Virtual prop picking method and device, computer device, and storage medium

CN115040870BActive Publication Date: 2026-09-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210693562.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-06-17
Publication Date
2026-09-11
Estimated Expiration
2042-06-17

AI Technical Summary

Technical Problem

[0003]然而,在复杂的游戏场景中,用户在控制游戏角色拾取虚拟道具时容易发生误触,导致拾取的准确性低

Benefits of technology

[0009] This application embodiment can determine at least one candidate virtual item from at least one virtual item in the game scene, the candidate virtual item being configured with a virtual interactive object; in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, a target virtual item corresponding to the virtual interactive object is determined from the at least one candidate virtual item; in response to a pick-up operation for the target virtual item, the game character is controlled to pick up the target virtual item.

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Abstract

Embodiments of the present application disclose a virtual prop picking method and device, a computer device and a storage medium. The embodiments of the present application determine at least one candidate virtual prop from at least one virtual prop in a game scene, and the candidate virtual prop is configured with a virtual interactive object. In response to a field of view direction of a game view picture corresponding to a game character pointing to the virtual interactive object, a target virtual prop corresponding to the virtual interactive object is determined from the at least one candidate virtual prop. In response to a picking operation for the target virtual prop, the game character is controlled to pick the target virtual prop. In the embodiments of the present application, the virtual interactive object configured by the candidate virtual prop improves the accuracy of selecting any candidate virtual prop, thereby improving the accuracy of picking the virtual prop. In addition, the field of view direction helps the user to quickly decide the virtual prop to be picked, simplifies the picking process, realizes quick picking of the virtual prop, and improves the picking efficiency of the virtual prop.
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Description

Technical Field

[0001] This application relates to the field of game technology, specifically to methods, devices, computer equipment, and storage media for picking up virtual items. Background Technology

[0002] In some games, a wide variety of virtual items can be included in the game scene. Users can control their game characters to pick up virtual items in the game scene, for example, by clicking on virtual items in the game scene.

[0003] However, in complex game scenarios, users are prone to accidental touches when controlling game characters to pick up virtual items, resulting in low accuracy in picking them up. Summary of the Invention

[0004] This application provides a method, apparatus, computer device, and storage medium for picking up virtual items, which can improve the accuracy of picking up virtual items.

[0005] This application provides a method for picking up virtual items. A graphical user interface (GUI) is provided on a terminal. The GUI displays content that at least partially includes a game scene, a game character located in the game scene, and at least one virtual item. The method includes: determining at least one candidate virtual item from at least one virtual item in the game scene, wherein the candidate virtual item is configured with a virtual interactive object; determining a target virtual item corresponding to the virtual interactive object from the at least one candidate virtual item in response to the game view of the game character pointing to the virtual interactive object; and controlling the game character to pick up the target virtual item in response to a pick-up operation for the target virtual item.

[0006] This application embodiment also provides a virtual item pickup device, which provides a graphical user interface through a terminal. The graphical user interface displays content that at least partially includes a game scene, a game character located in the game scene, and at least one virtual item. The device includes: a generation unit, configured to determine at least one candidate virtual item from at least one virtual item in the game scene, wherein the candidate virtual item is configured with a virtual interactive object; a determination unit, configured to determine a target virtual item corresponding to the virtual interactive object from the at least one candidate virtual item in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object; and a pickup unit, configured to control the game character to pick up the target virtual item in response to a pickup operation for the target virtual item.

[0007] This application also provides a computer device, including a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps in any of the virtual item picking methods provided in this application.

[0008] This application also provides a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute steps in any of the virtual item picking methods provided in this application.

[0009] This application embodiment can determine at least one candidate virtual item from at least one virtual item in the game scene, the candidate virtual item being configured with a virtual interactive object; in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, a target virtual item corresponding to the virtual interactive object is determined from the at least one candidate virtual item; in response to a pick-up operation for the target virtual item, the game character is controlled to pick up the target virtual item.

[0010] In this application, virtual interactive objects configured with candidate virtual items can be used to determine the interaction area of ​​candidate virtual items in the game scene. By analyzing the interaction between the viewpoint and the virtual interactive object, the target virtual item can be identified from the candidate virtual items, thereby improving the accuracy of selecting any candidate virtual item and thus improving the accuracy of picking up virtual items. Furthermore, the interaction between the viewpoint and the virtual interactive object helps users quickly decide which virtual item to pick up, simplifying the virtual item picking process, enabling faster virtual item pickup, and improving virtual item picking efficiency. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1a This is a scene diagram of the virtual prop picking system provided in the embodiments of this application;

[0013] Figure 1b This is a flowchart illustrating the method for picking up virtual items provided in the embodiments of this application;

[0014] Figure 1c This is a schematic diagram of the virtual identifier and the first bounding box provided in the embodiments of this application;

[0015] Figure 1d This is a schematic diagram of the first bounding box provided in an embodiment of this application;

[0016] Figure 2a This is a flowchart illustrating a method for picking up virtual items according to another embodiment of this application;

[0017] Figure 2b This is a schematic diagram of the pickup area for virtual items provided in the embodiments of this application;

[0018] Figure 2c This is a schematic diagram showing the game character located within the pickup area according to an embodiment of this application;

[0019] Figure 2d This is a schematic diagram showing the detection ray pointing towards the selected areas of virtual prop A and virtual prop B, provided in an embodiment of this application.

[0020] Figure 2e This is a schematic diagram of the description interface for the target virtual item provided in an embodiment of this application;

[0021] Figure 2f This is a flowchart illustrating the process of determining a target virtual item according to an embodiment of this application;

[0022] Figure 3 This is a schematic diagram of the structure of the virtual prop picking device provided in the embodiments of this application;

[0023] Figure 4 This is a schematic diagram of the structure of the computer device provided in the embodiments of this application. Detailed Implementation

[0024] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0025] Before providing a detailed explanation of the embodiments of this application, some terms involved in the embodiments of this application will be explained.

[0026] The game scene refers to the game environment displayed (or provided) by the application when it runs on the terminal. This game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional. This application embodiment does not limit the dimension of the game scene. For example, the game scene may include the sky, land, and ocean, and the land may include environmental elements such as deserts and cities. The user can control the game character to move within this game scene.

[0027] Game character: refers to a character used to simulate a human or animal in a game scene. This game character can be a virtual human, virtual animal, anime character, etc., such as a person or animal displayed in the game scene. The game character can be a virtual avatar representing the user within the game scene. A game scene can include multiple game characters, each with its own shape and volume, occupying a portion of the game scene's space. The activities of a game character can include: adjusting body posture, crawling, walking, running, riding, flying, jumping, aiming with a virtual sight, shooting, driving, picking up items, attacking, throwing, and releasing skills, etc.

[0028] In some embodiments, the content displayed in the graphical user interface includes at least a portion of a game scene, wherein the game scene contains at least one game character.

[0029] In some embodiments, game characters in a game scene include user-controlled virtual characters (PlayerCharacters) and system-preset controlled, non-user-controlled virtual characters (Non-Player Characters, NPCs). In this embodiment, the game characters are user-controlled virtual characters.

[0030] In this embodiment, the game character can be a virtual character controlled by the user through operations on the client. Optionally, the game character can be a virtual character competing in a game scene. Optionally, the number of game characters participating in the interaction in the game scene can be preset or dynamically determined based on the number of clients joining the interaction.

[0031] Virtual items: These are virtual items that game objects can use in the game scene, including virtual weapons that can damage other virtual objects, such as pistols, rifles, sniper rifles, daggers, knives, swords, axes, and ropes; supply items such as bullets; defensive items such as shields, armor, and armored vehicles; virtual items that are displayed by hand gestures when virtual objects release skills, such as virtual beams and virtual shockwaves; and healing items such as medkits and drinks.

[0032] Game interface: refers to the interface of an application provided or displayed through a graphical user interface. This interface includes a graphical user interface for user interaction and game screens, which are the scenes in the game.

[0033] In some embodiments, the game interface may include game controls (such as skill controls, movement controls, character control controls, and functional controls such as backpack controls, chat controls, and system settings controls), indicator signs (such as direction indicator signs, character indicator signs, etc.), and information display areas (such as kill count, match time, etc.).

[0034] This application provides a method, apparatus, computer device, and storage medium for picking up virtual items.

[0035] Specifically, the device for picking up the virtual item can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet, smart Bluetooth device, laptop, or personal computer (PC); the server can be a single server or a server cluster consisting of multiple servers.

[0036] In some embodiments, the virtual item picking device can also be integrated into multiple electronic devices. For example, the virtual item picking device can be integrated into multiple servers, and the virtual item picking method of this application can be implemented by multiple servers.

[0037] In some embodiments, the method for picking up virtual items can run on a terminal device or a server. The terminal device can be a local terminal device. When the method for picking up virtual items runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0038] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of virtual item pickup methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities close to the user, such as a terminal, television, computer, or PDA; however, the terminal device for character control is the cloud gaming server in the cloud. When playing the game, the user operates the client device to send operation commands to the cloud gaming server, such as touch operation commands. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0039] In some embodiments, the server may also be implemented as a terminal.

[0040] In an optional implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal's display screen or providing it to the user through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen. The user can operate on the interface using input devices such as a touch screen, mouse, keyboard, or gamepad.

[0041] For example, refer to Figure 1a In some embodiments, a scenario diagram of a virtual item pickup system is provided, which can implement a method for picking up virtual items. The virtual item pickup system may include a terminal 1000, a server 2000, and a network 3000.

[0042] The terminal is used to determine at least one candidate virtual item from at least one virtual item in the game scene, and the candidate virtual item is configured with a virtual interactive object; in response to the game character's field of view pointing to the virtual interactive object, it determines the target virtual item corresponding to the virtual interactive object from the at least one candidate virtual item; in response to a pick-up operation for the target virtual item, it controls the game character to pick up the target virtual item. The server is used to obtain data on the user's game performance on the terminal. The network is used for data transmission between the server and the terminal. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2D network, 3G network, 4G network, 5G network, etc.

[0043] The following sections provide detailed explanations. It is understood that the specific embodiments of this application involve user operations, game data, and other related data. When these embodiments are applied to specific products or technologies, user permission or consent is required, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0044] In this embodiment, a method for picking up virtual items is provided. A graphical user interface (GUI) is provided via a terminal. The GUI displays content that at least partially includes a game scene, a game character located within the game scene, and at least one virtual item, such as... Figure 1b As shown, the specific process for picking up this virtual item can be as follows:

[0045] 110. Determine at least one candidate virtual prop from at least one virtual prop in the game scene, and configure virtual interactive objects for the candidate virtual prop.

[0046] Among them, at least one virtual item can refer to a virtual item that a user can pick up after controlling a game character to perform a pick-up operation in the game scene. Before performing the pick-up operation, it may also include moving the game object to the pick-up range of the virtual item through a movement operation.

[0047] Candidate virtual items can refer to one or more virtual items selected from at least one virtual item based on user actions or preset selection rules. For example, user actions can include selecting or marking at least one virtual item in the game scene. Preset selection rules can be rules pre-set based on the location and type information of the candidate virtual items. For instance, preset selection rules can identify virtual items within the game object's pickup range as candidate virtual items, or virtual items whose type information matches the game object as candidate virtual items, and so on. Specifically, if the game object lacks headgear and healing packs, virtual items of the same type in the game scene can be identified as candidate virtual items. It should be noted that candidate virtual items can be considered virtual items in a pickupable state. Virtual items in a pickupable state can interact with the game's viewpoint direction to be picked up, adjusting the pickupable state to a ready-to-pickup state in response to the game's viewpoint pointing towards the virtual interactive object.

[0048] Virtual interactive objects refer to virtual objects used by the user-controlled game character to pick up and interact with candidate virtual items. For example, virtual interactive objects may include, but are not limited to, virtual markers or bounding boxes. Configuring virtual interactive objects for candidate virtual items refers to generating and displaying the virtual interactive object corresponding to each candidate virtual item in the game scene.

[0049] When a game scene contains game characters and candidate virtual items, virtual interactive objects for the candidate virtual items can be generated. The target virtual item can then be identified from the candidate virtual items based on the interaction between the game character's viewpoint and the virtual interactive object. In practical applications, the accuracy of selecting any candidate virtual item can be improved by setting the display effects or shape and size of the virtual interactive objects, such as highlighting them or displaying them in a special shape, thus enhancing the accuracy of picking up virtual items.

[0050] In some implementations, determining at least one candidate virtual item from at least one virtual item in the game scene may include:

[0051] Obtain the location information of virtual items in the game scene;

[0052] Based on the item's location information and preset pickup area conditions, generate the pickup area for the virtual item;

[0053] If the game character is located in any pickup area, at least one virtual item corresponding to that pickup area will be identified as a candidate virtual item.

[0054] The preset pickup area conditions refer to the pre-set conditions for defining the pickup area of ​​virtual items. The pickup area can refer to the area or range in the game scene where the virtual item can be picked up. For example, the preset pickup area conditions can include a pickup radius, which can be a spherical or circular pickup area in the game scene with a radius equal to the pickup radius, centered on the location information of the virtual item.

[0055] Game scenes typically contain multiple virtual items. To filter out the available virtual items from among these, improve the effectiveness and efficiency of virtual item pickup, and reduce server idle time, pickup areas for virtual items can be generated in the game scene based on preset pickup area conditions and the location information of the virtual items. When a user controls a game character to enter the pickup area of ​​any virtual item, the status of that virtual item can be set to pickupable. At this time, the game character can interact with the virtual item, such as viewing or picking it up.

[0056] In some implementations, the pickup area can be in the form of a bounding box, such as a spherical bounding box with a radius equal to the pickup radius. Using a simple bounding box to set the pickup area allows for faster generation of the pickup area, improving the efficiency of determining the pickup interaction area and simplifying the pickup interaction process, thereby improving the efficiency of item pickup.

[0057] In some implementations, different pickup radii can be set for different virtual items based on their type or game scenario. A smaller pickup radius requires the game character to get closer to the item to perform the pickup operation, thus taking more time and increasing the game's difficulty. This provides diverse virtual item pickup methods, improves user retention, and reduces server idle time. For example, pickup radii can be set from smallest to largest for virtual weapons, defensive items, supply items, and healing items. Furthermore, different pickup radii can be set based on different terrains within the game scenario. For instance, smaller pickup radii can be set for complex terrains such as mountains and rainforests, while larger pickup radii can be set for simpler terrains such as deserts and plains, increasing the difficulty of picking up virtual items in complex terrains and enhancing the game's realism.

[0058] In some implementations, multiple game characters may be within the same virtual item pickup area. To increase the dispersion of multiple game characters within the same pickup area, the size of the pickup area can be adjusted according to the number of game characters within the pickup area. This facilitates the dispersion of multiple game characters within the pickup area, avoids occlusion, and improves the visual effect. Specifically, the preset pickup area conditions may include a pickup radius. Generating the virtual item pickup area based on the location information and the preset pickup area conditions may include: generating an initial pickup area based on the location information and the pickup radius; adjusting the initial pickup area based on the number of game characters within the initial pickup area to obtain the virtual item pickup area. For example, if the pickup radius is r, the initial pickup area size = 2πr, there are a game characters within the initial pickup area, and the size of the pickup area = 2πr(1+a / b), where b can be a preset parameter, such as b = 10. The initial pickup area and the center point of the pickup area are both the position of the virtual item in the game scene.

[0059] In some implementations, before determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item, if the view direction of the game view screen corresponding to the game character is pointing to the virtual interactive object, the following may be included:

[0060] In response to the second field of view adjustment operation, adjust the field of view direction.

[0061] In this context, "viewpoint adjustment" refers to operations used to adjust the direction of the game's view. These operations can include, but are not limited to, touch, drag, swipe, long press, short press, double-tap, click, and ending drag. Users can perform viewpoint adjustments using input devices such as touchscreens, mice, keyboards, or gamepads. The specific operation method depends on the game's control scheme or specific settings. For example, in third-person games, viewpoint adjustment controls can be provided within the game's graphical user interface. Responding to touch operations on these controls, users can control the game character to move their head, such as looking up or down, to adjust the direction of the game's view. By adjusting the viewpoint direction, users can quickly select potential virtual items, improving item pickup efficiency.

[0062] It should be noted that the first field of view adjustment operation and the second field of view adjustment operation in the embodiments of this application are operations corresponding to different field of view adjustment directions, and the specific operation methods can be the same or different.

[0063] 120. In response to the direction of the game view screen corresponding to the game character pointing to the virtual interactive object, determine the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item.

[0064] In this context, "view direction" refers to the direction in which the game character's field of vision is directed within the game scene. For example, the view direction refers to the perspective within the game scene. Depending on the specific game settings, the perspective within the game scene can vary; for instance, it could be a first-person perspective or a third-person perspective. The view direction pointing to the virtual interactive object in the game's view can completely or partially cover the area where the virtual interactive object is located.

[0065] When a game character is in a first-person perspective, the direction of the game's field of view can be the character's line of sight within the game scene. For example, the origin of the character's field of view can be their eyes, such as a cone-shaped area with the midpoint of their eyes as the apex; or it can be a detection ray emanating from the character and pointing in the direction of their gaze, such as a detection ray emanating from the midpoint of their eyes, and so on. Alternatively, a camera model can be used as the origin of the field of view. The field of view can be a cone-shaped area emanating from the camera model, and the detection ray can be a detection ray emanating from the camera model and pointing in the direction of the game's field of view. For example, when the game character is in a first-person perspective, the camera model is located at the character's head or neck; when the game character is in a third-person perspective, the camera model is located behind the character. Therefore, the displayed game content differs depending on the perspective. When the game character's position and / or line of sight in the 3D game scene changes, the game content will also change accordingly.

[0066] The target virtual item can refer to a virtual item in a state of being ready to be picked up. The ready-to-be-picked state means that it can be picked up by the game character in response to a pick-up operation. For example, if a virtual item is in a ready-to-be-picked state, it can be associated with a pick-up control in the game interface. If the user touches the pick-up control, the game character can automatically pick up the virtual item. Alternatively, candidate virtual items can be highlighted so that the user can quickly find the target virtual item from at least one set of virtual items.

[0067] After generating virtual interactive objects for candidate virtual items, if the game's view direction is adjusted to point towards any of these candidate virtual item interactive objects, it is considered that at least one candidate virtual item has been selected by adjusting the view direction. Therefore, the selected candidate virtual item can be identified as the target virtual object. For example, if the view direction completely covers the area where at least one candidate virtual item is located, or if the detection ray points to the center point of at least one candidate virtual item, then that at least one candidate virtual item can be identified as the target virtual item. Thus, by using the game's view direction and virtual interactive objects to determine the target virtual item, the accuracy of picking up virtual items can be improved. This helps users quickly decide which virtual item to pick up, simplifies the virtual item picking process, enables faster virtual item pickup, and improves virtual item picking efficiency.

[0068] In some implementations, the virtual interactive object may include at least one of a first object and a second object. In response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item may include: in response to the view direction of the game view screen corresponding to the game character pointing to the first object or the second object, determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item.

[0069] In this context, the first object and the second object are different virtual interaction objects; that is, each candidate virtual item can be configured with one or more virtual interaction objects. The interaction area of ​​the candidate virtual item is determined by the first object and the second object, which can provide diverse interaction methods, improve user retention, and reduce server idle time.

[0070] In some implementations, the first object may include a virtual identifier, and before determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item, in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, it may further include:

[0071] Obtain the line-of-sight height of the game's view;

[0072] The display height of the virtual icons for candidate virtual props is determined based on the line-of-sight height.

[0073] The virtual icons of candidate virtual props are displayed at the display height.

[0074] Virtual identifiers refer to identifiers used to represent target virtual objects in a game scene. Virtual identifiers can have various presentation forms, the specific form depending on the game's specific settings. For example, a virtual identifier can be a graphic with the same outline as a candidate virtual item, and this graphic is highlighted in the game scene.

[0075] The line-of-sight height can be the height of the viewpoint within the game scene. For example, a camera model can be used as the origin of the line of sight, and the line-of-sight height can be the height of the camera model from the ground or floor in the game scene. For instance, when the game character is in a first-person perspective, the camera model is located at the head or neck of the game character, and when the game character is in a third-person perspective, the camera model is located behind the game character.

[0076] The display height can refer to the height of the virtual icon in the game scene. For example, the line-of-sight height can be used as the display height, or the display height can be calculated based on the line-of-sight height, such as display height = c × (1 / 2), where c is the line-of-sight height, and so on.

[0077] Since virtual items in game scenes are usually scattered on the ground or other flat surfaces and are not easy to observe, displaying virtual markers in the game scene can, on the one hand, allow users to quickly find candidate virtual items and their virtual markers, improving the efficiency of picking up virtual items; on the other hand, by determining the display height of the virtual markers based on the game character's line of sight, the virtual markers can be displayed at a height that is easy to observe, further improving the efficiency of picking up virtual items.

[0078] In some implementations, determining the display height of the virtual identifier of the candidate virtual item based on the line-of-sight height may include:

[0079] Obtain the preset weight parameters;

[0080] The display height of the virtual icon of the candidate virtual prop is obtained by weighting the line-of-sight height according to the preset weight parameters.

[0081] The preset weight parameters can be customized according to the specific game settings. For example, the preset weight parameters can be pre-set decimals less than 1. The display height of the virtual icon is obtained by weighting the line-of-sight height. The calculation speed is fast, and the display height of the virtual icon can be quantitatively adjusted by adjusting the preset weight parameters. The processing efficiency is high and can save computing power.

[0082] In some implementations, the display height can be a preset height. For example, a preset display height can be set for each game character based on the line of sight, so that the preset display height can be obtained based on the game character's identifier, and the virtual identifier of the candidate virtual item can be displayed at the display height.

[0083] In some implementations, to help users find the virtual marker and improve the efficiency of picking up virtual items, the virtual marker can be a virtual beam of light located above the candidate virtual item. For example, such as Figure 1cAs shown, the virtual identifier can be a virtual light column extending upward from the midpoint of the candidate virtual prop. The display height of the virtual light column is a = c × (1 / 2), where c is the line-of-sight height, that is, the height of the virtual light column is c × (1 / 2).

[0084] Therefore, when the game character looks straight ahead, its field of vision will not point to the virtual marker. When the game character lowers its head to an angle of less than 45° with the ground, its field of vision can point to all or part of the virtual marker. By setting the height of the light beam to be lower than the eye level, the game character will only interact with the virtual marker from a specific perspective, avoiding accidental touches, increasing the error tolerance, and improving the accuracy of selecting virtual items, thereby improving the accuracy of picking up virtual items.

[0085] In some implementations, the first object may include a first bounding box, and the second object may include a second bounding box, with the first bounding box located within the second bounding box.

[0086] In this context, a bounding box refers to a closed space that completely encloses a combination of objects. Encapsulating complex objects within simple bounding boxes can improve the efficiency of geometric calculations. Bounding boxes can have various shapes, the specific shape depending on the game's design. For example, bounding boxes can be generated around candidate virtual props using methods such as AABB (Axis-aligned bounding box), Sphere, OBB (Oriented bounding box), and FDH (Fixeddirections hulls or k-DOP). The first and second bounding boxes are both bounding boxes generated around the candidate virtual props. Figure 1c and Figure 1d As shown, the first bounding box can be a bounding box surrounding the candidate virtual prop and having the same outline as the candidate virtual prop, such as... Figure 1d As shown, the second bounding box can be a cylindrical bounding box surrounding the first bounding box.

[0087] By generating two bounding boxes for candidate virtual items, the interaction area of ​​the candidate virtual items can be determined using these bounding boxes. Using simple bounding boxes to approximate the interaction area of ​​complex candidate virtual items can improve the efficiency of determining the interaction area and simplify the interaction process, thereby improving the efficiency of item pickup. On the other hand, determining the interaction area of ​​candidate virtual items by two bounding boxes can provide diversified interaction methods, improve user retention, and reduce server idle time.

[0088] In some implementations, after determining at least one candidate virtual item from at least one virtual item in the game scene, the method may further include: determining the interaction area of ​​the candidate virtual item based on a virtual interaction object. The virtual interaction object may be located within the interaction area, and the direction of the game view pointing to the virtual interaction object may be the direction of the game view pointing to the interaction area of ​​the candidate virtual item.

[0089] The interaction area can refer to the region where the candidate virtual item can be picked up and interacted with by the game character. For example, the interaction area can be defined as the region where the virtual interactive object is located in the game scene, or it can be determined based on the position information of the virtual interactive object and the candidate virtual item in the game scene, and so on. Specifically, it can be defined as the interaction area by identifying the two points furthest apart in the game scene between the virtual interactive object and the candidate virtual item, using the line connecting these two points as a diameter, and defining a spherical region in the game scene using this diameter. It should be noted that if the region where the virtual interactive object is located in the game scene is defined as the interaction area, then the virtual interactive object can be considered the object that the candidate virtual item is used to pick up and interact with the game character; if the interaction area is the region where the virtual interactive object is located in the game scene, and if the virtual interactive object is a 3D model in the game scene, then the interaction area can be the 3D space occupied by the virtual interactive object in the game scene.

[0090] In some implementations, in response to the view direction of the game screen corresponding to the game character pointing to the first object or the second object, determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item may include:

[0091] In response to the direction of the game view screen corresponding to the game character pointing to the first object, the target virtual item corresponding to the first object is determined from at least one candidate virtual item;

[0092] Alternatively, in response to the view direction not pointing to the first object and the view direction pointing to the second object, a target virtual prop corresponding to the second object is determined from at least one candidate virtual prop.

[0093] The target virtual item can be some or all of the candidate virtual items pointed to by the view direction. For example, it can be all subsequent virtual items pointed to by the view direction, or it can be the first candidate virtual item pointed to by the view direction.

[0094] For example, the point of gaze can be used to determine whether a game character's field of vision is pointing towards a virtual interactive object. The point of gaze can refer to the point of focus within the game scene along the direction of the game's view. For instance, the intersection of the game's view's direction with any object in the game scene, such as a game character, virtual item, or other object, can be determined as the point of gaze's focus within that view. Similarly, the point of gaze's focus on a virtual interactive object can be the intersection of the game's view's direction with the virtual interactive object's interaction area. When the game character is in a first-person perspective, the point of gaze can refer to the game character's point of focus within the game scene.

[0095] For example, it can be determined whether the view direction of the game's view screen intersects with the virtual interactive object (whether there is an intersection point). If they intersect, it can be assumed that the view direction of the game's view screen is pointing towards the virtual interactive object. That is, it can be assumed that by adjusting the view direction of the game's view screen, a candidate virtual item corresponding to any virtual interactive object has been selected. At this time, the intersection point between the view direction and the virtual interactive object is obtained, and the target virtual item is determined from the candidate virtual items based on the intersection point. In this way, when the view direction is adjusted, the intersection point can be calculated in real time and the target virtual item can be determined, thus improving processing efficiency.

[0096] For example, the direction of the game's view can be used to determine whether it points to a virtual interactive object. For instance, the location information of the origin of the view and the location information of candidate virtual items in the game scene can be obtained. Based on the obtained location information, a connecting line between the origin of the view and the virtual angle can be determined, and the angle A between this connecting line and the horizontal direction of the game scene can be determined. The angle B between the direction of the game's view and the horizontal direction of the game scene can also be obtained. If the difference between angle A and angle B is less than a preset value, then the view direction can be considered to point to the virtual interactive object. Alternatively, it can be determined whether the view direction intersects with the virtual interactive object (whether there is an intersection point). If they intersect, then the view direction is considered to point to the virtual interactive object. Since both the candidate virtual item and the game character are within the pickup range of the candidate virtual item, when angle A and angle B are close to or even equal, it can be considered that the game character's view direction is likely pointing to the candidate virtual item. Therefore, by comparing angles A and B, only the intersection point of the game character's view direction needs to be calculated, which can improve processing efficiency and save computing power.

[0097] Obtaining the location information of the origin of the viewpoint and the location information of candidate virtual props in the game scene can include: obtaining the game character's facial orientation, the game character's position information, and the location information of candidate virtual props; determining the target direction based on the game character's position information and the location information of candidate virtual props; the target direction can refer to the horizontal direction from the game character's position to the location of the candidate virtual props; if the game character's facial orientation is the same as the target direction, obtaining the location information of the origin of the viewpoint in the game scene. By determining the game character's facial orientation, only the intersection of the viewpoint directions that satisfy the target direction can be calculated, further improving processing efficiency and saving computing power. Specifically, angle B can be the angle between the midline of the viewpoint direction or the detection ray and the horizontal direction of the game scene.

[0098] In some implementations, in response to the view direction of the game screen corresponding to the game character pointing to the first object, determining the target virtual item corresponding to the first object from at least one candidate virtual item may include:

[0099] In response to the game character's field of view pointing to the first object, determine the first object that the field of view is pointing to;

[0100] From at least one candidate virtual item, determine the target virtual item corresponding to the first first object.

[0101] The first object can refer to the first object along the view direction and that the view direction points to, for example, the first object closest to the origin of the view.

[0102] When there are multiple candidate virtual items in a game scene, the view direction of the game's view screen may point to one or more virtual interactive objects of candidate virtual items. If the view direction of the game's view screen points to the virtual interactive objects of multiple candidate virtual items, there are multiple first objects that the view direction points to. Therefore, the first first object that the view direction points to can be identified as the target virtual item. This can help users quickly select the candidate virtual item and improve the efficiency of picking up virtual items.

[0103] In some implementations, the field of view direction may include a detection ray emitted from a preset position on the game's field of view and pointing in that direction. Responding to the field of view direction of the game character's corresponding field of view pointing to a first object, determining the first object to which the field of view direction points may include:

[0104] In response to the detection ray pointing to at least one first object, a first intersection point is determined, wherein the first intersection point is the intersection point between the detection ray and the first object;

[0105] Based on the location information of the first intersection point, determine the first object that the field of view is pointing to from the first object.

[0106] The preset position can be the origin of the line of sight set according to the game settings. For example, it can be the position of the game character's eyes, or the position of the camera model used to determine the direction of the game's field of view, and so on.

[0107] For example, it can be determined whether the detection ray intersects with the first object. If so, the first object is determined based on the intersection of the detection ray and the first object. For instance, the first intersection closest to the origin of the view or the game character can be determined as the target intersection, and the first object corresponding to the target intersection can be determined as the first object. By setting the detection ray within the field of view of the game screen, the detection ray can more accurately point to the target interactive object, avoid accidental touches, increase the error tolerance, and improve the accuracy of selecting virtual items, thereby improving the accuracy of picking up virtual items.

[0108] For example, if the detection ray intersects with the virtual marker, it can be assumed that the detection ray is pointing to the virtual interactive object. In this case, the target virtual prop can be determined by the intersection of the detection ray and the virtual marker. On the one hand, users can quickly find candidate virtual props and their virtual interactive objects through the virtual marker. On the other hand, users can adjust the detection ray to accurately point to the virtual marker, which can more accurately select the virtual interactive object, thereby improving the efficiency and accuracy of picking up virtual props.

[0109] For example, if the detection ray intersects simultaneously with the first bounding box A of candidate virtual prop A and the first bounding box B of candidate virtual prop B, the position information of the intersection points of the detection ray with the first bounding boxes A and B can be obtained, and the first bounding box corresponding to the point closest to the origin of the line of sight among the intersection points is determined as the first first object. It should be noted that if the detection ray points to multiple first bounding boxes while also pointing to at least one second bounding box, only the position information of the second intersection point is obtained.

[0110] It should be noted that if the detection ray intersects with both the first bounding box A of candidate virtual prop A and the second bounding box B of candidate virtual prop B, only the position information of the intersection point between the detection ray and the first bounding box A is obtained, and the target intersection point is determined from the intersection point between the detection ray and the first bounding box A.

[0111] In some implementations, the field of view direction may include a detection ray emitted from a preset position on the game's field of view and pointing in that direction. Responding to the field of view direction of the game character's corresponding field of view pointing to a first object, determining the first object to which the field of view direction points may include:

[0112] The first object that responds to the detection ray is identified as the first object.

[0113] For example, when a detection ray is emitted along the origin of the line of sight, if the detection ray intersects with any first object, the first object can respond to the detection ray. If a first object responds to the detection ray, the extension of the detection ray can be stopped, and the first object that responds can be identified as the first first object. This can improve processing efficiency and save computing power.

[0114] In some implementations, in response to the view direction not pointing to the first object and the view direction pointing to the second object, determining the target virtual prop corresponding to the second object from at least one candidate virtual prop may include:

[0115] In response to the view direction not pointing to the first object, but pointing to the second object, determine the first second object that the view direction is pointing to;

[0116] From at least one candidate virtual item, determine the target virtual item that corresponds to the first second object.

[0117] The first second object can refer to the first second object along the view direction and that the view direction points to, for example, the second object closest to the origin of the view.

[0118] For example, virtual interactive objects can include a first bounding box and a second bounding box. Since the first bounding box occupies less space in the game scene than the second bounding box, when a user wants to select a candidate virtual item by adjusting the detection ray, it is more difficult to adjust the detection ray to intersect with the first bounding box than with the second bounding box. Therefore, a method for determining the intersection point can be provided based on the ease with which the detection ray intersects with the two bounding boxes. Specifically, if the detection ray intersects with the first bounding box, it is considered that the candidate virtual item corresponding to that first bounding box has been selected by adjusting the detection ray. If the detection ray intersects with the second bounding box, it is considered that the second bounding box may have been mistakenly selected. In this case, it is necessary to further determine whether the detection ray intersects with any first bounding box; otherwise, it is considered that the candidate virtual item corresponding to that second bounding box has been selected by adjusting the detection ray. This method can improve the accuracy of selecting virtual items, thereby improving the accuracy of picking up virtual items. Especially when there are multiple candidate virtual props in the game scene, for example, if the detection ray intersects with the first bounding box and the second bounding box of candidate virtual prop A, and also intersects with the second bounding box of candidate virtual prop A, then the intersection point of the detection ray and the first bounding box of candidate virtual prop A can be determined as the target intersection point. Similarly, if the detection ray intersects with the second bounding box of candidate virtual prop A, but does not intersect with the first bounding box of any candidate virtual prop, then the intersection point of the detection ray and the second bounding box of candidate virtual prop A can be determined as the target intersection point.

[0119] In some implementations, if there is only one candidate virtual item, and the detection ray points to a second object that is the candidate virtual item, then the candidate virtual item is identified as the target virtual item. Thus, when there is only one candidate virtual item in the game scene, the second object can help the user quickly select the candidate virtual item, improving the efficiency of picking up virtual items.

[0120] In some implementations, the field of view direction may include a detection ray emitted from a preset position on the game's field of view and pointing in that direction. In response to the field of view direction not pointing to a first object, but pointing to a second object, determining the first second object to which the field of view direction points may include:

[0121] In response to the detection ray not pointing to the first object and the detection ray pointing to the second object, a second intersection point is determined, which is the intersection point of the detection ray and the second object;

[0122] Based on the location information of the second intersection point, determine the first second object that the field of view is pointing to from the second object.

[0123] For example, if the detection ray intersects with both the second bounding box A of candidate virtual prop A and the second bounding box B of candidate virtual prop B, the position information of the intersection points of the detection ray with the second bounding box A and the second bounding box B can be obtained, and the second bounding box corresponding to the point closest to the origin of the line of sight among the intersection points can be determined as the first second object.

[0124] In some implementations, the field of view direction may include a detection ray emitted from a preset position on the game's field of view and pointing in that direction. In response to the field of view direction not pointing to a first object, but pointing to a second object, determining the first second object to which the field of view direction points may include:

[0125] If the first object does not respond to the detection ray, and the second object responds to the detection ray, the second object that first responds to the detection ray is identified as the first second object.

[0126] For example, when a detection ray is emitted along the origin of the line of sight, if the detection ray does not intersect with the first object, the first second object that responds to the detection ray can be identified as the first first object based on the order of the responses of the second objects. This can improve processing efficiency and save computing power.

[0127] In some implementations, after determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item in response to the game view screen corresponding to the game character pointing to the virtual interactive object, the method may further include: displaying the target virtual item through a first display mode.

[0128] The first display method can be a preset display method depending on the specific game settings. For example, it can include any of the following display methods: reduced transparency, increased color saturation, color switching, highlighting, outlining, adding prominent marks, etc. Among them, adding prominent marks can be adding marks such as asterisks, dots, triangles, etc. to the surface or vicinity of the target virtual item.

[0129] In some implementations, the first display mode can be a highlight display.

[0130] In some implementations, after determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, the method may further include: displaying the first bounding box of the target virtual item through a second display mode.

[0131] The second display method can be a preset display method depending on the specific game settings. For example, it may include any of the following display methods: reduced transparency, increased color saturation, color switching, highlighting, outlining, adding prominent markers, etc. The second display method can be the same as or different from the first display method. Displaying the target virtual item or its first bounding box through either the first or second display method can help users quickly find the selected target virtual item and improve the efficiency of picking up virtual items.

[0132] In some implementations, after determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item, in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, the method further includes:

[0133] In response to the first-view adjustment operation, adjust the view direction;

[0134] If the adjusted view direction does not point to any first object, and the adjusted view direction points to the second object of the target virtual item, the target virtual item is maintained as the target virtual item.

[0135] After selecting a candidate virtual item by adjusting the view direction of the game screen, if the view direction is adjusted again, to prevent accidental user error, a new target virtual item will only be identified from the candidate virtual items if the detection ray moves from intersecting with the first or second bounding box of the target virtual item to moving out of the second bounding box, or if the adjusted detection ray intersects with the first bounding box of another candidate virtual item. If, during the adjustment process, the detection ray only moves within the second bounding box of the target virtual item, the adjustment is considered invalid, and a new target virtual item will not be identified, thus improving the accuracy of picking up virtual items.

[0136] 130. In response to a pick-up operation for a target virtual item, control the game character to pick up the target virtual item.

[0137] Picking up virtual items refers to actions performed by a game character to retrieve them. These actions can include, but are not limited to, touching, dragging, swiping, long-pressing, short-pressing, double-tapping, clicking, and ending dragging. Users can perform these actions using input devices such as touchscreens, mice, keyboards, or gamepads. The specific method depends on the game's controls and settings. For example, a user can touch a target virtual item or its virtual interactive object to control the game character to pick it up. By using these actions, the game character can accurately pick up candidate virtual items selected by the game's field of view, improving the accuracy of item pickup.

[0138] In some implementations, before controlling the game character to pick up the target virtual item in response to a pickup operation, the following may be included:

[0139] Provide a pick control in the graphical user interface;

[0140] In response to a pick-up operation targeting a virtual item, control the game character to pick up the target virtual item, including:

[0141] In response to touch operations applied to the pick-up control, control the game character to pick up the target virtual item.

[0142] The game interface with a graphical user interface can display a pick-up control for the associated target virtual item. If the user touches the pick-up control, the game character can automatically pick up the target virtual item, which simplifies the virtual item picking process, enables fast picking up of virtual items, and improves the picking-up efficiency of virtual items.

[0143] The virtual item pickup scheme provided in this application can be applied to various game scenarios. For example, taking a multiplayer competitive game as an example, at least one candidate virtual item is determined from at least one virtual item in the game scene, and the candidate virtual item is configured with a virtual interactive object; in response to the view direction of the game screen corresponding to the game character pointing to the virtual interactive object, a target virtual item corresponding to the virtual interactive object is determined from at least one candidate virtual item; in response to the pickup operation for the target virtual item, the game character is controlled to pick up the target virtual item.

[0144] The solution provided in this application, which uses virtual interactive objects configured with candidate virtual items, allows for the determination of the interaction area of ​​candidate virtual items in the game scene. By analyzing the interaction between the viewpoint and the virtual interactive object, the target virtual item can be identified from the candidate virtual items, thereby improving the accuracy of selecting any candidate virtual item and thus improving the accuracy of picking up virtual items. Furthermore, the interaction between the viewpoint and the virtual interactive object helps users quickly decide which virtual item to pick up, simplifying the virtual item picking process, enabling rapid virtual item pickup, and improving virtual item picking efficiency.

[0145] For example, by setting a first object and a second object for candidate virtual props, the first object may include a virtual identifier. By displaying the virtual identifier in the game scene, on the one hand, users can quickly find the candidate virtual props and the virtual interactive objects of the candidate virtual props, improving the picking efficiency of virtual props. On the other hand, the virtual identifier can be displayed at a height that is easy to observe based on the line of sight, further improving the picking efficiency of virtual props.

[0146] For example, the first object may include a first bounding box, and the second object may include a second bounding box. On the one hand, the bounding box is used to determine the interaction area of ​​the candidate virtual item. Using a simple bounding box to approximate the candidate virtual item with a complex structure to determine the interaction area can improve the efficiency of determining the interaction area and simplify the interaction process, thereby improving the efficiency of item picking. On the other hand, the interaction area of ​​the candidate virtual item is determined by the first object and the second object, which can provide diversified interaction methods, improve user retention rate, and reduce server idle time.

[0147] The method described in the above embodiments will be further described in detail below.

[0148] In this embodiment, the method of this application embodiment will be described in detail using the example of a game character in a first-person perspective.

[0149] like Figure 2a As shown, the specific process of a method for picking up virtual items is as follows:

[0150] 210. Obtain the location information of virtual props in the game scene.

[0151] For example, if there are three virtual items in a game scene, namely virtual item A, virtual item B, and virtual item C, you can obtain the coordinates of these three virtual items in the game scene.

[0152] 220. Generate the pickup area for virtual props based on location information and preset pickup area conditions.

[0153] For example, set the pickup radius of virtual items to n meters, where n = 2, such as... Figure 2b As shown, a spherical pickup area with a pickup radius of n meters can be determined in the game scene using the coordinates of virtual item A, virtual item B, and virtual item C, respectively. This area can be a sphere with a radius of n surrounding it. When the game character touches this spherical pickup area, it is considered that the game character is located within any pickup area, and the virtual item is in a pickup state.

[0154] For example, such as Figure 2c As shown, the distance f between the game character and the virtual item A can be obtained. The virtual item is only pickable within the effective pickup distance of 0 ≤ f ≤ n. Therefore, the virtual item is only pickable within the effective pickup distance and can be picked up and interacted with in the direction of the game's view. When the effective pickup distance is exceeded, the virtual item cannot be picked up and interacted with in the direction of the game's view.

[0155] 230. If the game character is located in any pickup area, the virtual items in the corresponding pickup area will be identified as candidate virtual items.

[0156] For example, a user can control the movement of their game character to bring the character into the pickup area of ​​at least one virtual item, such as... Figure 2c As shown, if a game character enters the pickup area of ​​virtual item A, then virtual item A is a candidate virtual item.

[0157] 240. Generate virtual interactive objects for candidate virtual props.

[0158] For example, such as Figure 1c and Figure 1d As shown, a virtual identifier, a first bounding box, and a second bounding box for virtual prop A can be generated, where, as... Figure 1c and Figure 1d As shown, the virtual identifier is a virtual beam of light extending upwards from the midpoint of the candidate virtual prop, with a height half the height from the ground to the line of sight. The first bounding box is the outer perimeter of the candidate virtual prop, having the same outline as the candidate virtual prop, as shown below. Figure 1d As shown, the second bounding box is a cylindrical bounding box surrounding the first bounding box, with a height of d and a diameter of e. The values ​​of d and e can be set according to the application scenario. At this time, the virtual marker is visible in the game scene, allowing users to quickly locate the virtual item A; the first and second bounding boxes are not visible in the game scene.

[0159] For example, the height of the virtual light beam can be half the height of the line of sight, so that no pickup interaction occurs when the game character is looking at the same level. When the detection ray of the game character is adjusted slightly downward, it can intersect with the virtual light beam and realize pickup interaction.

[0160] 250. Adjust the detection ray of the game character in response to the line-of-sight adjustment operation.

[0161] For example, the detection ray can simulate the human eye, serving as a trigger for pickup interactions. Before adjusting the detection ray, its field of view can be at eye level. While the user can quickly locate virtual item A through virtual markers in the game scene, the game character cannot interact with item A because the field of view does not point to the virtual beam, first bounding box, or second bounding box of item A. Therefore, the user can adjust the character's gaze using touch controls on the game interface, causing the character to lower their head until the angle between the detection ray and the horizontal direction (ground) of the game scene is greater than 0° and less than 45°. Figure 1c As shown, the included angle b must be less than 45°. Under this field of view, the detection ray of the game character can intersect with the virtual light beam.

[0162] 260. Determine whether the detection ray is pointing to the virtual interactive object.

[0163] For example, determine whether the detection ray intersects with the virtual beam, first bounding box, or second bounding box of any candidate virtual prop in the game scene. If they intersect, it is considered that the detection ray is pointing to a virtual interactive object.

[0164] 270. If the detection ray points to the virtual interactive object, determine the point where the line of sight falls on the virtual interactive object.

[0165] For example, since the virtual beam cannot completely cover the virtual prop A, its main function is to indicate the location of the virtual prop A and to interact with the detection ray above the virtual prop A. However, since there is often a distance between the game character and the virtual prop A, it is difficult for the detection ray to accurately select the virtual beam. The virtual beam, the first bounding box, and the second bounding box can be combined to determine the line of sight of the detection ray.

[0166] For example, if the pickup areas of virtual item A and virtual item B overlap in the game scene, and the game character enters the overlapping area, then both virtual item A and virtual item B are candidate virtual items. The area (interaction area) occupied by different virtual interactive objects in the game scene can be divided into a selected area and a fault-tolerant area, and the pickup interaction method can be determined based on the selected area and the fault-tolerant area.

[0167] For example, if the detection ray intersects with either the virtual beam of virtual prop A or the first bounding box, then virtual prop A is selected as the target virtual prop. Specifically, the interactive area occupied by the second bounding box can be used as a tolerance zone, and the interactive area occupied by the first bounding box can be used as the selection area. Furthermore, when there are multiple candidate virtual props in the game scene, multiple virtual beams and second bounding boxes may intersect with the detection ray, thus easily leading to accidental clicks. In this case, the interactive areas occupied by the virtual beams and second bounding boxes can be used as tolerance zones, and the interactive area occupied by the first bounding box can be used as the selection area. Figure 2d As shown, when there are multiple candidate virtual props such as virtual prop A and virtual prop B, if the detection ray points to the selected areas of virtual prop A and virtual prop B, the intersection point A of the selected area of ​​virtual prop A and the detection ray, and the intersection point B of the selected area of ​​virtual prop B and the detection ray can be obtained as the viewpoints.

[0168] 280. Based on the point of view, determine the target virtual prop from the candidate virtual props.

[0169] For example, the coordinates of intersection points A and B in the game scene, as well as the coordinates of the game character in the game scene, can be obtained. Intersection point A, which is closest to the origin of the game character's line of sight, is identified as the target intersection point that will first contact the detection ray, and the virtual item A corresponding to intersection point A is identified as the target virtual item (i.e., the candidate virtual item that the detection ray will first contact). After identifying the item to be picked up, the target virtual item can be highlighted and outlined, or as shown... Figure 2e As shown, the game interface displays a description of the target virtual item.

[0170] like Figure 2fThe process shown determines the pickup area for each virtual item in the game scene, which can be a spherical bounding box. If the game character is simultaneously within the pickup range of both virtual item A and virtual item B, virtual identifiers, a first bounding box, and a second bounding box for virtual item A and virtual item B are generated respectively. If the game character is not within the pickup range of virtual item A and virtual item B, virtual item A and virtual item B do not respond to pickup interactions. If the detection ray first intersects the selected area of ​​virtual prop A, then virtual prop A is selected. After the user adjusts the detection ray, if the detection ray first intersects the selected area of ​​virtual prop B, then virtual prop B is selected. After the user adjusts the detection ray, if the detection ray does not intersect the selected area of ​​virtual prop B, and if the detection ray intersects the tolerance area of ​​virtual prop A, then virtual prop A remains selected. After the user adjusts the detection ray, if the detection ray does not intersect the selected area of ​​virtual prop B, and if the detection ray does not intersect the tolerance area of ​​virtual prop A, and if the detection ray intersects the tolerance area of ​​virtual prop B, then virtual prop B is selected. If the detection ray does not intersect the selected area or tolerance area of ​​any candidate virtual prop, then no candidate virtual prop is selected. The selected virtual prop A or virtual prop B can be picked up in response to a pick-up operation, while the unselected virtual prop A or virtual prop does not respond to a pick-up operation. Therefore, when a virtual prop is selected, as long as the detection ray intersects with the error tolerance area of ​​the virtual prop and does not intersect with the selection area of ​​other virtual props, the selected state will be maintained. This can prevent the virtual prop from being removed from the selected state due to accidental touch. Moreover, when there is only one candidate virtual prop, the error tolerance area can help the user quickly select the only candidate virtual prop.

[0171] In this way, by setting a spherical bounding box, a first bounding box (selected area), and a second bounding box (error tolerance area), the virtual props are surrounded by three layers of bounding boxes. The three layers of bounding boxes can respond to different interaction processes, and the cooperation of the three layers of bounding boxes can improve the accuracy and efficiency of picking up virtual props.

[0172] 290. In response to a pick-up operation for a target virtual item, control the game character to pick up the target virtual item.

[0173] For example, in response to a user's touch operation on the pick-up control, the game character can be controlled to pick up a target virtual item.

[0174] As can be seen from the above, this embodiment provides two layers of picking judgment range for each virtual prop by setting a selection area and a tolerance area. The selection area is used for precise switching, and the tolerance area is used for selection error tolerance. When picking up virtual props, if there are multiple virtual props that are too close or overlap, the selected virtual prop can be precisely switched through the selection area, which can improve the accuracy and efficiency of picking up virtual props. Through the tolerance area, the interaction area of ​​the selected virtual prop is expanded, the error tolerance rate is increased, and a smooth picking experience is provided when the user adjusts the detection ray.

[0175] To better implement the above methods, this application also provides a virtual item pickup device, which can be integrated into an electronic device, such as a terminal or server. The terminal can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, or personal computer; the server can be a single server or a server cluster composed of multiple servers.

[0176] For example, in this embodiment, the method of this application embodiment will be described in detail by taking the integration of a virtual item pickup device into the terminal as an example. The terminal provides a graphical user interface, and the content displayed by the graphical user interface at least partially includes the game scene, the game character located in the game scene, and at least one virtual item.

[0177] For example, such as Figure 3 As shown, the virtual item pickup device may include a generation unit 310, a determination unit 320, and a pickup unit 330, as follows:

[0178] (a) Generation Unit 310

[0179] This is used to determine at least one candidate virtual prop from at least one virtual prop in the game scene, wherein the candidate virtual prop is configured with a virtual interactive object.

[0180] In some implementations, the generation unit 310 may specifically be used for:

[0181] Obtain the location information of virtual items in the game scene;

[0182] Based on the item's location information and preset pickup area conditions, generate the pickup area for the virtual item;

[0183] If the game character is located in any pickup area, at least one virtual item corresponding to that pickup area will be identified as a candidate virtual item.

[0184] In some implementations, the first object may include a virtual identifier, and the generation unit 310 may also be used for:

[0185] Obtain the line-of-sight height of the game's view;

[0186] The display height of the virtual icons for candidate virtual props is determined based on the line-of-sight height.

[0187] The virtual icons of candidate virtual props are displayed at the display height.

[0188] In some implementations, the display height of the virtual identifier of the candidate virtual prop is determined based on the line-of-sight height, including:

[0189] Obtain the preset weight parameters;

[0190] The display height of the virtual icon of the candidate virtual prop is obtained by weighting the line-of-sight height according to the preset weight parameters.

[0191] In some implementations, the first object may include a first bounding box, and the second object may include a second bounding box, with the first bounding box located within the second bounding box.

[0192] (II) Determine Unit 320

[0193] The view direction of the game view screen corresponding to the game character points to the virtual interactive object, and the target virtual item corresponding to the virtual interactive object is determined from at least one candidate virtual item.

[0194] In some implementations, the virtual interactive object may include at least one of a first object and a second object, and the determining unit 320 may specifically be used for:

[0195] In response to the direction of the game view screen corresponding to the game character pointing to the first object or the second object, the target virtual item corresponding to the virtual interactive object is determined from at least one candidate virtual item.

[0196] In some implementations, in response to the view direction of the game screen corresponding to the game character pointing to the first object or the second object, determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item may include:

[0197] In response to the direction of the game view screen corresponding to the game character pointing to the first object, the target virtual item corresponding to the first object is determined from at least one candidate virtual item;

[0198] Alternatively, in response to the view direction not pointing to the first object and the view direction pointing to the second object, a target virtual prop corresponding to the second object is determined from at least one candidate virtual prop.

[0199] In some implementations, in response to the view direction of the game view screen corresponding to the game character pointing to the first object, determining the target virtual item corresponding to the first object from at least one candidate virtual item includes:

[0200] In response to the game character's field of view pointing to the first object, determine the first object that the field of view is pointing to;

[0201] From at least one candidate virtual item, determine the target virtual item corresponding to the first first object.

[0202] In some implementations, the field of view direction includes a detection ray emitted from a preset position on the game's field of view and pointing in that direction. Responding to the field of view direction of the game character's corresponding game screen pointing to a first object, determining the first object to which the field of view direction points includes:

[0203] In response to the detection ray pointing to at least one first object, a first intersection point is determined, wherein the first intersection point is the intersection point between the detection ray and the first object;

[0204] Based on the location information of the first intersection point, determine the first object that the field of view is pointing to from the first object.

[0205] In some implementations, in response to a view direction not pointing to a first object and a view direction pointing to a second object, determining a target virtual prop corresponding to the second object from at least one candidate virtual prop includes:

[0206] In response to the view direction not pointing to the first object, but pointing to the second object, determine the first second object that the view direction is pointing to;

[0207] From at least one candidate virtual item, determine the target virtual item that corresponds to the first second object.

[0208] In some implementations, the field of view direction includes a detection ray emitted from a preset position on the game's field of view and pointing in that direction. In response to the field of view direction not pointing to a first object, but pointing to a second object, determining the first second object to which the field of view direction points includes:

[0209] In response to the detection ray not pointing to the first object and the detection ray pointing to the second object, a second intersection point is determined, which is the intersection point of the detection ray and the second object;

[0210] Based on the location information of the second intersection point, determine the first second object that the field of view is pointing to from the second object.

[0211] In some implementations, the determining unit 320 may also be used for:

[0212] In response to the first-view adjustment operation, adjust the view direction;

[0213] If the adjusted view direction does not point to any first object, and the adjusted view direction points to the second object of the target virtual item, the target virtual item is maintained as the target virtual item.

[0214] In some implementations, the determining unit 320 may also be used for:

[0215] The target virtual item is displayed using the first display method.

[0216] In some implementations, the determining unit 320 may also be used for:

[0217] In response to the second field of view adjustment operation, adjust the field of view direction.

[0218] (III) Pick-up Unit 330

[0219] Used to control the game character to pick up the target virtual item in response to the pick-up operation.

[0220] In some implementations, the pickup unit 330 may specifically be used for:

[0221] Provide a pick control in the graphical user interface;

[0222] In response to a pick-up operation targeting a virtual item, control the game character to pick up the target virtual item, including:

[0223] In response to touch operations applied to the pick-up control, control the game character to pick up the target virtual item.

[0224] In practice, each of the above units can be implemented as an independent entity or can be arbitrarily combined to be implemented as the same or several entities. For the specific implementation of each of the above units, please refer to the previous method embodiments, which will not be repeated here.

[0225] Therefore, this application embodiment can utilize virtual interactive objects configured with candidate virtual items to determine the interaction area of ​​candidate virtual items in the game scene. By analyzing the interaction between the viewpoint and the virtual interactive object, the target virtual item can be identified from the candidate virtual items, thereby improving the accuracy of selecting any candidate virtual item and thus improving the accuracy of picking up virtual items. Furthermore, the interaction between the viewpoint and the virtual interactive object helps users quickly decide which virtual item to pick up, simplifying the virtual item picking process, enabling rapid virtual item pickup, and improving virtual item picking efficiency.

[0226] Accordingly, this application also provides a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer, personal digital assistant (PDA) and other terminal devices.

[0227] like Figure 4 As shown, Figure 4 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 400 includes a processor 410 with one or more processing cores, a memory 420 with one or more computer-readable storage media, and a computer program stored in the memory 420 and executable on the processor. The processor 410 is electrically connected to the memory 420. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0228] The processor 410 is the control center of the computer device 400. It connects various parts of the computer device 400 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 420, and calling data stored in the memory 420, it performs various functions of the computer device 400 and processes data, thereby monitoring the computer device 400 as a whole.

[0229] In this embodiment, the processor 410 in the computer device 400 loads the instructions corresponding to the processes of one or more applications into the memory 420 according to the following steps, and the processor 410 runs the applications stored in the memory 420 to achieve various functions:

[0230] Determine at least one candidate virtual item from at least one virtual item in the game scene, and configure the candidate virtual item with a virtual interactive object; in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, determine the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item; in response to the pick-up operation for the target virtual item, control the game character to pick up the target virtual item.

[0231] In some implementations, the virtual interactive object may include at least one of a first object and a second object. Responding to the view direction of the game screen corresponding to the game character pointing towards the virtual interactive object, determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item may include:

[0232] In response to the direction of the game view screen corresponding to the game character pointing to the first object or the second object, the target virtual item corresponding to the virtual interactive object is determined from at least one candidate virtual item.

[0233] In some implementations, the first object may include a virtual identifier, and before determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item, in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, it may further include:

[0234] Obtain the line-of-sight height of the game's view;

[0235] The display height of the virtual icons for candidate virtual props is determined based on the line-of-sight height.

[0236] The virtual icons of candidate virtual props are displayed at the display height.

[0237] In some implementations, determining the display height of the virtual identifier of the candidate virtual item based on the line-of-sight height may include:

[0238] Obtain the preset weight parameters;

[0239] The display height of the virtual icon of the candidate virtual prop is obtained by weighting the line-of-sight height according to the preset weight parameters.

[0240] In some implementations, the first object may include a first bounding box, and the second object may include a second bounding box, with the first bounding box located within the second bounding box.

[0241] In some implementations, in response to the view direction of the game screen corresponding to the game character pointing to the first object or the second object, determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item may include:

[0242] In response to the direction of the game view screen corresponding to the game character pointing to the first object, the target virtual item corresponding to the first object is determined from at least one candidate virtual item;

[0243] Alternatively, in response to the view direction not pointing to the first object and the view direction pointing to the second object, a target virtual prop corresponding to the second object is determined from at least one candidate virtual prop.

[0244] In some implementations, in response to the view direction of the game screen corresponding to the game character pointing to the first object, determining the target virtual item corresponding to the first object from at least one candidate virtual item may include:

[0245] In response to the game character's field of view pointing to the first object, determine the first object that the field of view is pointing to;

[0246] From at least one candidate virtual item, determine the target virtual item corresponding to the first first object.

[0247] In some implementations, the field of view direction may include a detection ray emitted from a preset position on the game's field of view and pointing in that direction. Responding to the field of view direction of the game character's corresponding field of view pointing to a first object, determining the first object to which the field of view direction points may include:

[0248] In response to the detection ray pointing to at least one first object, a first intersection point is determined, wherein the first intersection point is the intersection point between the detection ray and the first object;

[0249] Based on the location information of the first intersection point, determine the first object that the field of view is pointing to from the first object.

[0250] In some implementations, in response to the view direction not pointing to the first object and the view direction pointing to the second object, determining the target virtual prop corresponding to the second object from at least one candidate virtual prop may include:

[0251] In response to the view direction not pointing to the first object, but pointing to the second object, determine the first second object that the view direction is pointing to;

[0252] From at least one candidate virtual item, determine the target virtual item that corresponds to the first second object.

[0253] In some implementations, the field of view direction may include a detection ray emitted from a preset position on the game's field of view and pointing in that direction. In response to the field of view direction not pointing to a first object, but pointing to a second object, determining the first second object to which the field of view direction points may include:

[0254] In response to the detection ray not pointing to the first object and the detection ray pointing to the second object, a second intersection point is determined, which is the intersection point of the detection ray and the second object;

[0255] Based on the location information of the second intersection point, determine the first second object that the field of view is pointing to from the second object.

[0256] In some implementations, after determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item in response to the game character's field of view pointing towards the virtual interactive object, the implementation may further include:

[0257] In response to the first-view adjustment operation, adjust the view direction;

[0258] If the adjusted view direction does not point to any first object, and the adjusted view direction points to the second object of the target virtual item, the target virtual item is maintained as the target virtual item.

[0259] In some implementations, after determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item, in response to the game character's field of view pointing towards the virtual interactive object, the method may further include:

[0260] The target virtual item is displayed using the first display method.

[0261] In some implementations, determining at least one candidate virtual item from at least one virtual item in the game scene may include:

[0262] Obtain the location information of virtual items in the game scene;

[0263] Based on the item's location information and preset pickup area conditions, generate the pickup area for the virtual item;

[0264] If the game character is located in any pickup area, at least one virtual item corresponding to that pickup area will be identified as a candidate virtual item.

[0265] In some implementations, before determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item, in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, the following may be included:

[0266] In response to the second field of view adjustment operation, adjust the field of view direction.

[0267] In some implementations, before controlling the game character to pick up the target virtual item in response to a pickup operation, the following may be included:

[0268] Provide a pick control in the graphical user interface;

[0269] In response to a pick-up operation targeting a virtual item, control the game character to pick up the target virtual item, including:

[0270] In response to touch operations applied to the pick-up control, control the game character to pick up the target virtual item.

[0271] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0272] Optional, such as Figure 4As shown, the computer device 400 also includes: a touch screen display 430, a radio frequency circuit 440, an audio circuit 450, an input unit 460, and a power supply 470. The processor 410 is electrically connected to the touch screen display 430, the radio frequency circuit 440, the audio circuit 450, the input unit 460, and the power supply 470. Those skilled in the art will understand that... Figure 4 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0273] The touch display screen 430 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 430 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 410. It can also receive and execute commands from the processor 410. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 410 to determine the type of touch event. Subsequently, the processor 410 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and display panel can be integrated into the touch display screen 430 to achieve input and output functions. However, in some embodiments, the touch panel and display panel can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 430 can also be used as part of the input unit 460 to achieve input functions.

[0274] In this embodiment, the processor 410 executes a game application to generate a graphical user interface (GUI) on the touch display screen 430. The content displayed on the GUI at least partially includes a game scene, game characters located in the game scene, and at least one virtual item. The touch display screen 430 is used to present the GUI and receive operation commands generated by the user interacting with the GUI.

[0275] The radio frequency circuit 440 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.

[0276] Audio circuitry 450 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 450 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 450, converted back into audio data, and then processed by processor 410 before being transmitted via radio frequency circuitry 440 to, for example, another computer device, or output to memory 420 for further processing. Audio circuitry 450 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.

[0277] The input unit 460 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0278] Power supply 470 is used to supply power to various components of computer device 400. Optionally, power supply 470 can be logically connected to processor 410 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 470 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0279] although Figure 4 As not shown in the diagram, computer equipment 400 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0280] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0281] As can be seen from the above, the computer device provided in this embodiment can determine the interaction area of ​​candidate virtual items in the game scene through virtual interactive objects configured for candidate virtual items. By using the interaction results between the view direction and the virtual interactive objects, the target virtual item can be determined from the candidate virtual items, thereby improving the accuracy of selecting any candidate virtual item and thus improving the accuracy of picking up virtual items. In addition, the interaction between the view direction and the virtual interactive objects can help users quickly decide which virtual item to pick up, simplifying the virtual item picking process, enabling fast virtual item picking, and improving the efficiency of virtual item picking.

[0282] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0283] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the virtual item pickup methods provided in embodiments of this application. For example, the computer program can execute the following steps:

[0284] Determine at least one candidate virtual item from at least one virtual item in the game scene, and configure the candidate virtual item with a virtual interactive object; in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, determine the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item; in response to the pick-up operation for the target virtual item, control the game character to pick up the target virtual item.

[0285] In some implementations, the virtual interactive object may include at least one of a first object and a second object. Responding to the view direction of the game screen corresponding to the game character pointing towards the virtual interactive object, determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item may include:

[0286] In response to the direction of the game view screen corresponding to the game character pointing to the first object or the second object, the target virtual item corresponding to the virtual interactive object is determined from at least one candidate virtual item.

[0287] In some implementations, the first object may include a virtual identifier, and before determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item, in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, it may further include:

[0288] Obtain the line-of-sight height of the game's view;

[0289] The display height of the virtual icons for candidate virtual props is determined based on the line-of-sight height.

[0290] The virtual icons of candidate virtual props are displayed at the display height.

[0291] In some implementations, determining the display height of the virtual identifier of the candidate virtual item based on the line-of-sight height may include:

[0292] Obtain the preset weight parameters;

[0293] The display height of the virtual icon of the candidate virtual prop is obtained by weighting the line-of-sight height according to the preset weight parameters.

[0294] In some implementations, the first object may include a first bounding box, and the second object may include a second bounding box, with the first bounding box located within the second bounding box.

[0295] In some implementations, in response to the view direction of the game screen corresponding to the game character pointing to the first object or the second object, determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item may include:

[0296] In response to the direction of the game view screen corresponding to the game character pointing to the first object, the target virtual item corresponding to the first object is determined from at least one candidate virtual item;

[0297] Alternatively, in response to the view direction not pointing to the first object and the view direction pointing to the second object, a target virtual prop corresponding to the second object is determined from at least one candidate virtual prop.

[0298] In some implementations, in response to the view direction of the game screen corresponding to the game character pointing to the first object, determining the target virtual item corresponding to the first object from at least one candidate virtual item may include:

[0299] In response to the game character's field of view pointing to the first object, determine the first object that the field of view is pointing to;

[0300] From at least one candidate virtual item, determine the target virtual item corresponding to the first first object.

[0301] In some implementations, the field of view direction may include a detection ray emitted from a preset position on the game's field of view and pointing in that direction. Responding to the field of view direction of the game character's corresponding field of view pointing to a first object, determining the first object to which the field of view direction points may include:

[0302] In response to the detection ray pointing to at least one first object, a first intersection point is determined, wherein the first intersection point is the intersection point between the detection ray and the first object;

[0303] Based on the location information of the first intersection point, determine the first object that the field of view is pointing to from the first object.

[0304] In some implementations, in response to the view direction not pointing to the first object and the view direction pointing to the second object, determining the target virtual prop corresponding to the second object from at least one candidate virtual prop may include:

[0305] In response to the view direction not pointing to the first object, but pointing to the second object, determine the first second object that the view direction is pointing to;

[0306] From at least one candidate virtual item, determine the target virtual item that corresponds to the first second object.

[0307] In some implementations, the field of view direction may include a detection ray emitted from a preset position on the game's field of view and pointing in that direction. In response to the field of view direction not pointing to a first object, but pointing to a second object, determining the first second object to which the field of view direction points may include:

[0308] In response to the detection ray not pointing to the first object and the detection ray pointing to the second object, a second intersection point is determined, which is the intersection point of the detection ray and the second object;

[0309] Based on the location information of the second intersection point, determine the first second object that the field of view is pointing to from the second object.

[0310] In some implementations, after determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item in response to the game character's field of view pointing towards the virtual interactive object, the implementation may further include:

[0311] In response to the first-view adjustment operation, adjust the view direction;

[0312] If the adjusted view direction does not point to any first object, and the adjusted view direction points to the second object of the target virtual item, the target virtual item is maintained as the target virtual item.

[0313] In some implementations, after determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item, in response to the game character's field of view pointing towards the virtual interactive object, the method may further include:

[0314] The target virtual item is displayed using the first display method.

[0315] In some implementations, determining at least one candidate virtual item from at least one virtual item in the game scene may include:

[0316] Obtain the location information of virtual items in the game scene;

[0317] Based on the item's location information and preset pickup area conditions, generate the pickup area for the virtual item;

[0318] If the game character is located in any pickup area, at least one virtual item corresponding to that pickup area will be identified as a candidate virtual item.

[0319] In some implementations, before determining the target virtual item corresponding to the virtual interactive object from at least one candidate virtual item, in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, the following may be included:

[0320] In response to the second field of view adjustment operation, adjust the field of view direction.

[0321] In some implementations, before controlling the game character to pick up the target virtual item in response to a pickup operation, the following may be included:

[0322] Provide a pick control in the graphical user interface;

[0323] In response to a pick-up operation targeting a virtual item, control the game character to pick up the target virtual item, including:

[0324] In response to touch operations applied to the pick-up control, control the game character to pick up the target virtual item.

[0325] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0326] As can be seen from the above, the storage medium provided in this embodiment can utilize virtual interactive objects configured with candidate virtual items. These virtual interactive objects can be used to determine the interaction area of ​​candidate virtual items in the game scene. By analyzing the interaction between the viewpoint and the virtual interactive object, the target virtual item can be identified from the candidate virtual items, thereby improving the accuracy of selecting any candidate virtual item and thus improving the accuracy of picking up virtual items. Furthermore, the interaction between the viewpoint and the virtual interactive object helps users quickly decide which virtual item to pick up, simplifying the virtual item picking process, enabling rapid virtual item picking, and improving virtual item picking efficiency.

[0327] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0328] Since the computer program stored in the storage medium can execute the steps in any of the virtual item picking methods provided in the embodiments of this application, the beneficial effects that any of the virtual item picking methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.

[0329] The foregoing has provided a detailed description of a method, apparatus, computer device, and storage medium for picking up virtual items according to embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A method for picking up virtual items, characterized in that, The method includes providing a graphical user interface via a terminal, wherein the content displayed by the graphical user interface at least partially includes a game scene, a game character located in the game scene, and at least one virtual item. At least one candidate virtual item is determined from at least one virtual item in the game scene, and the candidate virtual item is configured with a virtual interactive object; In response to the direction of the game view screen corresponding to the game character pointing to the virtual interactive object, a target virtual item corresponding to the virtual interactive object is determined from the at least one candidate virtual item; In response to a pick-up operation for the target virtual item, the game character is controlled to pick up the target virtual item; The virtual interactive object includes a first object and a second object. The process of determining a target virtual item corresponding to the virtual interactive object from at least one candidate virtual item, in response to the game character's field of view pointing towards the virtual interactive object, includes: Based on whether the field of view of the game view screen intersects with the virtual interactive object, it is determined that the field of view of the game view screen points to the virtual interactive object. In response to the direction of the game view screen corresponding to the game character pointing to the first object or the second object, a target virtual item corresponding to the virtual interactive object is determined from the at least one candidate virtual item; The first object includes a first bounding box, and the second object includes a second bounding box, wherein the first bounding box is located within the second bounding box.

2. The method for picking up virtual items as described in claim 1, characterized in that, Before determining the target virtual item corresponding to the virtual interactive object from the at least one candidate virtual item, in response to the game view direction of the game character pointing to the virtual interactive object, the method further includes: Obtain the line-of-sight height of the game's field of view; The display height of the virtual identifier of the candidate virtual prop is determined based on the line-of-sight height; The virtual identifier of the candidate virtual item is displayed at the specified display height.

3. The method for picking up virtual items as described in claim 2, characterized in that, Determining the display height of the virtual identifier of the candidate virtual prop based on the line-of-sight height includes: Obtain the preset weight parameters; The display height of the virtual identifier of the candidate virtual prop is obtained by weighting the line of sight height according to the preset weight parameters.

4. The method for picking up virtual items as described in claim 1, characterized in that, The step of determining the target virtual item corresponding to the virtual interactive object from the at least one candidate virtual item, in response to the view direction of the game view screen corresponding to the game character pointing to the first object or the second object, includes: In response to the view direction of the game view screen corresponding to the game character pointing to the first object, a target virtual item corresponding to the first object is determined from the at least one candidate virtual item; Alternatively, in response to the view direction not pointing to the first object and the view direction pointing to the second object, a target virtual prop corresponding to the second object is determined from the at least one candidate virtual prop.

5. The method for picking up virtual items as described in claim 4, characterized in that, The step of determining the target virtual item corresponding to the first object from the at least one candidate virtual item, in response to the view direction of the game view screen corresponding to the game character pointing to the first object, includes: In response to the view direction of the game view screen corresponding to the game character pointing to the first object, the first first object pointed to by the view direction is determined; From the at least one candidate virtual item, determine the target virtual item corresponding to the first first object.

6. The method for picking up virtual items as described in claim 5, characterized in that, The field of view direction includes a detection ray emitted from a preset position on the game's field of view and pointing in that direction. The step of determining the first object pointed to by the field of view direction in response to the game character's corresponding field of view pointing to the first object includes: In response to the detection ray pointing to at least one of the first objects, a first intersection point is determined, wherein the first intersection point is the intersection point of the detection ray and the first object; Based on the location information of the first intersection point, determine the first first object that the field of view is pointing to from the first objects.

7. The method for picking up virtual items as described in claim 4, characterized in that, The step of determining the target virtual prop corresponding to the second object from the at least one candidate virtual props in response to the view direction not pointing to the first object and the view direction pointing to the second object includes: In response to the view direction not pointing to the first object, and the view direction pointing to the second object, the first second object to which the view direction points is determined; From the at least one candidate virtual item, determine the target virtual item corresponding to the first second object.

8. The method for picking up virtual items as described in claim 7, characterized in that, The field of view direction includes a detection ray emitted from a preset position on the game's field of view and pointing in that direction. The step of determining the first second object pointed to by the field of view direction in response to the field of view direction not pointing to the first object, but pointing to the second object, includes: In response to the detection ray not pointing to the first object and the detection ray pointing to the second object, a second intersection point is determined, the second intersection point being the intersection point of the detection ray and the second object; Based on the location information of the second intersection point, determine the first second object that the field of view is pointing to from the second objects.

9. The method for picking up virtual items as described in claim 1, characterized in that, After determining the target virtual item corresponding to the virtual interactive object from the at least one candidate virtual item, the method further includes: (The text abruptly ends here, so the translation also ends here.) In response to the first field of view adjustment operation, the field of view direction is adjusted; If the adjusted field of view does not point to any of the first objects, and the adjusted field of view points to the second object of the target virtual prop, the target virtual prop is maintained as the target virtual prop.

10. The method for picking up virtual items as described in claim 1, characterized in that, After determining the target virtual item corresponding to the virtual interactive object from the at least one candidate virtual item, the method further includes: (The text abruptly ends here, so the translation also ends here.) The target virtual item is displayed using the first display method.

11. The method for picking up virtual items as described in claim 1, characterized in that, The step of determining at least one candidate virtual item from at least one virtual item in the game scene includes: Obtain the location information of the virtual item in the game scene; Based on the item location information and preset pickup area conditions, the pickup area for the virtual item is generated; If the game character is located within any of the pickup areas, at least one of the virtual items corresponding to any of the pickup areas will be identified as candidate virtual items.

12. The method for picking up virtual items as described in claim 1, characterized in that, Before determining the target virtual item corresponding to the virtual interactive object from the at least one candidate virtual item, in response to the game view direction of the game character pointing to the virtual interactive object, the method further includes: In response to the second field of view adjustment operation, the field of view direction is adjusted.

13. The method for picking up virtual items as described in claim 1, characterized in that, Before controlling the game character to pick up the target virtual item in response to a pickup operation, the method further includes: A pick control is provided in the graphical user interface; In response to a pick-up operation for the target virtual item, controlling the game character to pick up the target virtual item includes: In response to a touch operation applied to the pickup control, the game character is controlled to pick up the target virtual item.

14. A device for picking up virtual props, characterized in that, The device provides a graphical user interface via a terminal, the content of which at least partially includes a game scene, a game character located in the game scene, and at least one virtual item, the device comprising: A generation unit is configured to determine at least one candidate virtual prop from at least one virtual prop in the game scene, wherein the candidate virtual prop is configured with a virtual interactive object; A determining unit is configured to, in response to the view direction of the game view screen corresponding to the game character pointing to the virtual interactive object, determine the target virtual item corresponding to the virtual interactive object from the at least one candidate virtual item; A pickup unit is configured to control the game character to pick up the target virtual item in response to a pickup operation for the target virtual item; The virtual interactive object includes a first object and a second object, and the determining unit is further configured to: Based on whether the field of view of the game view screen intersects with the virtual interactive object, it is determined that the field of view of the game view screen points to the virtual interactive object. In response to the direction of the game view screen corresponding to the game character pointing to the first object or the second object, a target virtual item corresponding to the virtual interactive object is determined from the at least one candidate virtual item; The first object includes a first bounding box, and the second object includes a second bounding box, wherein the first bounding box is located within the second bounding box.

15. A computer device, characterized in that, The device includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps in the virtual item pickup method as described in any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the method for picking up virtual items according to any one of claims 1 to 13.

Citation Information

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