks of virtual props and the player's sight, resulting in low human-computer interaction efficiency.

Method used

By responding to the projection instruction of the target virtual prop in a virtual scene, the first virtual object is controlled to project the target virtual prop, and when there is an obstacle in the target area, the hardness or transparency of the obstacle is changed to assist in the interaction between the virtual objects.

Benefits of technology

By changing the properties of obstacles, the number of interaction operations required to achieve interaction purposes is reduced, and the human-computer interaction efficiency is improved.

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Abstract

The present application provides a method, device, equipment, computer-readable storage medium and computer program product for handling obstacles in a virtual scene; the method comprises: in response to a projection instruction for a target virtual prop in a virtual scene, controlling a first virtual object to project the target virtual prop along the direction indicated by the projection instruction; in response to the projection of the target virtual prop to a target position, displaying a target area centered on the target position; when there is an obstacle in the target area, changing the hardness or transparency of the obstacle to assist the first virtual object to interact with a second virtual object in the virtual scene; wherein the first virtual object and the second virtual object are on both sides of the obstacle. Through the present application, the efficiency of human-computer interaction can be improved.
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Description

Technical Field

[0001] The present application relates to human-computer interaction technology, and in particular to a method, device, equipment, computer-readable storage medium and computer program product for handling obstacles in a virtual scene. Background Art

[0002] Human-computer interaction technology for virtual scenes based on graphics processing hardware can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application requirements, and has broad practical value. For example, in a virtual scene application such as a game, it can simulate the real battle process between virtual objects. Taking a shooting game scene as an example, when there are obstacles in the game scene, the properties of the obstacles in the related technology, such as hardness or transparency, are fixed, which not only blocks the line of sight, but also blocks the attack of virtual props (such as bullets), so that when facing obstacles, players have to perform multiple interactive operations to achieve a certain interactive purpose, and the efficiency of human-computer interaction is low. Summary of the invention

[0003] The embodiments of the present application provide a method, device, equipment, computer-readable storage medium and computer program product for handling obstacles in a virtual scene, which can improve the efficiency of human-computer interaction.

[0004] The technical solution of the embodiment of the present application is implemented as follows:

[0005] The present application provides a method for handling obstacles in a virtual scene, including:

[0006] In response to a projection instruction for a target virtual prop in a virtual scene, controlling the first virtual object to project the target virtual prop along a direction indicated by the projection instruction;

[0007] In response to the target virtual prop being projected to a target position, displaying a target area centered on the target position;

[0008] When there is an obstacle in the target area, changing the hardness or transparency of the obstacle to assist the first virtual object in interacting with the second virtual object in the virtual scene;

[0009] Wherein, the first virtual object and the second virtual object are located on both sides of the obstacle.

[0010] The embodiment of the present application provides an obstacle handling device in a virtual scene, comprising:

[0011] A control module, configured to, in response to a projection instruction for a target virtual prop in a virtual scene, control the first virtual object to project the target virtual prop along a direction indicated by the projection instruction;

[0012] A display module, configured to display a target area centered on the target position in response to the target virtual prop being projected to the target position;

[0013] a changing module, configured to change the hardness or transparency of an obstacle when there is an obstacle in the target area, so as to assist the first virtual object in interacting with a second virtual object in the virtual scene;

[0014] Wherein, the first virtual object and the second virtual object are located on both sides of the obstacle.

[0015] In the above scheme, when the target virtual prop is a sub-prop launched by a virtual launching prop, before controlling the first virtual object to project the target virtual prop along the direction indicated by the projection instruction, the device also includes: an instruction receiving module, which is used to display the first virtual object holding the virtual launching prop and the operation control of the target virtual prop in the interface of the virtual scene; in response to the trigger operation of the operation control, control the first virtual object to equip the target virtual prop to the virtual launching prop; in response to the launch operation of the virtual launching prop, receive the projection instruction for the target virtual prop; the control module is also used to control the first virtual object to launch at least one of the target virtual props through the virtual launching prop along the direction indicated by the projection instruction.

[0016] In the above scheme, when the target virtual prop is a throwing prop, before controlling the first virtual object to project the target virtual prop along the direction indicated by the projection instruction, the instruction receiving module is further used to display the first virtual object holding the target virtual prop and the operation control of the target virtual prop in the interface of the virtual scene; in response to the trigger operation of the operation control, the projection instruction for the target virtual prop is received; the control module is further used to control the first virtual object to throw the target virtual prop along the direction indicated by the projection instruction, so as to control the target virtual prop to move along the direction indicated by the projection instruction.

[0017] In the above scheme, the display module is also used to obtain a circular space area with the target position as the center and the target distance as the radius, and determine the circular space area as the target area; the target area is displayed in a target display style, and the target display style is used to characterize that the hardness or transparency of the obstacle in the target area has been changed.

[0018] In the above scheme, the display module is also used to control the target virtual prop to be adsorbed to the target position in the target obstacle when the target position is located on the surface of the target obstacle, and to display a partial area of ​​the target obstacle with the target position as the center as the target area; the change module is also used to change the hardness or transparency of the partial area of ​​the target obstacle.

[0019] In the above scheme, before displaying the target area centered on the target position, the device also includes: an adsorption module, which is used to control the target virtual prop to be adsorbed to the target position when the target position is located on the surface of the movable object; after displaying the target area centered on the target position, the device also includes: an updating module, which is used to display the movement process of the movable object in the virtual scene; along with the movement of the movable object, the target virtual prop is controlled to continue to be adsorbed to the target position and the target area is updated.

[0020] In the above scheme, before displaying the target area centered on the target position, the device also includes: a first determination module, which is used to display the process of the target virtual prop exploding into at least two sub-virtual props when the target virtual prop is projected to the first position, and determine the first position and the second position where the sub-virtual prop lands as the target position; the display module is also used to respectively display a first area centered on the first position and a second area centered on each of the second positions, and use the first area and each of the second areas as the target area; wherein the area sizes of the first area and the second area are different.

[0021] In the above scheme, the hardness or transparency is the attribute of the obstacle. Before changing the hardness or transparency of the obstacle, the device also includes: an attribute display module, which is used to display the attribute identification of the obstacle, each attribute identification includes at least one of the quantitative value and the quantitative graph of the corresponding attribute; before changing the hardness or transparency of the obstacle, the device also includes: an attribute update display module, which is used to update and display the hardness or transparency identification of the obstacle.

[0022] In the above scheme, the property update display module is also used to display the updated quantitative value according to the change amount of the quantitative value of the attribute corresponding to the attribute identifier when the attribute identifier is in digital form; when the attribute identifier is in the form of an indicator bar, it is used to display the updated quantitative graph according to the change amount of the quantitative value of the attribute corresponding to the attribute identifier; wherein the change amount is negatively correlated with the distance between the obstacle and the target position.

[0023] In the above scheme, the device also includes: a second determination module, used to obtain the projection difficulty parameter of the target position and determine the change amount positively correlated with the projection difficulty parameter; wherein the projection difficulty parameter includes at least one of the following: the distance between the first virtual object and the target position, the prominence of the target position, the moving speed of the target position, and the moving speed of the first virtual object.

[0024] In the above scheme, the hardness or transparency is the attribute of the obstacle. Before changing the hardness or transparency of the obstacle, the device also includes: a selection module, which is used to display an attribute selection interface and display selectable hardness options and transparency options in the attribute selection interface; in response to the attribute selection operation for the target option in the hardness option and the transparency option, the attribute of the selected target option is determined as the attribute of the obstacle to be changed.

[0025] In the above scheme, the hardness or transparency is the attribute of the obstacle. Before changing the hardness or transparency of the obstacle, the device also includes: a prediction module, used to obtain interaction data between the first virtual object and the second virtual object; based on the interaction data, calling the machine learning model to predict the attribute of the obstacle that needs to be changed by the first virtual object, and determining the predicted attribute as the attribute of the obstacle to be changed; wherein the machine learning model is trained based on the interaction data of the sample and the labeled attributes to be changed.

[0026] In the above scheme, before displaying the target area centered on the target position, the device also includes: an adsorption module, used to control the target virtual prop to be adsorbed to the target position; after changing the hardness or transparency of the obstacle, the device also includes: a display module, used to display the process of the target virtual prop exploding when the first virtual object hits the target virtual prop adsorbed to the target position through a virtual shooting prop; wherein the explosion range of the target virtual prop explosion covers the target area.

[0027] In the above scheme, after the hardness or transparency of the obstacle is changed, the device also includes: an indication module, which is used to display crossing indication information when the first virtual object hits the obstacle through a virtual shooting prop, and the crossing indication information is used to indicate the degree of crossing of the sub-props launched by the virtual shooting props against the obstacle; wherein the crossing degree is related to a crossing parameter, and the crossing parameter includes at least one of the following: the number of times the obstacle is hit, the number of the sub-props, the change in the hardness of the obstacle, and the distance between the first virtual object and the obstacle.

[0028] In the above scheme, when the changed attribute is hardness, after changing the hardness or transparency of the obstacle, the device also includes: an interaction module, which is used to control the sub-props launched by the first shooting prop to penetrate the obstacle when the first virtual object hits the obstacle through the first shooting prop; when the second virtual object hits the obstacle through the second shooting prop, presenting blocking indication information for indicating that the sub-props launched by the second shooting prop are blocked from penetrating the obstacle.

[0029] In the above solution, the changing module is further used to increase the transparency of the obstacle so that the first virtual object can see through the second virtual object through the obstacle.

[0030] In the above scheme, the hardness or transparency is the attribute of the obstacle, and the changing module is also used to obtain the projection time when the target virtual prop is projected to the target position; within a preset time period starting from the projection time, the attribute value of the obstacle is controlled to change from the first attribute value to the second attribute value; after the preset time period, the attribute value of the obstacle is controlled to be restored from the second attribute value to the first attribute value.

[0031] The present application provides a terminal device, including:

[0032] A memory for storing executable instructions;

[0033] The processor is used to implement the obstacle handling method in the virtual scene provided in the embodiment of the present application when executing the executable instructions stored in the memory.

[0034] An embodiment of the present application provides a computer-readable storage medium storing executable instructions for causing a processor to execute and implement an obstacle handling method in a virtual scene provided by an embodiment of the present application.

[0035] An embodiment of the present application provides a computer program product, including a computer program or instructions. When the computer program or instructions are executed by a processor, the obstacle handling method in a virtual scene provided by the embodiment of the present application is implemented.

[0036] The embodiments of the present application have the following beneficial effects:

[0037] By applying the embodiments of the present application, a target area centered on the target area is formed by controlling the first virtual object to project the target virtual prop to the target position, and when there is an obstacle in the target area, the properties of the obstacle are changed, such as changing the hardness or transparency of the obstacle. The obstacle with changed properties, such as a softened obstacle or an obstacle with increased transparency, can assist the first virtual object to interact with the second virtual object on the opposite side of the obstacle, thereby reducing the number of interactive operations performed to achieve a certain interactive purpose (such as defeating the second virtual object on the opposite side), thereby improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0038] Figure 1A A schematic diagram of an application mode of the obstacle handling method in a virtual scene provided in an embodiment of the present application;

[0039] Figure 1B A schematic diagram of an application mode of the obstacle handling method in a virtual scene provided in an embodiment of the present application;

[0040] Figure 2 A schematic diagram of the structure of a terminal device 400 provided in an embodiment of the present application;

[0041] Figure 3 A schematic diagram of a flow chart of a method for handling obstacles in a virtual scene provided in an embodiment of the present application;

[0042] Figure 4 A schematic diagram showing a target area provided in an embodiment of the present application;

[0043] Figure 5 A schematic diagram showing a target area provided in an embodiment of the present application;

[0044] Figure 6 A schematic diagram of a flow chart of a method for handling obstacles in a virtual scene provided in an embodiment of the present application;

[0045] Figure 7 A detection schematic diagram provided for an embodiment of the present application;

[0046] Figure 8 Adsorption schematic diagram provided for the embodiment of the present application;

[0047] Fig. 9 An explosion diagram provided for an embodiment of the present application;

[0048] Fig.10 A schematic diagram of penetrating an obstacle provided in an embodiment of the present application. DETAILED DESCRIPTION

[0049] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.

[0050] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0051] In the following description, the terms "first\second..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0052] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0053] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0054] 1) Client: an application running in the terminal to provide various services, such as a video player client, a game client, etc.

[0055] 2) In response, it is used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order of execution of the multiple operations executed.

[0056] 3) A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.

[0057] 4) Virtual objects, images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as characters and animals displayed in a virtual scene. The virtual object can be a virtual image in the virtual scene that represents the user. The virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. The virtual object can be a game character controlled by a user (or player), that is, the virtual object is controlled by a real user and will move in the virtual scene in response to the real user's operation on the controller (including a touch screen, voice-controlled switch, keyboard, mouse, joystick, etc.). For example, when the real user moves the joystick to the left, the virtual object will move to the left in the virtual scene. It can also remain stationary, jump, and use various functions (such as skills and props)

[0058] The embodiments of the present application provide a method, device, terminal device, computer-readable storage medium, and computer program product for handling obstacles in a virtual scene, which can improve the efficiency of human-computer interaction. In order to facilitate easier understanding of the method for handling obstacles in a virtual scene provided by the embodiments of the present application, an exemplary implementation scenario of the method for handling obstacles in a virtual scene provided by the embodiments of the present application is first described. The virtual scene in the method for handling obstacles in a virtual scene provided by the embodiments of the present application can be completely based on the output of the terminal device, or based on the coordinated output of the terminal device and the server.

[0059] In some embodiments, the virtual scene can also be an environment for game characters to interact. For example, it can be an environment for game characters to fight in the virtual scene. By controlling the actions of the game characters, both parties can interact in the virtual scene, allowing users to relieve life stress during the game.

[0060] In one implementation scenario, see Figure 1A , Figure 1A The schematic diagram of the application mode of the obstacle handling method in the virtual scene provided in the embodiment of the present application is applicable to some application modes that completely rely on the computing power of the graphics processing hardware of the terminal device 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and the output of the virtual scene is completed through various types of terminal devices 400 such as smart phones, tablet computers and virtual reality / augmented reality devices. As an example, the types of graphics processing hardware include central processing units (CPUs) and graphics processing units (GPUs).

[0061] When forming a visual perception of the virtual scene 100, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames that can form a visual perception of the virtual scene through the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames to achieve a three-dimensional display effect on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0062] As an example, a client 410 (e.g., a stand-alone game application) is running on a terminal device 400. During the operation of the client 410, a virtual scene 100 including role-playing is output. The virtual scene 100 may be an environment for game characters to interact, such as a plain, street, valley, etc. for game characters to fight against each other. The virtual scene 100 includes a first virtual object 110 and a second virtual object 120 holding a target virtual prop, and obstacles 130 such as walls and oil drums, wherein the first virtual object 110 and the second virtual object 120 may be on both sides of the obstacle.

[0063] As an example, in response to a projection instruction for a target virtual prop in a virtual scene, the terminal device controls the first virtual object to project the target virtual prop along the direction indicated by the projection instruction; in response to the target virtual prop being projected to a target position (located on the surface of an obstacle or the surface of another virtual object), a target area centered on the target position is displayed; when there is an obstacle in the target area, the hardness or transparency of the obstacle is changed to assist the first virtual object in interacting with a second virtual object in the virtual scene; in this way, by controlling the first virtual object to project the target virtual prop to the target position, a target area centered on the target position is formed, and when there is an obstacle in the target area, the hardness or transparency of the obstacle is changed, and the obstacle with changed properties is used to assist the first virtual object in interacting with the second virtual object on the opposite side of the obstacle, thereby reducing the number of interactive operations performed to achieve a certain interactive purpose (such as defeating the second virtual object on the opposite side), thereby improving the efficiency of human-computer interaction.

[0064] In another implementation scenario, see Figure 1B , Figure 1BThe schematic diagram of the application mode of the obstacle handling method in the virtual scene provided by the embodiment of the present application is applied to the terminal device 400 and the server 200, and is suitable for the application mode of completing the virtual scene calculation by relying on the computing power of the server 200 and outputting the virtual scene in the terminal device 400. Taking the visual perception of the virtual scene 100 as an example, the server 200 calculates the display data related to the virtual scene (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form visual perception, for example, a two-dimensional video frame can be presented on the display screen of a smart phone, or a video frame that realizes a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0065] As an example, a client 410 (e.g., a stand-alone game application) is running on a terminal device 400. During the operation of the client 410, a virtual scene 100 including role-playing is output. The virtual scene 100 may be an environment for game characters to interact, such as a plain, street, valley, etc. for game characters to fight against each other. The virtual scene 100 includes a first virtual object 110 and a second virtual object 120 holding a target virtual prop, and obstacles 130 such as walls and oil drums, wherein the first virtual object 110 and the second virtual object 120 may be on both sides of the obstacle.

[0066] As an example, in response to a projection instruction for a target virtual prop in a virtual scene, the terminal device controls the first virtual object to project the target virtual prop along the direction indicated by the projection instruction; in response to the target virtual prop being projected to a target position (located on the surface of an obstacle or the surface of another virtual object), a target area centered on the target position is displayed; when there is an obstacle in the target area, the hardness or transparency of the obstacle is changed to assist the first virtual object in interacting with a second virtual object in the virtual scene; in this way, by controlling the first virtual object to project the target virtual prop to the target position, a target area centered on the target position is formed, and when there is an obstacle in the target area, the hardness or transparency of the obstacle is changed, and the obstacle with changed properties is used to assist the first virtual object in interacting with the second virtual object on the opposite side of the obstacle, thereby reducing the number of interactive operations performed to achieve a certain interactive purpose (such as defeating the second virtual object on the opposite side), thereby improving the efficiency of human-computer interaction.

[0067] In some embodiments, the terminal device 400 can implement the obstacle handling method in the virtual scene provided by the embodiment of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a shooting game APP (i.e., the above-mentioned client 410); it can also be a small program, that is, a program that can be run only by downloading it to a browser environment; it can also be a game small program that can be embedded in any APP. In short, the above-mentioned computer program can be an application, module or plug-in in any form.

[0068] Taking a computer program as an application program as an example, in actual implementation, the terminal device 400 installs and runs an application program that supports virtual scenes. The application program can be any one of a first-person shooter game (FPS), a third-person shooter game, a virtual reality application program, a three-dimensional map program, an exercise simulation program, or a multiplayer gunfight survival game. The user uses the terminal device 400 to operate a virtual object in the virtual scene to perform an activity, which includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building virtual buildings. Indicatively, the virtual object can be a virtual character, such as a simulated character or an anime character.

[0069] In other embodiments, the embodiments of the present application can also be implemented with the aid of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.

[0070] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool that can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.

[0071] For example, Figure 1BThe server 200 in the example may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal device 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal device 400 and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0072] Below Figure 1A The structure of the terminal device 400 shown in FIG. Figure 2 , Figure 2 A schematic diagram of the structure of a terminal device 400 provided in an embodiment of the present application is shown in FIG. Figure 2 The terminal device 400 shown includes: at least one processor 420, a memory 460, at least one network interface 430 and a user interface 440. The various components in the terminal device 400 are coupled together via a bus system 450. It is understood that the bus system 450 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 450 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 450 is not shown in FIG. Figure 2 Various buses are labeled as bus system 450 .

[0073] The processor 420 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0074] The user interface 440 includes one or more output devices 441 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 440 also includes one or more input devices 442, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0075] The memory 460 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 460 may optionally include one or more storage devices that are physically remote from the processor 420.

[0076] The memory 460 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 460 described in the embodiments of the present application is intended to include any suitable type of memory.

[0077] In some embodiments, memory 460 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

[0078] Operating system 461, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0079] A network communication module 462, for reaching other computing devices via one or more (wired or wireless) network interfaces 430, exemplary network interfaces 430 include: Bluetooth, Wireless Compatibility Authentication (WiFi), and Universal Serial Bus (USB);

[0080] a presentation module 463 for enabling presentation of information via one or more output devices 441 (e.g., display screen, speaker, etc.) associated with the user interface 440 (e.g., a user interface for operating peripherals and displaying content and information);

[0081] The input processing module 464 is used to detect one or more user inputs or interactions from one of the one or more input devices 442 and translate the detected inputs or interactions.

[0082] In some embodiments, the obstacle handling device in the virtual scene provided in the embodiments of the present application can be implemented in a software manner. Figure 2 An obstacle handling device 465 in a virtual scene stored in a memory 460 is shown, which may be software in the form of a program and a plug-in, etc., and includes the following software modules: a control module 4651, a display module 4652, and a change module 4653. These modules are logical, and therefore may be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.

[0083] In other embodiments, the obstacle handling device in the virtual scene provided by the embodiments of the present application can be implemented in hardware. As an example, the obstacle handling device in the virtual scene provided by the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the obstacle handling method in the virtual scene provided by the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs) or other electronic components.

[0084] The obstacle handling method in the virtual scene provided by the embodiment of the present application will be specifically described below in conjunction with the accompanying drawings. The obstacle handling method in the virtual scene provided by the embodiment of the present application can be Figure 1A The terminal device 400 in the embodiment can be executed separately, or it can be executed by Figure 1B The terminal device 400 and the server 200 execute collaboratively.

[0085] Below, by Figure 1A The terminal device 400 in the embodiment of the present application independently executes the obstacle handling method in the virtual scene provided by the embodiment of the present application as an example. Figure 3 , Figure 3 A flowchart of the obstacle handling method in the virtual scene provided in the embodiment of the present application will be combined with Figure 3 The steps shown are explained.

[0086] It should be noted that Figure 3 The method shown can be executed by various forms of computer programs running on the terminal device 400, and is not limited to the above-mentioned client 410, but can also be the operating system 461, software modules and scripts mentioned above. Therefore, the client should not be regarded as a limitation on the embodiments of the present application.

[0087] Step 101: In response to a projection instruction for a target virtual prop in a virtual scene, a terminal device controls a first virtual object to project the target virtual prop along a direction indicated by the projection instruction.

[0088] Here, in actual application, a client supporting virtual scenes is installed on the terminal device (for example, when the virtual scene is a game, the corresponding client may be a shooting game APP). When the user opens the client installed on the terminal device (for example, the user clicks on the icon corresponding to the shooting game APP presented in the user interface of the terminal device), and the terminal device runs the client, the interface of the virtual scene may be presented in the client, and the first virtual object and the second virtual object for interaction, the virtual props held by each virtual object, or obstacles that may hinder the projection of virtual props (such as walls, oil drums, etc.) may be displayed in the interface of the virtual scene, and the like.

[0089] Among them, the first virtual object involved in the embodiment of the present application is the virtual object corresponding to the current login account in the virtual scene, and the second virtual object is the virtual object corresponding to other login accounts different from the current login account in the virtual scene. That is, the second virtual object in the embodiment of the present application is a general term for virtual objects corresponding to other login accounts, rather than specifically referring to a certain virtual object in the virtual scene. For example, assuming that virtual object A, virtual object B and virtual object C in the virtual scene do not correspond to the current login account, then virtual object A, virtual object B and virtual object C are all called second virtual objects.

[0090] The target virtual prop can be a sub-prop launched by the virtual launching prop. For example, when the virtual launching prop is a firearm, the target virtual prop is a bullet, and when the virtual launching prop is a crossbow, the target virtual prop is an arrow; the target virtual prop can also be a throwing prop, and the throwing prop is thrown out by the throwing prop itself to achieve the projection operation, such as the target virtual prop can be a dart, a grenade, a smoke bomb, a Molotov cocktail, a javelin, etc.

[0091] In some embodiments, when the target virtual prop is a sub-prop launched by a virtual launching prop, the terminal device may display the first virtual object holding the virtual launching prop and the operation control of the target virtual prop in the interface of the virtual scene before controlling the first virtual object to project the target virtual prop along the direction indicated by the projection instruction; in response to a trigger operation on the operation control, control the first virtual object to equip the target virtual prop to the virtual launching prop; in response to a launch operation on the virtual launching prop, receive a projection instruction for the target virtual prop; accordingly, the terminal device may control the first virtual object to project the target virtual prop along the direction indicated by the projection instruction in the following manner: control the first virtual object to launch at least one target virtual prop through the virtual launching prop along the direction indicated by the projection instruction.

[0092] Among them, the direction indicated by the projection instruction is the direction of the target position. When the target virtual prop is a sub-prop launched by the virtual launch prop, the virtual launch hits the target position through the launched target virtual prop. Therefore, the virtual launch prop can be controlled by the sight of the virtual launch prop to aim in the direction of the target position. After the aiming operation is released, the projection instruction can be triggered, and the virtual launch prop is controlled to project in the direction indicated by the projection instruction in response to the projection instruction. Of course, the target direction can also be any direction, that is, the terminal device controls the virtual launch prop to project in any direction (also called blind shooting).

[0093] In actual applications, the terminal device displays a first virtual object (for example, a virtual object A controlled by a real user), a virtual launching prop held by the first virtual object through a holding part (for example, a hand), and an operation control of the target virtual prop in the interface of the virtual scene. When the user clicks on the operation control of the target virtual prop, the first virtual object can be controlled to equip the target virtual prop to the virtual launching prop. Controls corresponding to virtual launching props can also be displayed in the interface of the virtual scene. Taking the virtual launching props as firearms as an example, a firing button is displayed in the virtual scene. When the terminal device receives a projection instruction triggered by the user based on the firing button, the firearm is controlled to fire at least one bullet in the direction indicated by the projection instruction. When the firearm is a shotgun, the bullets are fired in a burst, that is, multiple bullets can be fired at the same time during each shot, so that multiple bullets can be fired at multiple different target positions at one time to form multiple target areas; of course, when the firearm is an ordinary firearm (that is, a firearm that can only fire one bullet at a time), the firearm can also be controlled to fire multiple times at multiple different target positions to form multiple target areas, thereby changing the properties of obstacles existing in the multiple target areas (such as at least one of hardness and transparency), giving the first virtual object maximum assistance in the interaction of the virtual scene, and helping to improve the interaction efficiency.

[0094] In some embodiments, when the target virtual prop is a throwing prop, the terminal device may display the first virtual object holding the target virtual prop and the operation control of the target virtual prop in the interface of the virtual scene before controlling the first virtual object to project the target virtual prop in the direction indicated by the projection instruction; in response to the trigger operation on the operation control, the projection instruction for the target virtual prop is received; accordingly, the terminal device may control the first virtual object to project the target virtual prop in the direction indicated by the projection instruction in the following manner: control the first virtual object to throw the target virtual prop in the direction indicated by the projection instruction to control the target virtual prop to move in the direction indicated by the projection instruction.

[0095] Among them, the direction indicated by the projection instruction is the direction of the target position. When the target virtual prop is a throwing prop, the throwing prop is thrown out to hit the target position, so the throwing prop can be controlled to aim in the direction of the target position. After the aiming operation is released, the projection instruction can be triggered, and the throwing prop is controlled to be projected in the direction indicated by the projection instruction in response to the projection instruction, so as to control the throwing prop itself to fly in the direction indicated by the projection instruction. Of course, the target direction can also be any direction, that is, the terminal device controls the throwing prop to be projected in any direction (also called blind casting).

[0096] Step 102: In response to the target virtual prop being projected to the target position, displaying a target area centered on the target position.

[0097] In some embodiments, the terminal device can display the target area centered on the target position in the following manner: obtain a circular space area with the target position as the center and the target distance as the radius, and determine the circular space area as the target area; display the target area using a target display style, wherein the target display style is used to characterize that the properties of the obstacles in the target area (such as at least one of hardness and transparency) are changed.

[0098] Here, the target position can be located on the surface of a movable object (such as a virtual object moving in a virtual scene), or on the surface of an immovable object (such as an obstacle such as a wall). When the target virtual prop is projected to the target position, a circular space area with the target position as the center and the target distance as the radius is the target area, wherein the size (i.e., radius) and display duration of the target area can be set, such as the size or existence duration of the target area is related to the level of the virtual object, or to the type of the target virtual prop, etc. For example, the higher the level of the first virtual object, the larger the corresponding target area, and the longer the display duration of the target area. For example, the stronger the attack power of the target virtual prop, the larger the corresponding target area, and the longer the display duration of the target area. In addition, the target area is not limited to a circular space area, and can also be a space area of ​​other shapes, such as a square space area, an irregular space area, and the like.

[0099] After determining the target area, see Figure 4 , Figure 4The display schematic diagram of the target area provided in the embodiment of the present application can display the target area in a target display style (such as highlighted display) to distinguish it from the display styles (such as grayscale display) of other areas except the target area in the virtual scene, and prompt the player that if there is an obstacle in the target area, the properties of the obstacle (such as at least one of hardness and transparency) can be changed. In this way, a significant prompt is given to the user, which is conducive to the user controlling the first virtual object to interact with the second virtual object using an interaction strategy suitable for the current situation, which can improve the interaction ability of the first virtual object and improve the interaction efficiency.

[0100] In some embodiments, the terminal device can display the target area centered on the target position in the following manner: when the target position is located on the surface of the target obstacle, the target virtual props are controlled to be adsorbed to the target position in the target obstacle, and a partial area of ​​the target obstacle centered on the target position is displayed as the target area; accordingly, the terminal device can change the properties of the obstacle (such as at least one of hardness and transparency) in the following manner: changing the properties of the obstacle (such as at least one of hardness and transparency) of a partial area of ​​the target obstacle.

[0101] Here, when the target position is located on the surface of the target obstacle, taking the target obstacle as a wall as an example, when the target virtual prop is projected to the target position on the wall, the target virtual prop is controlled to be adsorbed at the target position on the wall. When the area occupied by the wall is large, a partial area of ​​the wall centered on the target position can be used as the target area to control the properties of the partial area of ​​the wall (such as at least one of hardness and transparency) to change.

[0102] In some embodiments, before the terminal device displays the target area centered on the target position, when the target position is located on the surface of the movable object, the target virtual prop is controlled to be adsorbed to the target position; accordingly, after the terminal device displays the target area centered on the target position, it can also display the movement process of the movable object in the virtual scene; along with the movement of the movable object, the target virtual prop is controlled to continue to be adsorbed to the target position and the target area is updated.

[0103] Here, when the target position is on the surface of a movable object, such as on the back of other virtual objects, the target virtual prop is controlled to be adsorbed to the position where the back of the other virtual object is hit. If the other virtual objects move in the virtual scene, the target virtual prop is controlled to continue to be adsorbed to the position where the back of the other virtual object is hit, and the target area centered on the position where the back of the other virtual object is hit also moves with the movement of the second virtual object. Correspondingly, as the target area moves, the obstacles in the target area also change with the movement of the target area. In this way, the user can control the first virtual object to adopt an interaction strategy suitable for the current situation to interact with the second virtual object on the opposite side of the obstacle according to the changes in the real-time target area and the obstacles in the target area, which can improve the interaction ability of the first virtual object and improve the interaction efficiency.

[0104] In some embodiments, before displaying the target area centered on the target position, the terminal device displays a process in which the target virtual prop explodes into at least two sub-virtual props when the target virtual prop is projected to the first position, and determines the first position and the second position where the sub-virtual prop lands as the target position; the terminal device can display the target area centered on the target position in the following manner: separately displaying a first area centered on the first position and a second area centered on each second position, and using the first area and each second area as the target area; wherein the first area and the second area have different area sizes.

[0105] Here, when the target virtual prop is a prop that explodes in series, when the target virtual prop lands at the first position, the target virtual prop can explode into multiple sub-virtual props, and the sub-virtual props can fly around and explode twice. At this time, the first position where the target virtual prop explodes and the second positions where each sub-virtual prop explodes can be used as the target position, and the first area centered on the first position and the second area centered on each second position are collectively referred to as the target area.

[0106] See also Figure 5 , Figure 5A display schematic diagram of the target area provided in an embodiment of the present application, the target virtual object explodes into three sub-virtual props at the first position 501, and the three sub-virtual props explode at the second position 502 and the second position 503 respectively, then the first area centered on the first position 501, the second area centered on the second position 502, and the second area centered on the second position 503 are used as target areas. Usually, the attack power of the sub-virtual props is lower than the attack power of the target virtual props, so the corresponding first area is larger than the second area; in this way, if there are obstacles in each area, the properties of the obstacles in all areas (such as at least one of hardness and transparency) can be changed at the same time, which is more conducive to the user controlling the first virtual object to adopt an interaction strategy suitable for the current time to interact with the second virtual object, which can improve the interaction ability of the first virtual object and improve the interaction efficiency.

[0107] Step 103: When there is an obstacle in the target area, change the hardness or transparency of the obstacle to assist the first virtual object to interact with the second virtual object in the virtual scene;

[0108] The hardness or transparency of the obstacle is a property of the obstacle. When the property of the obstacle is changed, at least one of the hardness or transparency of the obstacle can be controlled to change. When the first virtual object and the second virtual object are on both sides of the obstacle, and the first virtual object and the second virtual object can be in an adversarial relationship with each other, if the property of the obstacle in the target area (such as at least one of the hardness and transparency) is changed, the interaction ability of the first virtual object can be improved, such as softening the hardness of the obstacle so that the sub-props (such as bullets) fired by the first virtual object through the virtual shooting props penetrate the softened obstacle and hit the second virtual object on the opposite side of the obstacle, or improving the transparency of the obstacle so that the first virtual object can see through the second virtual object on the opposite side of the obstacle through the transparent obstacle, so that the first virtual object can be controlled to adopt an interaction strategy suitable for the current situation to interact with the second virtual object on the opposite side of the obstacle, thereby improving the interaction ability of the first virtual object.

[0109] In some embodiments, the hardness or transparency of an obstacle is an attribute of the obstacle. Before changing the hardness or transparency of the obstacle, the terminal device may determine the attribute to be changed in the following manner: display an attribute selection interface (the attribute selection interface may be displayed in a virtual scene or outside a virtual scene), and display selectable hardness options and transparency options in the attribute selection interface; in response to an attribute selection operation for a target option in the hardness option and the transparency option, determine the attribute of the selected target option as the attribute to be changed of the obstacle. For example, if the target option is the hardness option, determine the hardness as the attribute to be changed of the obstacle; if the target option is the transparency, determine the transparency as the attribute to be changed of the obstacle; if the target option is the hardness option and the transparency option, that is, when the hardness option and the transparency option are selected at the same time, determine the hardness and the transparency as the attributes to be changed of the obstacle, that is, subsequently change the hardness and the transparency of the obstacle at the same time; in this way, the user can manually select which types of attributes of the obstacle need to be changed, thereby further enhancing the user's gaming experience.

[0110] For example, when the target virtual prop is projected to the target position, and there is an obstacle A in the target area centered on the target position, an attribute selection interface is displayed in the interface of the virtual scene, wherein the attribute selection interface includes a variety of different types of attribute identifiers of obstacle A, such as a hardness identifier and a transparency identifier. The user can select from the various different types of attribute identifiers displayed in the attribute selection interface. Assuming that the user selects the hardness identifier in the attribute selection interface, the terminal device determines the hardness identifier selected by the user as the attribute identifier of obstacle A to be updated and displayed, that is, the hardness of obstacle A is subsequently changed.

[0111] In some embodiments, the hardness or transparency of an obstacle is an attribute of the obstacle, that is, when the number of attribute types is at least two, the attribute identifier of the obstacle to be updated and displayed may also be automatically selected by the terminal device. Before changing the hardness or transparency of the obstacle, the terminal device may determine the attribute to be changed in the following manner: obtaining interaction data between the first virtual object and the second virtual object; based on the interaction data, calling a machine learning model to predict the attribute of the obstacle that needs to be changed by the first virtual object, and determining the predicted attribute as the attribute to be changed of the obstacle.

[0112] Among them, the machine learning model is trained based on the interaction data of the sample and the attribute labels to be changed (such as hardness labels and transparency labels). In practical applications, based on the collected interaction data of the first virtual object and the second virtual object, the attributes of the obstacle that the first virtual object needs to change most at the moment are predicted by the machine learning model based on the artificial intelligence algorithm, which can make the prediction result more accurate, so that when changing the attributes of the obstacle, the attributes of the obstacle that the first virtual object needs to change most at the moment are automatically changed. For example, if the first virtual object is most in urgent need of seeing the specific position of the second virtual object on the opposite side of the obstacle, the transparency attribute is determined as the attribute of the obstacle to be changed, so as to change the transparency of the obstacle from the original opaque to transparent, so that the first virtual object can see through the second virtual object on the opposite side through the obstacle. In this way, the first virtual object can be controlled to adopt an interaction strategy suitable for the moment to interact with the second virtual object on the opposite side of the obstacle, which is conducive to improving the interaction ability of the first virtual object and thus improving the interaction efficiency.

[0113] The above-mentioned machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.), a decision tree model, a gradient boosting tree, a multi-layer perceptron, and a support vector machine, etc. The embodiment of the present application does not specifically limit the type of machine learning model. It should be noted that the interactive data involving the virtual scene in the embodiment of the present application is essentially the relevant data of the user. When the embodiment of the present application is applied to a specific product or technology, the user's permission or consent is required, and the collection, use and processing of the relevant data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0114] It can be understood that in actual applications, when there are multiple attribute identifiers to be updated and displayed, multiple attribute identifiers can be updated and displayed synchronously, that is, multiple attributes of the obstacle can be changed synchronously, such as changing the hardness and transparency of the obstacle at the same time; or they can be updated and displayed in sequence according to the order selected by the user. For example, the user first selects the hardness identifier and then the transparency identifier. The hardness identifier is updated and displayed first, and after the hardness identifier is updated and displayed, the transparency identifier is updated and displayed, that is, the hardness of the obstacle is changed first, and then the transparency of the obstacle is changed.

[0115] In some embodiments, hardness or transparency is a property of an obstacle. Before changing the hardness or transparency of an obstacle, the terminal device may display the property identification of the obstacle, each property identification including at least one of the quantization value and the quantization graph of the corresponding property; accordingly, after changing the hardness or transparency of the obstacle, the hardness or transparency identification of the obstacle may also be updated. For example, the quantization graph may be a bar, with the length representing the quantization value, or a sector, with the area representing the quantization value, or a color gradient indicator bar, with the color depth representing the quantization value. The quantization value in the quantization graph is different before and after the property is changed.

[0116] In some embodiments, the terminal device may update the attribute identification of the obstacle in the following manner: when the attribute identification is in digital form, the updated quantitative value is displayed according to the change in the quantitative value of the attribute corresponding to the attribute identification; when the attribute identification is in the form of an indicator bar, the updated quantitative graph is displayed according to the change in the quantitative value of the attribute corresponding to the attribute identification.

[0117] For example, taking the attribute identifier as the hardness identifier, before the target virtual object is projected to the target position, the quantized value corresponding to the hardness identifier of the obstacle in the target area centered on the target position is 100. After the target virtual object is projected to the target position, if the hardness of the obstacle is softened, the quantized value of the hardness of the obstacle is reduced to 50. In practical applications, the change in the obstacle attribute may also be negatively correlated with the distance between the obstacle and the target position, that is, the closer each area of ​​the obstacle is to the target position, the greater the change in the attribute of the corresponding area.

[0118] As an example, take the case where the target position is the center of the obstacle and the target area is smaller than the area where the obstacle is located, where the obstacle consists of area 1, area 2, area 3, and area 4, where area 1, area 2, and area 3 are located in the target area, and area 4 is located outside the target area; when the changed attribute is the hardness of the obstacle, the change in the hardness of the obstacle gradually decreases from the center to the surrounding areas, such as the change (softening amount) corresponding to area 1, area 2, area 3, and area 4 from the center to the surrounding areas of the obstacle is 60, 40, 20, and 0, respectively. Assuming that before the hardness of the obstacle is changed, the original hardness of the obstacle is 100, then after the hardness is changed, the hardness corresponding to area 1, area 2, area 3, and area 4 in the obstacle is 40, 60, 80, 10, respectively. 0, because the lower the hardness of the obstacle, the more conducive it is for the sub-props (such as bullets) launched by the virtual shooting props to penetrate the obstacle, or the attack power loss of the sub-props caused when the sub-props penetrate the obstacle is smaller (for example, when the initial attack power of the sub-props is the same, when the sub-props penetrate the obstacle with the lowest hardness, the attack power loss of the sub-props is also the smallest, and after penetrating the obstacle, the sub-props retain the largest remaining attack power). Therefore, when the first virtual object hits an obstacle with a hardness lower than a preset hardness threshold (which can be set, such as 60) through the virtual shooting props, the props launched by the virtual shooting props can penetrate the obstacle and maintain a certain attack power to attack the second virtual object on the opposite side of the obstacle. In this way, the interaction ability of the first virtual object can be improved, thereby improving the interaction efficiency.

[0119] When the changed attribute is the transparency of the obstacle, the change in the transparency of the obstacle gradually decreases from the center to the surrounding areas. For example, the change (increase) corresponding to area 1, area 2, area 3, and area 4 from the center to the surrounding areas of the obstacle are 100, 60, 20, and 0, respectively. Assuming that before the transparency of the obstacle changes, the original transparency of the obstacle is 0, then after the transparency is increased, the transparency corresponding to area 1, area 2, area 3, and area 4 in the obstacle are 100, 60, 20, and 0, respectively. Since the higher the transparency of the obstacle (assuming that the transparency is 100, which is completely transparent), it is more conducive to the first virtual object to see through the second virtual object located on the opposite side of the obstacle, so as to control the first virtual object to adopt an interaction strategy suitable for the current interaction with the second virtual object, which is conducive to improving the interaction ability of the first virtual object, thereby improving the interaction efficiency.

[0120] In some embodiments, the terminal device may also obtain a projection difficulty parameter of the target position and determine a change amount that is positively correlated with the projection difficulty parameter; wherein the projection difficulty parameter includes at least one of the following: the distance between the first virtual object and the target position, the prominence of the target position, the moving speed of the target position, and the moving speed of the first virtual object.

[0121] Here, when changing the properties of the obstacle, the amount of change is also related to the difficulty of the first virtual object hitting the target position. For example, the farther the distance between the first virtual object and the target position, the more difficult it is to hit the target position, and the corresponding amount of change is also larger; for another example, the lower the prominence of the target position (the more secretive), the more difficult it is to hit the target position, and the corresponding amount of change is also larger; for another example, when the target position is located on the surface of a movable object, the target position moves with the movement of the movable object, and when the target position is located on the surface of an immovable object, such as a wall surface, the target position is fixed. Compared with a fixed target position, a movable target position is more difficult to hit, and the corresponding amount of change of the movable target position is larger. Moreover, when the moving speed of the movable object is greater (that is, the moving speed of the target position is greater), it is more difficult to hit the target position, and the corresponding amount of change is also larger; for another example, the faster the moving speed of the first virtual object, the more difficult it is to hit the target position, and the corresponding amount of change is also larger.

[0122] In some embodiments, before displaying the target area centered on the target position, the terminal device can control the target virtual prop to be adsorbed to the target position; after the terminal device changes the hardness or transparency of the obstacle, when the first virtual object hits the target virtual prop adsorbed to the target position through the virtual shooting prop, the terminal device displays the process of the target virtual prop exploding.

[0123] Here, after the target virtual prop is adsorbed at the target position, if the target virtual prop is hit by other virtual shooting props, the target virtual prop can be detonated, wherein the explosion range of the target virtual prop can cover the target area to cause damage to all obstacles or players including the softened area, thereby helping to improve the interaction ability of the first virtual object and thus improve the interaction efficiency.

[0124] In some embodiments, when the changed attribute is hardness, after the terminal device changes the hardness of the obstacle, such as softening the obstacle to reduce the hardness value of the obstacle, when the first virtual object hits the obstacle through the first shooting prop, the terminal device controls the sub-prop launched by the first shooting prop to penetrate the obstacle; when the second virtual object hits the obstacle through the second shooting prop, the terminal device presents blocking indication information indicating that the sub-prop launched by the second shooting prop is blocked from penetrating the obstacle.

[0125] Here, the function of changing the obstacles in the target area to improve the interaction ability of the first virtual object is relative, such as being effective only for the first virtual object or other virtual objects in the same camp as the first virtual object (collectively referred to as our side), but ineffective for enemies other than our side (such as the second virtual object and other virtual objects in its camp). For example, when the changed attribute is the hardness of the obstacle, when the first virtual object or other virtual objects in the same camp as the first virtual object hits the softened obstacle in the target area through the sub-props launched by the virtual shooting props, the sub-props can penetrate the softened obstacle, while when the virtual objects in the camp where the second virtual object is located hit the softened obstacle through the sub-props launched by the virtual shooting props, the sub-props cannot penetrate the obstacle.

[0126] In some embodiments, after changing the hardness of the obstacle, the terminal device displays crossing indication information when the first virtual object hits the obstacle through the virtual shooting prop, and the crossing indication information is used to indicate the degree of penetration of the sub-props launched by the virtual shooting props against the obstacle; wherein the penetration degree is related to the crossing parameters, and the crossing parameters include at least one of the following: the number of times the obstacle is hit, the number of sub-props, the change in the hardness of the obstacle, and the distance between the first virtual object and the obstacle.

[0127] Here, when the hardness of the obstacle is changed (such as softened), whether the sub-props (such as bullets) can successfully penetrate the obstacle is related to the penetration parameter. For example, the more times the obstacle is hit, the easier it is to penetrate the obstacle; for another example, the more sub-props that hit the obstacle, the easier it is to penetrate the obstacle; for another example, the greater the change in the hardness of the obstacle (the deeper the softening), the easier it is to penetrate the obstacle. The above belongs to the case where the penetration degree is positively correlated with the penetration parameter; in addition, there is also a case where the penetration degree is negatively correlated with the penetration parameter, such as the negative correlation between the penetration degree and the distance between the first virtual object and the obstacle, that is, the farther the first virtual object is from the obstacle, the more difficult it is for the sub-props launched by the first virtual object through the virtual shooting props to penetrate the obstacle.

[0128] In some embodiments, the terminal can change the transparency of the obstacle in the following manner: increase the transparency of the obstacle so that the first virtual object can see through the second virtual object through the obstacle. Here, the function of increasing the transparency of the obstacle so that the first virtual object can project the second virtual object on the opposite side of the obstacle through the obstacle is also only effective for us, but not for the enemy, such as the second virtual object cannot see through the first virtual object through the obstacle. In this way, the interaction ability of the first virtual object is improved, and the interaction efficiency can be improved.

[0129] In some embodiments, hardness or transparency is a property of an obstacle, and the terminal device can change the hardness or transparency of the obstacle in the following manner: obtain the projection time when the target virtual prop is projected to the target position; within a preset time period starting from the projection time, control the property value of the obstacle to change from a first property value to a second property value; after the preset time period, control the property value of the obstacle to restore from the second property value to the first property value.

[0130] Here, changing the properties of the obstacle is time-sensitive. For example, the property value of the obstacle in the target area can be changed within a preset time period (i.e., effective time, such as set to 5 seconds) after the target virtual prop hits the target position and forms a target area centered on the target position. For example, within 5 seconds after the target area is formed, the hardness of the obstacle is softened from 100 to 50, and after 5 seconds, the hardness of the obstacle is restored from 50 to 100; in this way, the enthusiasm of the first virtual object to interact within the effective time can be stimulated, which is conducive to improving the enthusiasm of user interaction.

[0131] Through the above method, by controlling the first virtual object to project the target virtual props to the target position, a target area that can change the properties of the obstacle is formed, and the properties of the obstacle in the target area are changed, such as softening the hardness of the obstacle or increasing the transparency of the obstacle. By controlling the first virtual object to use the virtual shooting props to launch sub-props to penetrate the obstacle with changed properties, so as to act on the second virtual object located on the opposite side of the obstacle, the purpose of assisting the first virtual object to interact with the second virtual object on the opposite side of the obstacle is achieved, which can reduce the number of interactive operations performed by the controlled first virtual object to achieve a certain interactive purpose (such as defeating the second virtual object on the opposite side), thereby improving the efficiency of human-computer interaction.

[0132] The following is an example application of the embodiment of the present application in an actual application scenario. Taking the virtual scene as a shooting game and the attribute of the changed obstacle as hardness as an example, the embodiment of the present application provides a virtual launch prop that can launch a projectile for forming a softening area (i.e., the target area mentioned above), so that the hardness of the obstacle in the softening area is softened. The virtual launch prop needs to be equipped by the player first and used in the game.

[0133] See also Figure 6 , Figure 6 A schematic diagram of a process for handling obstacles in a virtual scene provided in an embodiment of the present application, the method comprising:

[0134] Step 201: The terminal device controls the first virtual object to equip a virtual launching prop.

[0135] Step 202: In response to a launching operation on a virtual launching prop, controlling a first virtual object to launch a projectile along a direction indicated by the launching operation.

[0136] The thrown object here is the target virtual prop mentioned above.

[0137] Step 203: Determine whether the thrown object hits the target object.

[0138] Here, in actual application, as long as the projectile lands at the target position, a softening area centered on the target position can be formed. However, if the projectile hits an open space without obstacles or other players, the formation of a softening area is not very useful. Therefore, here we can detect whether the projectile hits the target object, see Figure 7 , Figure 7 A detection schematic diagram provided for an embodiment of the present application, by binding a camera component on a virtual launching prop, a detection ray 702 consistent with the direction of the virtual launching prop is emitted from the position 701 where the virtual launching prop is located to the target object 703; based on the detection ray, it is determined whether the projectile launched by the virtual launching prop hits the target object. When the detection ray intersects with a collider component (such as a collision box, a collision ball, etc.) bound to the target object 703, it indicates that the projectile launched by the virtual launching prop has hit the target object; when the detection ray does not intersect with the collider component bound to the target object 703, it indicates that the projectile launched by the virtual launching prop has not hit the target object.

[0139] When the thrown object hits the target object, step 204 is executed to form a softened area; when the thrown object does not hit the target object, no softened area is formed and step 202 is executed.

[0140] Among them, the target objects include movable objects (such as players moving in the game) and immovable objects (such as obstacles such as walls and oil drums). When the projectile hits the movable object, the softened area formed can move with the movement of the movable object; when the projectile hits the immovable object, the softened area formed is fixed.

[0141] Step 204: Control the projectile to be adsorbed to the target position in the target object, and display a softening area centered on the target position.

[0142] Here, the target position is the position where the projectile hits the target object. The softening area can be a spherical area with the target position as the center and the target distance as the radius, or an area of ​​other shapes. When the projectile hits the surface of the target object, the projectile is controlled to be adsorbed to the target position in the target object, and the direction of the projectile can be controlled to be consistent with the direction of the target object. See Figure 8 , Figure 8The adsorption diagram provided for the embodiment of the present application takes the target object as a wall as an example. When the projectile hits the surface of the wall, the direction perpendicular to the front of the wall is used as the normal, and the direction of the projectile is controlled to be consistent with the normal direction.

[0143] Step 205: When the sub-prop launched by the virtual shooting prop of the first virtual object hits the softened area, it is determined whether the sub-prop hits the projectile in the softened area.

[0144] Here, in response to the shooting operation of the virtual shooting prop (firearm), the terminal device controls the virtual shooting prop to launch at least one sub-prop (such as a bullet), and determines whether the sub-prop hits the softened area. When the softened area is hit, the specific position of the softened area is further determined to determine whether the sub-prop hits the thrown object adsorbed on the target object. Specifically, the above method can be used. Figure 7 When the sub-prop hits the thrown object adsorbed on the target object, step 206 is executed; otherwise, step 207 is executed.

[0145] Step 206: Display the process of the thrown object exploding.

[0146] See also Fig. 9 , Fig. 9 The explosion diagram provided in the embodiment of the present application shows that the explosion range of the projectile explosion can be larger than the softening area to cause damage to all obstacles or players in the softening area.

[0147] Step 207: Determine whether there is an obstacle in the softening area.

[0148] Here, when the target object is an obstacle, it can be determined whether there is an obstacle in the softening area. When the target object is a player, it is necessary to determine whether there is an obstacle in the softening area. Specifically, the above method can be used. Figure 7 If there is an obstacle, execute step 208; otherwise, execute step 209.

[0149] Step 208: Control the sub-prop to penetrate the obstacle to assist the first virtual object to interact with the second virtual object on the opposite side of the obstacle.

[0150] Here, when there is an obstacle in the softening area, the degree of softening of the obstacle is negatively correlated with the distance between the obstacle and the target position where the projectile is adsorbed in the target object. Assuming that the center of the softening area (i.e., the target position) is the origin, and assuming that the hardness of the obstacle before being softened is 100 (at this time, the bullet cannot penetrate the obstacle, assuming that the bullet can only penetrate obstacles with a hardness lower than 50), the hardness of the obstacle after being softened can be expressed as: y=100-(1-k)R*x, where k=0 if the obstacle is in the softening area, and the hardness of the obstacle is y=100-R*x, where R is the distance between the obstacle and the softening center, and x is the softening coefficient (negative value, related to the material of the obstacle). If the obstacle is not in the softening area, k=1, and the hardness of the obstacle is y=100, i.e., it cannot be softened.

[0151] See also Fig.10 , Fig.10 The schematic diagram of penetrating an obstacle provided in the embodiment of the present application is that the higher the degree of softening of the obstacle, the easier it is for the bullet to penetrate the obstacle, and the less loss of the attack force of the bullet when penetrating the obstacle, such as Fig.10 As shown, the first wall is closest to the softening center, and the distance between the first wall and the softening center is lower than the distance between the second wall and the softening center. Therefore, the softening degree of the first wall is higher than that of the second wall, and the attack power loss caused by the bullet penetrating the first wall (such as no loss) is lower than the attack power loss caused by penetrating the second wall (such as a loss of 30%).

[0152] It should be noted that the function of softening the obstacle in the softening center is relative. For example, the softening function is only effective for our side and has a certain effective time, but is ineffective for the enemy. For example, during the effective time of softening, when the first virtual object or other virtual objects in the same camp as the first virtual object (collectively referred to as our side) hits the obstacle in the softening area through the sub-prop launched by the virtual shooting prop, the sub-prop can penetrate the obstacle, while when the virtual object in the camp where the second virtual object is located (the enemy) hits the obstacle in the softening area through the sub-prop launched by the virtual shooting prop, the sub-prop cannot penetrate the obstacle.

[0153] Step 209: Control the sub-props to penetrate the softened area.

[0154] Through the above method, by controlling the first virtual object to use the virtual launching props to launch the projectiles used to form the softening area, when the projectiles hit the target object, the softening area is formed, and the hardness of the obstacle in the softening area is softened. By controlling the first virtual object to use the virtual shooting props to launch sub-props to penetrate the softened obstacle to act on the second virtual object located on the opposite side of the obstacle, the purpose of assisting the first virtual object to interact with the second virtual object located on the opposite side of the obstacle is achieved, which can reduce the number of interactive operations performed by the controlled first virtual object to achieve a certain interactive purpose (such as defeating the second virtual object on the opposite side), thereby improving the efficiency of human-computer interaction.

[0155] The following is a description of an exemplary structure of an obstacle handling device 465 in a virtual scene provided by an embodiment of the present application implemented as a software module. In some embodiments, the obstacle handling device 465 is stored in Figure 2 The software modules in the obstacle handling device 465 in the virtual scene of the memory 460 may include: a control module 4651, which is used to control the first virtual object to project the target virtual prop along the direction indicated by the projection instruction in response to the projection instruction for the target virtual prop in the virtual scene; a display module 4652, which is used to display the target area centered on the target position in response to the projection of the target virtual prop to the target position; a change module 4653, which is used to change the hardness or transparency of the obstacle when there is an obstacle in the target area to assist the first virtual object to interact with the second virtual object in the virtual scene; wherein the first virtual object and the second virtual object are on both sides of the obstacle.

[0156] In some embodiments, when the target virtual prop is a sub-prop launched by a virtual launching prop, before controlling the first virtual object to project the target virtual prop along the direction indicated by the projection instruction, the device also includes: an instruction receiving module, which is used to display the first virtual object holding the virtual launching prop and the operation control of the target virtual prop in the interface of the virtual scene; in response to the trigger operation of the operation control, control the first virtual object to equip the target virtual prop to the virtual launching prop; in response to the launch operation of the virtual launching prop, receive the projection instruction for the target virtual prop; the control module is also used to control the first virtual object to launch at least one of the target virtual props through the virtual launching prop along the direction indicated by the projection instruction.

[0157] In some embodiments, when the target virtual prop is a throwing prop, before controlling the first virtual object to project the target virtual prop along the direction indicated by the projection instruction, the instruction receiving module is further used to display the first virtual object holding the target virtual prop and the operation control of the target virtual prop in the interface of the virtual scene; in response to a trigger operation on the operation control, a projection instruction for the target virtual prop is received; the control module is further used to control the first virtual object to throw the target virtual prop along the direction indicated by the projection instruction, so as to control the target virtual prop to move in the direction indicated by the projection instruction.

[0158] In some embodiments, the display module is also used to obtain a circular space area with the target position as the center and the target distance as the radius, and determine the circular space area as the target area; the target area is displayed using a target display style, and the target display style is used to characterize that the hardness or transparency of obstacles in the target area has been changed.

[0159] In some embodiments, the display module is also used to control the target virtual prop to be adsorbed to the target position in the target obstacle when the target position is located on the surface of the target obstacle, and to display a partial area of ​​the target obstacle centered on the target position as the target area; the change module is also used to change the hardness or transparency of a partial area of ​​the target obstacle.

[0160] In some embodiments, before displaying the target area centered on the target position, the device also includes: an adsorption module, which is used to control the target virtual prop to be adsorbed to the target position when the target position is located on the surface of the movable object; after displaying the target area centered on the target position, the device also includes: an updating module, which is used to display the movement process of the movable object in the virtual scene; along with the movement of the movable object, the target virtual prop is controlled to continue to be adsorbed to the target position and the target area is updated.

[0161] In some embodiments, before displaying the target area centered on the target position, the device also includes: a first determination module, which is used to display the process of the target virtual prop exploding into at least two sub-virtual props when the target virtual prop is projected to the first position, and determine the first position and the second position where the sub-virtual prop lands as the target position; the display module is also used to respectively display a first area centered on the first position and a second area centered on each of the second positions, and use the first area and each of the second areas as the target area; wherein the first area and the second area have different area sizes.

[0162] The hardness or transparency is a property of the obstacle. Before changing the hardness or transparency of the obstacle, the device further includes: a property display module, used to display the property identification of the obstacle, each of the property identifications includes at least one of a quantized value and a quantized graph of the corresponding attribute; before changing the hardness or transparency of the obstacle, the device further includes: a property update display module, used to update and display the hardness or transparency identification of the obstacle.

[0163] In the above scheme, the property update display module is also used to display the updated quantitative value according to the change amount of the quantitative value of the attribute corresponding to the attribute identifier when the attribute identifier is in digital form; when the attribute identifier is in the form of an indicator bar, it is used to display the updated quantitative graph according to the change amount of the quantitative value of the attribute corresponding to the attribute identifier; wherein the change amount is negatively correlated with the distance between the obstacle and the target position.

[0164] In some embodiments, the device also includes: a second determination module, used to obtain the projection difficulty parameter of the target position and determine the change amount positively correlated with the projection difficulty parameter; wherein the projection difficulty parameter includes at least one of the following: the distance between the first virtual object and the target position, the prominence of the target position, the moving speed of the target position, and the moving speed of the first virtual object.

[0165] In the above scheme, the hardness or transparency is the attribute of the obstacle. Before changing the hardness or transparency of the obstacle, the device also includes: a selection module, which is used to display an attribute selection interface and display selectable hardness options and transparency options in the attribute selection interface; in response to the attribute selection operation for the target option in the hardness option and the transparency option, the attribute of the selected target option is determined as the attribute of the obstacle to be changed.

[0166] In the above scheme, the hardness or transparency is the attribute of the obstacle. Before changing the hardness or transparency of the obstacle, the device also includes: a prediction module, used to obtain interaction data between the first virtual object and the second virtual object; based on the interaction data, calling the machine learning model to predict the hardness or transparency of the obstacle that needs to be changed by the first virtual object, and determining the predicted attribute as the attribute to be changed of the obstacle; wherein the machine learning model is trained based on the interaction data of the sample and the labeled attributes to be changed.

[0167] In some embodiments, before displaying the target area centered on the target position, the device also includes: an adsorption module, used to control the target virtual prop to be adsorbed to the target position; after changing the hardness or transparency of the obstacle, the device also includes: a display module, used to display the process of the target virtual prop exploding when the first virtual object hits the target virtual prop adsorbed to the target position through a virtual shooting prop; wherein the explosion range of the target virtual prop explosion covers the target area.

[0168] In some embodiments, after changing the hardness or transparency of the obstacle, the device further includes: an indication module, for displaying crossing indication information when the first virtual object hits the obstacle through a virtual shooting prop, the crossing indication information being used to indicate the degree of penetration of the sub-props launched by the virtual shooting props against the obstacle; wherein the penetration degree is related to a crossing parameter, and the crossing parameter includes at least one of the following: the number of times the obstacle is hit, the number of the sub-props, the change in the hardness of the obstacle, and the distance between the first virtual object and the obstacle.

[0169] In some embodiments, after changing the hardness or transparency of the obstacle, the device also includes: an interaction module, which is used to control the sub-props launched by the first shooting prop to penetrate the obstacle when the first virtual object hits the obstacle through the first shooting prop; when the second virtual object hits the obstacle through the second shooting prop, presenting blocking indication information for indicating that the sub-props launched by the second shooting prop are blocked from penetrating the obstacle.

[0170] In some embodiments, the changing module is further configured to increase the transparency of the obstacle so that the first virtual object can see through the obstacle and see through the second virtual object.

[0171] In some embodiments, the hardness or transparency is a property of the obstacle, and the changing module is further used to obtain the projection time when the target virtual prop is projected to the target position; within a preset time period starting from the projection time, the property value of the obstacle is controlled to change from a first property value to a second property value; after the preset time period, the property value of the obstacle is controlled to be restored from the second property value to the first property value.

[0172] The embodiment of the present application provides a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. The processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the obstacle handling method in the virtual scene described in the embodiment of the present application.

[0173] The embodiment of the present application provides a computer-readable storage medium storing executable instructions, wherein the executable instructions are stored. When the executable instructions are executed by a processor, the processor will execute the obstacle handling method in the virtual scene provided by the embodiment of the present application, for example, Figure 3 The method shown.

[0174] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.

[0175] In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.

[0176] As an example, executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).

[0177] By way of example, executable instructions may be deployed to be executed on one computing device, or on multiple computing devices located at one site, or on multiple computing devices distributed across multiple sites and interconnected by a communication network.

[0178] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A method for handling obstacles in a virtual scene, characterized in that: The method comprises: In response to a projection instruction for a target virtual prop in a virtual scene, controlling the first virtual object to project the target virtual prop along a direction indicated by the projection instruction; In response to the target virtual prop being projected to a target position, displaying a target area centered on the target position; When there is an obstacle in the target area, an attribute identifier of the obstacle is displayed, each attribute identifier includes at least one of a quantized value and a quantized graph of a corresponding attribute, and hardness or transparency is the attribute of the obstacle; Changing the hardness or transparency of the obstacle and updating the attribute identifier of the obstacle to assist the first virtual object in interacting with the second virtual object in the virtual scene; Wherein, the first virtual object and the second virtual object are located on both sides of the obstacle.

2. The method according to claim 1, characterized in that When the target virtual prop is a sub-prop launched by a virtual launching prop, before controlling the first virtual object to project the target virtual prop along the direction indicated by the projection instruction, the method further includes: In the interface of the virtual scene, displaying a first virtual object holding the virtual launching prop and an operation control of the target virtual prop; In response to a trigger operation on the operation control, controlling the first virtual object to equip the target virtual prop to the virtual launching prop; In response to the launching operation for the virtual launching prop, a projection instruction for the target virtual prop is received; The controlling the first virtual object to project the target virtual prop along the direction indicated by the projection instruction comprises: The first virtual object is controlled to launch at least one target virtual prop through the virtual launching prop along the direction indicated by the projection instruction.

3. The method according to claim 1, characterized in that When the target virtual prop is a throwing prop, before controlling the first virtual object to project the target virtual prop along the direction indicated by the projection instruction, the method further includes: In the interface of the virtual scene, displaying a first virtual object holding the target virtual prop and an operation control of the target virtual prop; In response to a trigger operation on the operation control, a projection instruction for the target virtual prop is received; The controlling the first virtual object to project the target virtual prop along the direction indicated by the projection instruction comprises: The first virtual object is controlled to throw the target virtual prop along the direction indicated by the projection instruction, so as to control the target virtual prop to move along the direction indicated by the projection instruction.

4. The method according to claim 1, characterized in that The displaying of the target area centered at the target position includes: Acquire a circular space region with the target position as the center and the target distance as the radius, and determine the circular space region as the target region; The target area is displayed in a target display style, where the target display style is used to represent that the hardness or transparency of obstacles in the target area is changed.

5. The method according to claim 1, characterized in that The displaying of the target area centered at the target position includes: When the target position is located on the surface of the target obstacle, the target virtual prop is controlled to be adsorbed to the target position in the target obstacle, and a partial area of ​​the target obstacle with the target position as the center is displayed as the target area; The changing of the hardness or transparency of the obstacle comprises: The hardness or transparency of a part of the target obstacle is changed.

6. The method according to claim 1, characterized in that Before displaying the target area centered at the target position, the method further includes: When the target position is located on the surface of the movable object, controlling the target virtual prop to be adsorbed to the target position; After displaying the target area centered at the target position, the method further includes: Displaying the moving process of the movable object in the virtual scene; Along with the movement of the movable object, the target virtual prop is controlled to be continuously adsorbed to the target position, and the target area is updated.

7. The method according to claim 1, characterized in that Before displaying the target area centered at the target position, the method further includes: When the target virtual prop is projected to the first position, a process of the target virtual prop exploding into at least two sub-virtual props is displayed, and Determine the first position and the second position where the sub-virtual prop lands as the target position; The displaying of the target area centered at the target position includes: respectively displaying a first area centered on the first position and a second area centered on each of the second positions, and using the first area and each of the second areas as the target area; The first area and the second area have different sizes.

8. The method according to claim 1, characterized in that The updating and displaying of the attribute identifier of the obstacle includes: When the attribute identifier is in digital form, displaying the updated quantized value according to the amount of change in the quantized value of the attribute corresponding to the attribute identifier; When the attribute identifier is in the form of an indicator bar, an updated quantitative graph is displayed according to the amount of change in the quantitative value of the attribute corresponding to the attribute identifier; The change amount is negatively correlated with the distance between the obstacle and the target position.

9. The method according to claim 8, characterized in that The method further comprises: Acquire a projection difficulty parameter of the target position, and determine the change amount positively correlated with the projection difficulty parameter; The projection difficulty parameter includes at least one of the following: a distance between the first virtual object and the target position, a prominence of the target position, a moving speed of the target position, and a moving speed of the first virtual object.

10. The method according to claim 1, characterized in that Before changing the hardness or transparency of the obstacle, the method further includes: Displaying an attribute selection interface, and displaying selectable hardness options and transparency options in the attribute selection interface; In response to an attribute selection operation for a target option among the hardness option and the transparency option, the attribute of the selected target option is determined as the attribute of the obstacle to be changed.

11. The method according to claim 1, characterized in that Before changing the hardness or transparency of the obstacle, the method further includes: Acquire interaction data of the first virtual object interacting with the second virtual object; According to the interaction data, calling a machine learning model to predict the attribute of the obstacle that needs to be changed by the first virtual object, and determining the predicted attribute as the attribute of the obstacle to be changed; The machine learning model is trained based on the interaction data of the samples and the marked attributes to be changed.

12. The method according to claim 1, characterized in that Before displaying the target area centered at the target position, the method further includes: Controlling the target virtual prop to be adsorbed to the target position; After changing the hardness or transparency of the obstacle, the method further includes: When the first virtual object hits the target virtual prop adsorbed on the target position through the virtual shooting prop, a process of the target virtual prop exploding is displayed; Wherein, the explosion range of the target virtual prop explosion covers the target area.

13. The method according to claim 1, characterized in that After changing the hardness of the obstacle, the method further includes: When the first virtual object hits the obstacle through the virtual shooting prop, displaying crossing indication information, wherein the crossing indication information is used to indicate the degree of crossing of the sub-prop launched by the virtual shooting prop with respect to the obstacle; The crossing degree is related to a crossing parameter, and the crossing parameter includes at least one of the following: the number of times the obstacle is hit, the number of the sub-props, the change in the hardness of the obstacle, and the distance between the first virtual object and the obstacle.

14. The method according to claim 1, wherein: After changing the hardness of the obstacle, the method further includes: When the first virtual object hits the obstacle through the first shooting prop, controlling the sub-prop launched by the first shooting prop to penetrate the obstacle; When the second virtual object hits the obstacle through the second shooting prop, blocking indication information is presented to indicate that the sub-prop launched by the second shooting prop is blocked from penetrating the obstacle.

15. The method according to claim 1, wherein: The changing of the transparency of the obstacle includes: The transparency of the obstacle is increased so that the first virtual object can see through the second virtual object through the obstacle.

16. The method according to claim 1, wherein: The changing of the hardness or transparency of the obstacle comprises: Obtaining the projection time when the target virtual prop is projected to the target position; Controlling the attribute value of the obstacle to change from the first attribute value to the second attribute value within a preset time period starting from the projection moment; After the preset time period, the attribute value of the obstacle is controlled to be restored from the second attribute value to the first attribute value.

17. An obstacle handling device in a virtual scene, characterized in that: The device comprises: A control module, configured to, in response to a projection instruction for a target virtual prop in a virtual scene, control the first virtual object to project the target virtual prop along a direction indicated by the projection instruction; A display module, configured to display a target area centered on the target position in response to the target virtual prop being projected to the target position; A changing module, configured to display an attribute identifier of the obstacle when there is an obstacle in the target area, each attribute identifier including at least one of a quantized value and a quantized graph of a corresponding attribute, and hardness or transparency being an attribute of the obstacle; changing the hardness or transparency of the obstacle and updating the attribute identifier of the obstacle to assist the first virtual object in interacting with the second virtual object in the virtual scene; Wherein, the first virtual object and the second virtual object are located on both sides of the obstacle.

18. A terminal device, characterized in that: include: A memory for storing executable instructions; A processor, configured to implement the obstacle handling method in a virtual scene as described in any one of claims 1 to 16 when executing the executable instructions stored in the memory.

19. A computer-readable storage medium, characterized in that: Executable instructions are stored, which are used to implement the obstacle handling method in the virtual scene described in any one of claims 1 to 16 when executed by a processor.

20. A computer program product comprising a computer program or instructions, characterized in that When the computer program or instruction is executed by a processor, the obstacle handling method in a virtual scene described in any one of claims 1 to 16 is implemented.

Citation Information

Patent Citations

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    CN111408133A