Special effect prop processing method, device and equipment and computer readable storage medium

CN116920397BActive Publication Date: 2026-09-04TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202210363870.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-04-07
Publication Date
2026-09-04
Estimated Expiration
2042-04-07

AI Technical Summary

Technical Problem

在相关技术中,可以将投射式特效道具(例如吸附地雷)安装在发射器上,朝敌方投射从而使地雷吸附在敌人身上,由于吸附地雷是吸附在敌方身上的,吸附之后无法把握地雷爆炸的时机,玩法较为单一

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Abstract

The application provides a special effect prop processing method, device and equipment and a computer readable storage medium. The method comprises the following steps: displaying a virtual scene in a game session process, the virtual scene comprising a first master object, a first slave object and a second master object, the first master object and the first slave object having a master-slave relationship; in response to a first operation of preparing to project a special effect prop, displaying prompt information on the first slave object, the prompt information being used to indicate position information of the special effect prop projection; in response to a second operation of projecting the special effect prop, controlling the first master object to project the special effect prop to adsorb the special effect prop on the first slave object; and in response to the second master object existing within a preset range of the first slave object or the special effect prop, controlling the special effect prop to release a special effect after a first preset time length to cause damage to the second master object. Through the application, the release timing of the special effect prop can be controlled by using the first slave object, thereby improving the controllability of the special effect prop.
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Description

Technical Field

[0001] This application relates to game technology, and more particularly to a method, apparatus, device, and computer-readable storage medium for processing special effects props. Background Technology

[0002] Human-computer interaction technology in virtual scenarios enables diverse interactions between virtual objects controlled by users or artificial intelligence, based on actual application needs, and has broad practical value. For example, in virtual scenarios such as exercise simulations and games, it can simulate realistic combat processes between virtual objects. Projectile special effects props are widely used to achieve the effect of killing enemy troops and destroying virtual vehicles within a certain range. In related technologies, projectile special effects props (such as magnetic mines) can be mounted on launchers and launched towards the enemy, causing the mines to adhere to them. However, since magnetic mines adhere to the enemy, the timing of their explosion cannot be controlled after they adhere, resulting in a relatively simple gameplay style. Summary of the Invention

[0003] This application provides a method, apparatus, and computer-readable storage medium for processing special effects props, which can utilize a first slave object to control the release timing of special effects props, thereby improving the controllability of special effects props.

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

[0005] This application provides a method for processing special effects props, including:

[0006] During the game, a virtual scene is displayed. The virtual scene includes a first main object, a first secondary object, and a second main object. The first main object and the first secondary object have a subordinate relationship. The first main object belongs to the first game faction, and the second main object belongs to the second game faction. The first game faction and the second game faction are different game factions that are fighting against each other during the game.

[0007] In response to a first operation of preparing to project a special effects prop, a prompt message is displayed on the first subject, the prompt message indicating the position information of the projected special effects prop;

[0008] In response to a second operation of projecting a special effects prop, the first primary object is controlled to project the special effects prop so that the special effects prop is attached to the first secondary object;

[0009] In response to the presence of a second primary object within the preset range of the first secondary object or the special effect prop, the special effect prop is controlled to release special effects after a first preset duration to cause damage to the second primary object.

[0010] This application provides a special effects prop processing device, including:

[0011] The first display module is used to display a virtual scene during a game. The virtual scene includes a first main object, a first secondary object, and a second main object. The first main object and the first secondary object have a subordinate relationship. The first main object belongs to a first game faction, and the second main object belongs to a second game faction. The first game faction and the second game faction are different game factions that are fighting against each other during the game.

[0012] The second display module is used to display prompt information on the first object in response to a first operation of preparing to project a special effects prop. The prompt information is used to indicate the position information of the projected special effects prop.

[0013] The prop adsorption module is used to respond to a second operation of projecting a special effect prop, and control the first main object to project the special effect prop so as to adsorb the special effect prop onto the first secondary object;

[0014] The special effects release module is used to respond to the presence of a second main object within a preset range of the first secondary object or the special effects prop, and control the special effects prop to release special effects after a first preset time to cause damage to the second main object.

[0015] In some embodiments, the device further includes:

[0016] The first acquisition module is used to acquire the first position information of the first slave object and the second position information of the first master object;

[0017] The first determining module is used to determine the movement trajectory of the special effects prop based on the first location information and the second location information;

[0018] The third display module is used to display the movement trajectory in the virtual scene.

[0019] In some embodiments, the device further includes:

[0020] The fourth display module is used to present a status display area, in which the type information and life value information of the first slave object are presented;

[0021] The fifth display module is used to display the identifier of the special effect prop in the status display area after the special effect prop is attached to the first secondary object, so as to indicate that a special effect prop is attached to the first secondary object;

[0022] The sixth display module is used to display countdown information for the release of the special effect prop in the status display area during a second preset time period before the release time of the special effect prop is reached.

[0023] In some embodiments, the device further includes:

[0024] The eighth display module is used to display the special effects props attached to the first secondary object in a preset first highlighting mode, and to display the first secondary object in a preset second highlighting mode;

[0025] The ninth display module is used to display multiple influence areas arranged radially around the location of the first object;

[0026] The different affected regions represent different degrees of influence of the special effect.

[0027] In some embodiments, the device further includes:

[0028] The tenth display module is used to display the special effect prop attached to the first secondary object in a preset first highlighting display mode, and to display the first secondary object in a preset second highlighting display mode, and to display multiple influence areas arranged radially with the location of the first secondary object as the center when the distance between the third main object and the special effect prop is less than the safe distance threshold and the special effect prop has not yet released its special effect.

[0029] The third main object belongs to the first game faction.

[0030] In some embodiments, the device further includes:

[0031] The second determining module is used to determine the evacuation time required for the third main object to leave the area of ​​influence if the third main object exists within the area of ​​influence of the special effects prop.

[0032] The third determining module is used to determine the prompt time based on the evacuation duration and the release time of the special effects prop;

[0033] The message sending module is used to send a notification message to the third main object that the special effect prop is about to be released when the notification time is reached, so as to notify the third main object to withdraw from the area of ​​influence.

[0034] In some embodiments, the effect release module is further configured to:

[0035] In response to the presence of a second main object displayed in the virtual scene within the preset range of the first secondary object or the special effect prop, or the presence of a second main object in an invisible state, the release time of the special effect prop is determined based on the current time and the first preset duration;

[0036] When the release time of the special effect item is reached, control the special effect item to release its special effect.

[0037] In some embodiments, the effect release module is further configured to:

[0038] When the release time of the special effect prop is reached, obtain the number of third main objects currently in the affected area;

[0039] When the number of objects is less than a preset threshold, the special effects prop is controlled to release special effects.

[0040] In some embodiments, the device further includes:

[0041] The stop release module is used to control the special effects prop to stop releasing special effects when the number of objects is greater than or equal to the number threshold.

[0042] In some embodiments, the device further includes:

[0043] The first control module is configured to, in response to a third operation of retracting the first secondary object after the special effects prop releases its effects, control the first secondary object to attach to the first main object so that the first secondary object becomes part of the model of the first main object;

[0044] The first slave object is immune to damage generated when the special effect item is released while it is attached to the first master object.

[0045] In some embodiments, the device further includes:

[0046] The prop failure module is used to determine when an attack operation is received from the second master object against the first slave object and the attack operation is applied to the special effect prop, and then control the special effect prop to fail.

[0047] This application provides a computer device, including:

[0048] Memory, used to store executable instructions;

[0049] The processor, when executing executable instructions stored in the memory, implements the special effects prop processing method provided in the embodiments of this application.

[0050] This application provides a computer-readable storage medium storing executable instructions for inducing a processor to execute and implement the special effects prop processing method provided in this application.

[0051] This application provides a computer program product, including a computer program or instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer program or instructions from the computer-readable storage medium and executes the computer program or instructions, causing the computer device to perform the special effects prop processing method provided in this application.

[0052] The embodiments of this application have the following beneficial effects:

[0053] During a game, when a special effect item needs to be projected, in response to a first operation to prepare to project the special effect item, a prompt message is displayed on the first secondary object. The prompt message indicates the location information of the projected special effect item. The first secondary object is a subordinate virtual object of the first primary object, and the first primary object is the virtual object that projects the special effect item. Upon receiving a second operation to project the special effect item, in response to the second operation, the first primary object is controlled to project the special effect item, so that the special effect item is attached to the first secondary object. Afterwards, when the first secondary object senses the presence of a second primary object within a preset range during enemy patrol, it releases a special effect, thereby causing area damage to the second primary object. The second primary object and the first primary object belong to different game factions. Thus, in this embodiment, the special effect item is attached to the first secondary object of the player's own side. Therefore, after the special effect item is projected, the timing of its release can be controlled by the first secondary object, thereby improving the controllability of the special effect item and the richness of the gameplay. Attached Figure Description

[0054] Figure 1 This is a schematic diagram of the network architecture of the game system provided in the embodiments of this application;

[0055] Figure 2 This is a schematic diagram of the structure of the terminal 400 provided in an embodiment of this application;

[0056] Figure 3 A schematic diagram illustrating the implementation process of the special effects prop processing method provided in this application embodiment;

[0057] Figure 4 A schematic diagram illustrating another implementation of the special effects prop processing method provided in the embodiments of this application;

[0058] Figure 5 A schematic diagram illustrating another implementation flow of the special effects prop processing method provided in the embodiments of this application;

[0059] Figure 6A This is a schematic diagram illustrating the projection trajectory when projecting special effects props, provided in an embodiment of this application.

[0060] Figure 6BA schematic diagram showing a prompt line displayed on the nano-monster after the landmine is adsorbed onto it, as provided in an embodiment of this application.

[0061] Figure 7A A schematic diagram showing the landmine adsorbed onto the nanobot as provided in an embodiment of this application;

[0062] Figure 7B This is a schematic diagram of a landmine explosion provided in an embodiment of this application;

[0063] Figure 8 This is a schematic diagram illustrating another implementation process of the special effects prop processing method provided in the embodiments of this application. Detailed Implementation

[0064] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0065] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0066] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0067] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0068] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0069] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0070] 2) Mobile terminal: generally refers to mobile phone terminal, including but not limited to other handheld portable gaming devices.

[0071] 3) Shooting games: including first-person shooter games, third-person shooter games, etc., including but not limited to other games that use firearms for ranged attacks.

[0072] 4) Client: An application running in the terminal that provides various services, such as a game client or an exercise simulation client.

[0073] 5) Virtual Scene: A virtual scene displayed (or provided) by the application when it runs on the terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application embodiment does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.

[0074] 6) Virtual Objects: These are interactive representations of various people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc., and can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.

[0075] For example, the virtual object can be a user character controlled through client-side operations, artificial intelligence (AI) trained and set up for virtual scene battles, or a non-user character (NPC) set up for virtual scene interaction. For instance, the virtual object can be a virtual character engaging in adversarial interaction within a virtual scene. In this embodiment, the virtual object can also be an object that converts a non-user character into a user character via a control chip.

[0076] 5) Scene data represents the various characteristics exhibited by objects in a virtual scene during interaction. For example, it may include the object's position within the virtual scene. Of course, different types of characteristics may be included depending on the type of virtual scene; for example, in a game's virtual scene, scene data may include the waiting time required for various functions configured in the virtual scene (depending on the number of times the same function can be used within a specific time period), and it may also represent the attribute values ​​of various states of game characters, such as health points (also known as red points) and mana points (also known as blue points).

[0077] 6) Special effects props are a type of prop in virtual scenes, used to release special effects when the release conditions are met. Special effects props can be throwable props such as grenades, cluster mines, landmines, and magnetic grenades, or shooting props such as grenades and shells.

[0078] This application provides a method, apparatus, device, and computer-readable storage medium for processing special effects props. It enables control over the release timing of special effects props using a first slave object, thereby improving the controllability of the special effects props. The following describes exemplary applications of the computer device provided in this application. The device provided in this application can be implemented as various types of user terminals such as laptops, tablets, desktop computers, set-top boxes, and mobile devices (e.g., mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable gaming devices). Exemplary applications when the computer device is implemented as a terminal will be described below.

[0079] See Figure 1 , Figure 1 This is a schematic diagram of the network architecture of the game system provided in the embodiments of this application, such as... Figure 1 As shown, the network architecture includes a server 200, a network 300, and a terminal 400. The server 200 and the terminal 400 are connected via the network 300, which can be a wide area network (WAN), a local area network (LAN), or a combination of both. This network architecture is suitable for application modes that rely on the computing power of the server 200 to perform virtual scene calculations and output the virtual scene to the terminal 400.

[0080] Taking the visual perception of virtual scene 100 as an example, server 200 calculates the display data related to the virtual scene and sends it to terminal 400. Terminal 400 relies on graphics computing hardware to load, parse and render the calculated display data, and relies on graphics output hardware to output the virtual scene to form visual perception. For example, two-dimensional video frames can be displayed on the screen of a smartphone, or video frames that achieve a three-dimensional display effect can be projected onto the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that it can be achieved with the help of the corresponding hardware output of the terminal, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0081] As an example, terminal 400 runs client 410 (e.g., a network-based game application), which connects to a game server (i.e., server 200) to interact with other users. Terminal 400 outputs a virtual scene from client 410, which can include multiple virtual objects, such as virtual objects representing the player's own side and friendly sides, and a secondary main object. Before the game starts, terminal 400 can select items based on the player's actions, such as attack equipment, grenades, and magnetic mines. During the game, players can use different core chips to transform non-user characters (e.g., monsters) into different nanobots to assist them in battle; the player can control these nanobots. When a player wants to use the Adsorption Mine special effect item, they can trigger the operation to prepare to launch the Adsorption Mine, summoning a Nano Monster and displaying it in the virtual scene. When the terminal 400 receives the operation to launch the Adsorption Mine, it will attach the mine to the Nano Monster. Then, a ground patrol command will be sent to the Nano Monster, which will move to patrol. When it senses a second primary target within a preset range, it can release the special effect, that is, control the mine to explode, so as to cause area damage to the second primary target.

[0082] Specifically, the operation parameters for terminal 400 to project the mines onto the nanobot are sent to server 200. Server 200 updates the rendering data based on these parameters and sends the updated rendering data back to terminal 400, thus displaying the effect of the mines being attached to the nanobot on terminal 400. Furthermore, server 200 can determine whether the timing for releasing a special effect has been reached based on game scene data during the nanobot's movement. When the timing is reached, server 200 obtains the rendering data for releasing the special effect and sends it to terminal 400, thus displaying the scene of the special effect being released on terminal 400. Additionally, after releasing the special effect, the health of the second primary target needs to be updated based on the damage dealt to that target.

[0083] In some embodiments, the terminal 400 can implement the special effects prop processing method provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a program that needs to be installed in the operating system to run, such as a game APP (i.e., the client 410 mentioned above); it can also be a mini-program, that is, a program that only needs to be downloaded into the browser environment to run; or it can be a game mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of application, module or plugin.

[0084] In some embodiments, server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. Terminal 400 can be a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, vehicle terminal, etc., but is not limited to these. The terminal and server can be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of this application.

[0085] See Figure 2 , Figure 2 This is a schematic diagram of the structure of the terminal 400 provided in the embodiment of this application. Figure 2 The terminal 400 shown includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the terminal 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 440.

[0086] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0087] User interface 430 includes one or more output devices 431 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0088] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.

[0089] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.

[0090] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0091] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;

[0092] The network communication module 452 is used to reach other computing devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.

[0093] The input processing module 453 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.

[0094] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2A special effects prop processing device 454 stored in memory 450 is shown. It can be software in the form of programs and plug-ins, including the following software modules: a first display module 4541, a second display module 4542, a prop adsorption module 4543, and a special effects release module 4544. These modules are logically connected and can therefore be arbitrarily combined or further separated according to the functions they implement.

[0095] The first display module 4541, the second display module 4542, and other display modules are configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with the user interface 430.

[0096] The functions of each module will be explained below.

[0097] In other embodiments, the apparatus provided in this application can be implemented in hardware. As an example, the apparatus provided in this application can be a processor in the form of a hardware decoding processor, which is programmed to execute the special effects prop processing method provided in this application. For example, the processor in the form of a hardware decoding processor can be one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.

[0098] The method for processing special effects props provided in this application will be described in conjunction with exemplary applications and implementations of the terminals provided in the embodiments of this application.

[0099] This application provides a method for processing special effects props, applied to a computer device, which may be a terminal device. Figure 3 This is a schematic diagram illustrating an implementation flow of the special effects prop processing method provided in the embodiments of this application. The following will be combined with... Figure 3 Each step is explained.

[0100] Step S101: During the game, a virtual scene is displayed.

[0101] In this embodiment of the application, before the game starts, the terminal can determine the item that the player needs to use in this game by the item selection operation triggered by the player, and then start the game in response to the start game operation.

[0102] After a game begins, the virtual scene displayed can be shown in a first-person perspective (e.g., the player plays as a virtual object in the game from their own perspective); it can also be shown in a third-person perspective (e.g., the player chases after a virtual object in the game); or it can be shown in a bird's-eye view. Players can switch between these perspectives at will.

[0103] The virtual scene can include various virtual objects, such as objects controlled by the player corresponding to the terminal, or other virtual objects controlled by other users or by robot programs. Virtual objects can be divided into multiple teams, which can be adversarial or cooperative. Teams in the virtual scene can include one or all of these relationships. In this embodiment, the virtual scene includes a first master object, a first slave object, and a second master object. The first master object and the first slave object have a subordinate relationship; the first master object belongs to a first game faction, and the second master object belongs to a second game faction. The first game faction and the second game faction are different game factions that oppose each other during the game. The first slave object can also be a chip-controlled virtual object, that is, a virtual object controlled by a machine can be converted into a virtual object that can be controlled by the user through a core chip. For example, a machine-controlled monster can be converted into a user-controlled nano monster through a core chip.

[0104] Taking a first-person perspective view of a virtual scene as an example, the displayed virtual scene can include: determining the field of view area of ​​the virtual object based on its viewing position and field of view angle within the complete virtual scene, and presenting a portion of the virtual scene located within that field of view area. In other words, the displayed virtual scene can be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing angle for users, this allows for an immersive experience during operation.

[0105] In step S102, in response to the first operation of preparing to project special effects props, a prompt message is displayed on the first object.

[0106] The first slave object is a subordinate virtual object of the first master object, which is the virtual object that projects the special effect prop. The first slave object can be controlled by the end user corresponding to the first master object. The first slave object can be a virtual object in the game that is controlled by a machine, which is then transferred to the player's control via a core chip. During a game, if the first master object controlled by the player defeats the first slave object controlled by the machine, the player can gain control of the first slave object through the core chip. Different core chips can be used to obtain first slave objects with different functions.

[0107] The first operation to prepare for the projection of a special effect prop can be to click the release control of the special effect prop. Upon receiving the first operation, the projection preparation stage of the special effect prop is entered. In response to the first operation, a screen showing the first main object holding the special effect prop can be presented in the virtual scene, and a first secondary object belonging to the first main object can be identified. A prompt message is displayed on the first secondary object, which is used to indicate the projection position information of the special effect prop.

[0108] In step S103, in response to the second operation of projecting the special effect prop, the first main object is controlled to project the special effect prop so that the special effect prop is attached to the first secondary object.

[0109] In this embodiment of the application, when the operation of clicking the release control of the special effect prop disappears, it is determined that a second operation of projecting the special effect prop has been received. At this time, in response to the second operation, the first main object can be controlled to project the special effect prop and project the special effect prop to the location of the first secondary object, thereby attaching the special effect prop to the first secondary object.

[0110] Step S104: In response to the existence of a second main object within the preset range of the first secondary object or the special effect prop, after a first preset time, control the special effect prop to release special effects to cause damage to the second main object.

[0111] As an example, after attaching the special effect prop to the first secondary object, the movement of the first secondary object can be controlled by sending a movement command to it. This movement command can be a patrol command or an enemy patrol command, etc. When it is determined that a second primary object displayed in the virtual scene or a second primary object in an invisible state exists within a preset range of the location of the first secondary object or the special effect prop, the special effect prop is released after a first preset duration. This preset duration can be 0 or a real number greater than 0. When the preset duration is 0, it means that when it is determined that a second primary object belonging to the enemy camp exists within the preset range of the first secondary object or the special effect prop, the special effect will be released immediately. When the preset duration is a real number greater than 0, it means that a certain duration will be waited before the special effect is released.

[0112] Using the special effect item processing method provided in this application embodiment, during a game, when it is necessary to project a special effect item, in response to a first operation of preparing to project the special effect item, a prompt message is displayed on the first secondary object. The prompt message is used to indicate the location information of the projected special effect item. The first secondary object is a subordinate virtual object of a first primary object, and the first primary object is the virtual object that projects the special effect item. Upon receiving a second operation of projecting the special effect item, in response to the second operation, the first primary object is controlled to project the special effect item, so that the special effect item is attached to the first secondary object. Then, during enemy patrol, when the first secondary object senses the presence of a second primary object within a preset range, it releases a special effect, thereby causing area-of-effect damage to the second primary object. The second primary object and the first primary object belong to different game factions. Thus, in this application embodiment, the special effect item is attached to the first secondary object of the player's own side. Therefore, after projecting the special effect item, the timing of its release can be controlled by the first secondary object, thereby improving the controllability of the special effect item and the richness of the gameplay.

[0113] In some embodiments, it can also be achieved through, for example Figure 4 Steps S201 to S203 shown below display the movement trajectory of the special effects prop. Figure 4 Each step is explained.

[0114] Step S201: Obtain the first position information of the first slave object and the second position information of the first master object.

[0115] The first position information of the first slave object can be the coordinate information of the first slave object in the virtual scene. Similarly, the second position information of the first master object is the coordinate information of the first master object in the virtual scene.

[0116] Step S202: Based on the first position information and the second position information, determine the movement trajectory of the special effects prop.

[0117] In this step, the initial velocity and preset weight of the projected special effect prop are first obtained, and then the movement trajectory of the special effect prop is determined based on the first position information, the second position information, the initial velocity and the preset weight.

[0118] Step S203: Display the movement trajectory in the virtual scene.

[0119] In this step, the movement trajectory can be displayed using a preset third highlight style. For example, the movement trajectory can be displayed using a red arc of preset width or a yellow dashed line of preset width.

[0120] Through the above steps S201 to S203, the movement trajectory of the special effect prop is determined based on the location of the first main object (starting point) and the location of the first secondary object (ending point), and the movement trajectory of the special effect prop is displayed in the virtual scene. Thus, the movement trajectory of the special effect prop can be determined and displayed before the special effect prop is projected, which can realize the preparation for the projection of the special effect prop and avoid projecting the special effect prop to other locations.

[0121] In some embodiments, when a first follower object is displayed in the virtual scene shown in the human-computer interaction interface, a status display area is presented in the human-computer interaction interface, and the type information and health information of the first follower object are presented in the status display area; the type of the first follower object may be a shield type, a patrol type, an attack type, etc.

[0122] After the special effect prop is attached to the first secondary object, the status display area can also display the logo of the special effect prop to indicate that the special effect prop is attached to the first secondary object; within a second preset time before the release time of the special effect prop, the status display area displays the release prop countdown information.

[0123] In actual implementation, the type of countdown information for releasing an item includes at least one of the following: a countdown progress bar; or countdown numerical text. When the countdown information is a countdown progress bar, the length of the progress bar gradually shortens over time. When the countdown information is countdown numerical text, the displayed number gradually decreases over time. This provides a clear and intuitive indication of the item's release time, prompting the user to promptly retract the first follower object upon the effect's release, thus protecting it from damage.

[0124] In this embodiment, after the special effects prop is attached to the first subordinate object, the prop can be displayed in a preset first highlighting mode, and the first subordinate object can be displayed in a preset second highlighting mode. In implementation, the first highlighting mode can be to display the special effects prop attached to the first subordinate object in a color that contrasts sharply with the first subordinate object. For example, if the primary color of the first subordinate object is red, the prop can be displayed in green or yellow; and if the primary color of the first subordinate object is gray, the prop can be displayed in red, green, or yellow, etc. The second highlighting mode can be to display a component of the first subordinate object in a color that contrasts sharply with the first subordinate object, such as displaying the belt of the first subordinate object in a striking color.

[0125] In some embodiments, in order to enable users to intuitively understand the range of power generated when the special effect prop is released, multiple influence areas can be displayed radially around the location of the first follower object after the special effect prop is attached to the first follower object.

[0126] Different influence areas represent different degrees of influence of the special effect. For example, when a virtual object is in influence area A, when the special effect item releases its effect, it can have a certain impact on the virtual object's state (such as health points or visibility range), where the degree of impact corresponds to influence area A. Multiple influence areas can be geometric shapes with the same center or centroid, such as circles, sectors, rings, or squares; of course, influence areas can also be irregular shapes.

[0127] The multiple affected areas shown in this application embodiment can intuitively demonstrate the accurate location and range of influence of special effects props. This not only allows for highly efficient human-computer interaction to move away from special effects props, eliminating the need for excessive operations and enabling users to concentrate on perceiving the virtual scene, thus achieving a good immersive perception of the virtual scene; but also, due to the reduction in human-computer interaction, the workload of graphics computation for updating the virtual scene is reduced, thereby saving the consumption of graphics processing hardware related to human-computer interaction computational resources.

[0128] In some embodiments, before the special effects prop releases its effects, multiple influence areas are displayed radially between the location of the first object as the radiation center and the radiation boundary corresponding to the radiation radius of the special effects prop.

[0129] When the distance between the third main object and the special effect prop is less than the safe distance threshold, and the special effect prop has not yet released its special effect, from the perspective of the third main object, the special effect prop attached to the first secondary object is displayed in a preset first highlighting mode, the first secondary object is displayed in a preset second highlighting mode, and multiple influence areas are displayed radially with the location of the first secondary object as the center; wherein, the third main object belongs to the first game faction.

[0130] In this embodiment, when a third main object is within the influence range of a special effect prop released by a first main object in the same group, a real-time prompt is given to the third main object. From the perspective of the third main object, the special effect prop attached to the first secondary object is displayed in a preset first highlighting mode, and the first secondary object is displayed in a preset second highlighting mode. Multiple influence areas are displayed radially around the location of the first secondary object, thereby enabling the third main object to know the location of the special effect prop in a timely manner, so as to stay away from the special effect prop and avoid being affected by the special effect props projected by its accomplices, thus improving the efficiency of human-computer interaction.

[0131] As an example, after displaying multiple influence areas arranged radially around the target location from the perspective of the third main object, the display may further include: stopping the display of the influence areas from the perspective of the third main object when at least one of the following conditions is met: the distance between the third main object and the special effect prop is not less than a safe distance threshold; and it is determined, based on the movement trend of the third main object (e.g., the direction and speed of movement), that the release of the special effect prop will not affect the state of the third main object. Through the embodiments of this application, the display of influence areas can be stopped when the third main object is unaware of the need for the special effect prop, thus avoiding unnecessary calculations by the graphics processing hardware regarding the display of influence areas and saving resources.

[0132] In some embodiments, when the special effect prop is within the visible range of the third main object and the special effect prop has not yet released its effect, the special effect prop attached to the first secondary object is displayed in a preset first highlighting mode from the perspective of the third main object, and the first secondary object is displayed in a preset second highlighting mode. Multiple influence areas are displayed radially around the location of the first secondary object. In this way, when the special effect props projected by the first main object of the same group are within the visible range of the third main object, the third main object is given a real-time prompt, which enables the third main object to know the location of the special effect prop in time, so as to stay away from the special effect prop and avoid being affected by the special effect props projected by its companions, thereby improving the efficiency of human-computer interaction.

[0133] In some embodiments, when a special effect item is attached to a first follower object, if an attack operation is received from a second master object targeting the first follower object during the first follower object's movement, and the attack operation applies to the special effect item, the special effect item is disabled. This attack operation can be a long-range shooting operation, a close-range kill operation, or an attack operation triggered by the second master object projecting other items onto the first follower object. For example, the special effect item could be immediately disabled upon receiving one attack operation, or its power could be reduced by a certain amount with each received attack operation, and the item would become disabled after multiple attacks. This allows the second master object to destroy the special effect item, increasing the game's fun factor.

[0134] In some embodiments, when the first secondary object with the attached special effect item is attacked and killed by other virtual objects (such as monsters) in the virtual scene that are not the second primary object, the special effect item can be controlled to release special effects to damage the monsters, thereby protecting the first primary object. In addition, before projecting the special effect item, if there are a large number of monsters in the vicinity of the first secondary object, in order to prevent the special effect item from being destroyed by the monsters before it can sense the second primary object after being attached, a prompt message can be presented when the second operation of projecting the special effect item is received. This prompt message is used to indicate that the current scene is not suitable for projecting the special effect item, thereby improving the strategic and intelligent aspects of the game.

[0135] Based on the foregoing embodiments, this application further provides a method for processing special effects props, applied to... Figure 1 The network architecture shown is Figure 5 This is a schematic diagram illustrating another implementation flow of the special effects prop processing method provided in the embodiments of this application. The following is in conjunction with... Figure 5 Each step is explained.

[0136] In step S501, the terminal receives the operation command to start a game through the client.

[0137] In this embodiment, the client can be a game application client, and the command to open the client can be a command generated based on the user clicking or touching the game application icon on the terminal display screen. The server can be the server corresponding to the application client.

[0138] In some embodiments, the client can also be a browser client, meaning that users can access the game through a webpage.

[0139] In step S502, the terminal responds to the operation command, starts the game, and obtains game data from the server.

[0140] In step S503, the terminal loads and displays a virtual scene including virtual objects and a graphical control that displays the graphical visual area of ​​the virtual objects in the virtual scene based on the game data.

[0141] Here, virtual scene can refer to image frames including game scene, and virtual object can include objects controlled by the user or objects controlled by the machine.

[0142] For example, the number of virtual objects participating in the interaction in this virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.

[0143] Taking shooting games as an example, users can control virtual objects to freely fall, glide, or deploy parachutes in the sky of the virtual scene, run, jump, crawl, and bend forward on land, or swim, float, or dive in the ocean. Users can also control virtual objects to move within the virtual scene using virtual vehicles, such as virtual cars, virtual aircraft, or virtual yachts. These examples are merely illustrations and are not intended to limit the scope of this application. Users can also control virtual objects to interact with other virtual objects through special effects props, such as projectile props like landmines or grenades.

[0144] In step S504, the terminal responds to the first operation of preparing to project special effects props by displaying a prompt message on the first object.

[0145] The prompt information is used to indicate the location information of the special effects prop being projected;

[0146] In step S505, the terminal responds to the second operation of projecting special effects props and controls the first main object to project special effects props so that the special effects props are attached to the first secondary object.

[0147] The implementation process of steps S504 and S505 is similar to that of steps S102 and S103, and the implementation process of steps S102 and S103 can be referred to.

[0148] In some embodiments, when the special effect item is attached to the first follower object, a status display area of ​​the first virtual state can be presented in the human-computer interaction interface, and the type, health points, special effect item identifier, and countdown information for releasing the item of the first follower object can be displayed in the status display area.

[0149] In step S506, the terminal displays the special effects props attached to the first secondary object in a preset first highlighting mode, and displays the first secondary object in a preset second highlighting mode.

[0150] In step S507, the terminal displays multiple influence areas arranged radially around the location of the first object.

[0151] In step S508, the terminal controls the first slave object to move and determines whether a second master object is detected within a preset range during the movement.

[0152] While the first slave object is moving, it can determine whether other virtual objects exist within a preset range by sensing pressure with a mechanical sensor, sound with an ultrasonic sensor, or heat with an infrared sensor. If other virtual objects are found within the preset range, it is then determined whether they are the second master object or a friendly virtual object based on their identifiers. When a second master object is detected within the preset range, proceed to step S509; if no second master object is detected during the movement, continue to step S508.

[0153] In step S509, the terminal determines whether the release timing has been reached.

[0154] In practical applications, this step can be implemented in at least the following two ways:

[0155] First, the release time of the special effect prop can be determined based on the current time and the preset duration; then it can be determined whether the release time has been reached. When it is determined that the release time of the special effect prop has been reached, the release timing is determined to have been reached, and then step S511 is entered; if the release time of the prop has not been reached, the release timing is determined to have not been reached, and step S510 is entered.

[0156] It should be noted that the current moment is the moment when the terminal senses the existence of a second main object within the preset range, and not the moment when special effects props are projected.

[0157] Second, when the release time of the special effect prop is reached, the number of objects of the third main object currently in the affected area is obtained; it is determined whether the number of objects is less than a preset number threshold. When it is determined that the number of objects is less than the number threshold, the release time is determined to be reached, and then step S511 is entered; when the number of objects is greater than or equal to the number threshold, it is determined that the release time has not been reached, and step S510 is entered.

[0158] In the first determination method, the release timing is determined when the release time is reached, which allows the special effect item to be released in a timely manner to cause area damage to the second main target. In the second determination method, when the release time is reached, it is also necessary to further determine the number of friendly virtual objects within the influence area of ​​the special effect item. The release timing is determined only when the number of friendly virtual objects is less than a certain threshold, thereby avoiding damage to a large number of friendly virtual objects when releasing the special effect.

[0159] Step S510: The terminal controls the special effects prop to stop releasing special effects.

[0160] After step S510, the process can proceed to step S508 again to determine whether the second main object is sensed again and the release timing is reached.

[0161] Step S511: The terminal controls the special effects prop to release special effects to deal damage to the second main target.

[0162] Among them, the special effect of releasing a special effect item can be that the special effect item explodes, thereby causing extensive area damage to the second main target.

[0163] In step S512, after the terminal releases the special effect, it stops displaying the special effect prop icon and countdown information in the status display area of ​​the first object.

[0164] In other words, after the special effect item explodes, the special effect item icon and countdown information will no longer be displayed in the status display area. At this time, the status display area of ​​the first follower will only display the type and health of the first follower.

[0165] Step S513: The terminal stops displaying the area affected by the special effects props in the virtual scene.

[0166] In step S514, the terminal responds to the third operation of reclaiming the first slave object by controlling the first slave object to attach to the first master object so that the first slave object becomes part of the first master object model.

[0167] In this embodiment, the terminal can control the first follower object to execute ground movement commands, thereby controlling the first follower object to move in the virtual scene and find the second master object. Furthermore, to avoid the first follower object being affected by area-of-effect damage generated when a special effect item releases its effect, the terminal can trigger a third operation to recall the first follower object when the special effect item releases its effect. This involves sending a deformation command to the first follower object to control its deformation, resulting in a deformed first follower object. For example, when the first follower object is a shield monster, the deformed first follower object can transform into a shield; when the first follower object is a patrol monster, the deformed first follower object can transform into goggles or glasses. In other words, the type of the deformed first follower object corresponds to the type of the first follower object.

[0168] The first secondary object is immune to damage caused by the release of the special effect item while attached to the first primary object. In actual implementation, the deformed first secondary object can be determined as part of the first primary object. When the deformed first secondary object returns to the first primary object, it can do so by flying, thereby quickly withdrawing from the area affected by the release of the special effect item and thus becoming immune to damage caused by the release of the special effect item.

[0169] In the special effects item processing method provided in this application embodiment, after the terminal starts a game by receiving an operation command to start a game from the client, when it needs to project a special effects item, in response to the first operation of preparing to project the special effects item, a first subordinate object is determined and summoned, that is, the first subordinate object is displayed in the virtual scene; wherein the first subordinate object is a subordinate virtual object of the first master object, and the first master object is the virtual object that projects the special effects item; when a second operation of projecting the special effects item is received, in response to the second operation, the special effects item is attached to the first subordinate object; then the first subordinate object is controlled to move to patrol for enemies, and when a pre-emptive object is sensed during the movement of the first subordinate object... When a second primary object exists within range and the release timing is reached, a special effect is released, causing area-of-effect damage to the second primary object. Simultaneously with the release of the special effect, the terminal can control the first secondary object to deform and return to the first primary object. During the return process, the deformed first secondary object is immune to the damage caused by the release of the special effect. Thus, not only can the release timing of the special effect item be controlled through the first secondary object after it is projected, ensuring accurate confrontation with the second primary object, but the deformation after the release of the special effect also protects the first secondary object from the damage caused by the release of the special effect, effectively preserving its own health and improving the combat power of the virtual object.

[0170] In some embodiments, after the terminal determines that a second primary object is detected within a preset range of the first secondary object or special effects prop, and determines the release time based on the current time and a preset duration, the following steps may also be performed:

[0171] Step S401: If the third main object exists within the influence area of ​​the special effects prop, determine the evacuation time required for the third main object to leave the influence area.

[0172] In implementing this step, the closest distance between the third main object and the edge of the affected area can be determined first based on the third position information of the third main object. Then, the evacuation time required for the third main object to leave the affected area can be determined based on the closest distance and the moving speed of the third main object.

[0173] Step S402: Determine the prompt time based on the evacuation duration and the release time of the special effects prop.

[0174] In practice, the time corresponding to the evacuation duration before the release time is the prompt time. For example, if the release time is 15:11:10 and the evacuation duration is 2 seconds, then the prompt time is 15:11:08 seconds.

[0175] Step S403: When the prompt time is reached, send a prompt message to the third main object indicating that the special effect prop is about to be released, so as to notify the third main object to evacuate from the area of ​​influence.

[0176] In implementation, to ensure that the third main object can evacuate in a timely manner, the fastest evacuation direction of the third main object can be displayed at the same time as the prompt message.

[0177] Through steps S401 to S403 described above, friendly virtual objects within the effect area of ​​the special effect item can be prompted to evacuate in time before the special effect is released, thereby avoiding damage to virtual objects in one's own faction due to the release of the special effect. In some embodiments, to further reduce the possibility of damage to virtual objects in one's own faction, when it is determined that there are friendly virtual objects within the effect area of ​​the special effect item, a prompt message is immediately sent to the friendly virtual objects to notify the third main object to evacuate from the effect area, thereby avoiding damage.

[0178] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0179] This application provides a method for processing special effects props. In this embodiment, the special effects prop is an adsorption mine, and the first target is a nanobot. The method provided in this application can be applied to game products featuring core-controlled nanobots. Players can use different core chips to transform wild monsters into different nanobots to assist them in battle, such as patrol monsters or shield monsters. Patrol monsters can help friendly virtual objects gain vision, while shield monsters can generate shields. Using the method provided in this application, players use an adsorption mine to aim at a nanobot, adsorbing the mine onto the nanobot. Upon release, an effect similar to... Figure 6A The indicator line 601 shown indicates the release position.

[0180] like Figure 6B As shown, after a landmine adheres to a nanite, a notification line 611 remains on the nanite, allowing the player to identify the nanite with the landmine attached and control it to execute commands, such as automatically seeking out enemies. During the nanite's automatic enemy seeking process, the landmine will explode upon sensing an enemy within a preset range, causing multiple instances of area damage. In this embodiment, the landmine can also sense invisible enemy players.

[0181] Landmines will also damage friendly nanites when they explode. Since nanites can execute multiple commands, including at least arm commands and ground commands, the arm command can be used to retract the nanite's arm at the moment the landmine explodes, thus making the nanite immune to some of the damage.

[0182] In practical applications, a similar feature is also displayed at the bottom of the game interface. Figure 7A The indicated area 621 can display the type of nanobot in normal use and its status information. In this embodiment, when a landmine is attached to the nanobot, a landmine icon 6211 and countdown information 6212 are also displayed in the indicated area, indicating that a landmine is attached to the nanobot. After the landmine explodes, as... Figure 7B As shown, the mine marker and countdown information disappear, prompting the player to recall the nanites to avoid damage. When the mine explodes, it causes area-of-effect damage, potentially affecting both the player and the nanites; the nanites may also be killed by the mine.

[0183] Adsorption mines can attach not only to nanites, but also to other locations, such as buildings or enemy nanites. If attached to an enemy nanite, the mine will not explode immediately. Instead, it will explode after sensing an enemy hero, or automatically after the nanite dies, or it will explode immediately after the enemy recalls the nanite to their arm.

[0184] The following describes the technical implementation process of the special effects prop processing method provided in the embodiments of this application, taking the adsorption mine as an example. Figure 8 This is a schematic diagram illustrating another implementation flow of the special effects prop processing method provided in the embodiments of this application, as follows: Figure 8 As shown, the process includes:

[0185] Step S801: In response to the player's action of releasing the adsorption mine, the adsorption mine is installed on the nano monster.

[0186] Before a match, players need to equip the Adsorption Mine item in the equipment interface and then start the game. During the game, players can use the Adsorption Mine. By holding down the release button, players enter the preparation phase. After the client receives the user's release preparation command, it will display a prompt message and show the release trajectory of the Adsorption Mine. When the player triggers the release operation, the client receives the user's release command, installs the Adsorption Mine on the Nano Monster according to the trajectory, and displays a prompt message on the Nano Monster.

[0187] In addition, the game screen also includes a status information prompt area for the nanobots. After the client receives the instruction that the mine has been successfully installed, the mine prompt information can also be displayed in the status information prompt area.

[0188] In step S802, in response to the received ground movement command, the nanobot is controlled to move in order to find the second master object.

[0189] Step S803: When a second primary object is detected near the landmine, detonate it to cause area damage.

[0190] When the client detects a second primary object within the preset range of the landmine, the landmine will explode, causing area damage. After the explosion, the landmine warning message will disappear.

[0191] Step S804: In response to the received arm command, control the nanobot to retract to the arm.

[0192] After the landmine explodes, the player can use arm commands. Once the client receives the player's arm commands, it responds to the commands to control the nanomonster to turn into fragments, fly back to the player's arm, and become part of the player's virtual object. During the process of turning into fragments and flying back, the nanomonster is immune to damage.

[0193] Step S805: In response to the player's action of releasing the Adsorption Mine, the Adsorption Mine is installed on a building or an enemy Nanoman.

[0194] Step S806: If a second primary target is detected near the enemy nanobot, control the mine to explode.

[0195] Step S807: When the enemy uses the arm command to recall the nanobot, control the mine to explode.

[0196] Once the second primary target is confirmed to use the arm command, retract the nanobot's arm. Upon successful retraction, control the mine to generate explosive damage.

[0197] In the special effects prop processing method provided in the embodiments of this application, through the gameplay of nano monster guidance, a nano monster can be summoned first, and then an adsorption mine can be adsorbed onto the nano monster. The player can control the movement of the nano monster. When a second main object is detected near the nano monster, it will be sensed and exploded (it can be sensed even when it is invisible). In this way, after releasing the adsorption mine, the timing of the mine explosion can be controlled by moving the nano monster, making the gameplay more diverse.

[0198] The following description continues to illustrate the exemplary structure of the special effects prop processing device 454 provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software module stored in the special effects prop processing device 454 in the memory 450 may include:

[0199] The first display module 4541 is used to display a virtual scene in the human-computer interaction interface during game gameplay;

[0200] The second display module 4542 is used to respond to a first operation of preparing to project special effects props, determine a first slave object, and display the first slave object in the virtual scene; the first slave object is a subordinate virtual object of a first master object, and the first master object is a virtual object that projects the special effects props;

[0201] The prop adsorption module 4543 is used to adsorb the special effect prop onto the first slave object in response to a second operation of projecting the special effect prop.

[0202] The special effects release module 4544 is used to control the movement of the first secondary object. When the second primary object is detected within a preset range during the movement of the first secondary object and the release timing is reached, a special effect is released to cause damage to the second primary object.

[0203] In some embodiments, the device further includes:

[0204] The first acquisition module is used to acquire the first position information of the first slave object and the second position information of the first master object;

[0205] The first determining module is used to determine the movement trajectory of the special effects prop based on the first location information and the second location information;

[0206] The third display module is used to display the movement trajectory in the virtual scene.

[0207] In some embodiments, the device further includes:

[0208] The fourth display module is used to present a status display area in the human-computer interaction interface, and to present the type information and life value information of the first object in the status display area;

[0209] The fifth display module is used to display the identifier of the special effect prop in the status display area after the special effect prop is attached to the first secondary object, so as to indicate that a special effect prop is attached to the first secondary object;

[0210] The sixth display module is used to display countdown information for the release of the special effect prop in the status display area during a second preset time period before the release time of the special effect prop is reached.

[0211] In some embodiments, the device further includes:

[0212] The eighth display module is used to display the special effects props attached to the first secondary object in a preset first highlighting mode, and to display the first secondary object in a preset second highlighting mode;

[0213] The ninth display module is used to display multiple influence areas arranged radially around the location of the first object;

[0214] The different affected regions represent different degrees of influence of the special effect.

[0215] In some embodiments, the device further includes:

[0216] The tenth display module is used to display the special effect prop attached to the first secondary object in a preset first highlighting display mode, and to display the first secondary object in a preset second highlighting display mode, and to display multiple influence areas arranged radially with the location of the first secondary object as the center when the distance between the third main object and the special effect prop is less than the safe distance threshold and the special effect prop has not yet released its special effect.

[0217] The first main object and the third main object belong to the same group.

[0218] In some embodiments, the device further includes:

[0219] The second determining module is used to determine the evacuation time required for the third main object to leave the area of ​​influence if the third main object exists within the area of ​​influence of the special effects prop.

[0220] The third determining module is used to determine the prompt time based on the evacuation duration and the release time of the special effects prop;

[0221] The message sending module is used to send a notification message to the third main object that the special effect prop is about to be released when the notification time is reached, so as to notify the third main object to withdraw from the area of ​​influence.

[0222] In some embodiments, the effect release module is further configured to:

[0223] In response to the presence of a second main object displayed in the virtual scene within the preset range of the first secondary object or the special effect prop, or the presence of a second main object in an invisible state, the release time of the special effect prop is determined based on the current time and the first preset duration;

[0224] When the release time of the special effect item is reached, control the special effect item to release its special effect.

[0225] In some embodiments, the effect release module is further configured to:

[0226] When the release time of the special effect prop is reached, obtain the number of third main objects currently in the affected area;

[0227] When the number of objects is less than a preset threshold, the special effects prop is controlled to release special effects.

[0228] In some embodiments, the device further includes:

[0229] The stop release module is used to control the special effects prop to stop releasing special effects when the number of objects is greater than or equal to the number threshold.

[0230] In some embodiments, the device further includes:

[0231] The first control module is configured to, in response to a third operation of retracting the first secondary object after the special effects prop releases its effects, control the first secondary object to attach to the first main object so that the first secondary object becomes part of the model of the first main object.

[0232] The first slave object is immune to damage generated when the special effect item is released while it is attached to the first master object.

[0233] In some embodiments, the device further includes:

[0234] The prop failure module is used to determine when an attack operation is received from the second master object against the first slave object and the attack operation is applied to the special effect prop, and then control the special effect prop to fail.

[0235] It should be noted that the description of the special effects prop processing device in this application embodiment is similar to the description of the method embodiment described above, and has similar beneficial effects. For technical details not disclosed in this device embodiment, please refer to the description of the method embodiment of this application for understanding.

[0236] This application provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the special effects prop processing method described above in this application.

[0237] This application provides a computer-readable storage medium storing executable instructions. When these executable instructions are executed by a processor, they cause the processor to execute the special effects prop processing method provided in this application. For example, ... Figure 3 , Figure 4 and Figure 5 The method shown.

[0238] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0239] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0240] As an example, executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple collaborating files (e.g., a file that stores one or more modules, subroutines, or code sections).

[0241] As an example, executable instructions can be deployed to execute on a single computing device, or on multiple computing devices located in one location, or on multiple computing devices distributed across multiple locations and interconnected via a communication network.

[0242] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for processing special effects props, characterized in that, include: During the game, a virtual scene is displayed. The virtual scene includes a first main object, a first secondary object, and a second main object. The first main object and the first secondary object have a subordinate relationship. The first main object belongs to a first game faction, and the second main object belongs to a second game faction. The first game faction and the second game faction are different game factions that are fighting against each other during the game. A status display area is presented, in which the type information and life value information of the first slave object are displayed; In response to a first operation of preparing to project a special effects prop, a prompt message is displayed on the first subject, the prompt message indicating the position information of the projected special effects prop; In response to a second operation of projecting a special effect prop, the first main object is controlled to project the special effect prop so that the special effect prop is attached to the first secondary object, and the movement trajectory of the special effect prop from the first main object to the first secondary object is displayed in the virtual scene; In response to the existence of a second main object within a preset range of the first secondary object or the special effect prop, the special effect prop is controlled to release special effects after a first preset time to cause damage to the second main object; the first secondary object is a virtual object controlled and moved by the user corresponding to the first main object; in response to a third operation of retracting the first secondary object, the first secondary object is controlled to attach to the first main object so that the first secondary object becomes part of the model of the first main object; When the first slave object is attached to the first master object, the first slave object is immune to the damage generated when the special effect item is released.

2. The method according to claim 1, characterized in that, The method further includes: Obtain the first position information of the first slave object and the second position information of the first master object; Based on the first location information and the second location information, the movement trajectory of the special effects prop is determined.

3. The method according to claim 1, characterized in that, The method further includes: After the special effect prop is attached to the first secondary object, the icon of the special effect prop is displayed in the status display area to indicate that a special effect prop has been attached to the first secondary object. During a second preset time period before the release time of the special effect prop, countdown information for the release prop is displayed in the status display area.

4. The method according to claim 3, characterized in that, The method further includes: The special effects props attached to the first secondary object are displayed in a preset first highlighting mode, and the first secondary object is displayed in a preset second highlighting mode; Multiple influence areas are displayed radially from the location of the first object. The different affected regions represent different degrees of influence of the special effect.

5. The method according to claim 4, characterized in that, The method further includes: When the distance between the third main object and the special effect prop is less than the safe distance threshold, and the special effect prop has not yet released its special effect, in the perspective of the third main object, the special effect prop attached to the first secondary object is displayed in a preset first highlighting mode, the first secondary object is displayed in a preset second highlighting mode, and multiple influence areas are displayed radially with the location of the first secondary object as the center. The third main object belongs to the first game faction.

6. The method according to claim 5, characterized in that, The method further includes: If the third main object exists within the area of ​​influence of the special effects prop, determine the evacuation time required for the third main object to leave the area of ​​influence; The prompt time is determined based on the evacuation duration and the release time of the special effects item; When the specified prompt time is reached, a prompt message indicating that a special effect item is about to be released is sent to the third main object to notify the third main object to evacuate from the area of ​​influence.

7. The method according to claim 6, characterized in that, The step of responding to the existence of a second primary object within a preset range of the first secondary object or the special effect prop, and controlling the special effect prop to release the special effect after a first preset duration, includes: In response to the presence of a second main object displayed in the virtual scene within the preset range of the first secondary object or the special effect prop, or the presence of a second main object in an invisible state, the release time of the special effect prop is determined based on the current time and the first preset duration; When the release time of the special effect item is reached, control the special effect item to release its special effect.

8. The method according to claim 7, characterized in that, The step of controlling the release of the special effect item at the designated release time includes: When the release time of the special effect prop is reached, obtain the number of third main objects currently in the affected area; When the number of objects is less than a preset threshold, the special effects prop is controlled to release special effects.

9. The method according to claim 8, characterized in that, The method further includes: When the number of objects is greater than or equal to the number threshold, the special effects prop is controlled to stop releasing special effects.

10. The method according to any one of claims 1 to 9, characterized in that, The method further includes: When it is determined that an attack operation is received from the second master object against the first slave object and the attack operation is applied to the special effect prop, the special effect prop is disabled.

11. A special effects prop release device, characterized in that, The special effects prop release device includes: The first display module is used to display a virtual scene during a game match. The virtual scene includes a first main object, a first secondary object, and a second main object. The first main object and the first secondary object have a subordinate relationship. The first main object belongs to a first game faction, and the second main object belongs to a second game faction. The first game faction and the second game faction are different game factions that are fighting against each other during the game match. The module also presents a status display area, which displays the type information and health information of the first secondary object. The second display module is used to display prompt information on the first object in response to a first operation of preparing to project a special effects prop. The prompt information is used to indicate the position information of the projected special effects prop. The prop adsorption module is used to respond to the second operation of projecting special effect props, control the first main object to project the special effect props so as to adsorb the special effect props onto the first secondary object, and display the movement trajectory of the special effect props from the first main object to the first secondary object in the virtual scene; The special effects release module is used to respond to the existence of a second main object within a preset range of the first secondary object or the special effects prop, and control the special effects prop to release special effects after a first preset time to cause damage to the second main object; the first secondary object is a virtual object controlled and moved by the user corresponding to the first main object; A first control module is configured to control the first slave object to be attached to the first master object in response to a third operation of reclaiming the first slave object, so that the first slave object becomes part of the model of the first master object; When the first slave object is attached to the first master object, the first slave object is immune to the damage generated when the special effect item is released.

12. The apparatus according to claim 11, characterized in that, The device further includes: The first acquisition module is used to acquire the first position information of the first slave object and the second position information of the first master object; The first determining module is used to determine the movement trajectory of the special effects prop based on the first location information and the second location information.

13. The apparatus according to claim 11, characterized in that, The device further includes: The fifth display module is used to display the identifier of the special effect prop in the status display area after the special effect prop is attached to the first secondary object, so as to indicate that a special effect prop is attached to the first secondary object; The sixth display module is used to display countdown information for the release of the special effect prop in the status display area during a second preset time period before the release time of the special effect prop is reached.

14. The apparatus according to claim 13, characterized in that, The device further includes: The eighth display module is used to display the special effects props attached to the first secondary object in a preset first highlighting mode, and to display the first secondary object in a preset second highlighting mode; The ninth display module is used to display multiple influence areas arranged radially around the location of the first object; The different affected regions represent different degrees of influence of the special effect.

15. The apparatus according to claim 14, characterized in that, The device further includes: The tenth display module is used to display the special effect prop attached to the first secondary object in a preset first highlighting display mode, and to display the first secondary object in a preset second highlighting display mode, and to display multiple influence areas arranged radially with the location of the first secondary object as the center when the distance between the third main object and the special effect prop is less than the safe distance threshold and the special effect prop has not yet released its special effect. The third main object belongs to the first game faction.

16. The apparatus according to claim 15, characterized in that, The device further includes: The second determining module is used to determine the evacuation time required for the third main object to leave the area of ​​influence if the third main object exists within the area of ​​influence of the special effects prop. The third determining module is used to determine the prompt time based on the evacuation duration and the release time of the special effects prop; The message sending module is used to send a notification message to the third main object that the special effect prop is about to be released when the notification time is reached, so as to notify the third main object to withdraw from the area of ​​influence.

17. The apparatus according to claim 16, characterized in that, The special effects release module is also used for: In response to the presence of a second main object displayed in the virtual scene within the preset range of the first secondary object or the special effect prop, or the presence of a second main object in an invisible state, the release time of the special effect prop is determined based on the current time and the first preset duration; When the release time of the special effect item is reached, control the special effect item to release its special effect.

18. The apparatus according to claim 17, characterized in that, The special effects release module is also used for: When the release time of the special effect prop is reached, obtain the number of third main objects currently in the affected area; When the number of objects is less than a preset threshold, the special effects prop is controlled to release special effects.

19. The apparatus according to claim 18, characterized in that, The device further includes: The stop release module is used to control the special effects prop to stop releasing special effects when the number of objects is greater than or equal to the number threshold.

20. The apparatus according to any one of claims 11 to 19, characterized in that, The first control module is further configured to determine when an attack operation is received from the second master object against the first slave object and the attack operation is applied to the special effect prop, and then control the special effect prop to become ineffective.

21. A computer device, characterized in that, The computer device includes: Memory, used to store executable instructions; A processor, when executing executable instructions stored in the memory, implements the method according to any one of claims 1 to 10.

22. A computer-readable storage medium, characterized in that, It stores executable instructions for implementing the method of any one of claims 1 to 10 when executed by a processor.

23. A computer program product, comprising a computer program or instructions, characterized in that, The computer program or instructions are stored in a computer-readable storage medium, and the processor of the computer device reads the computer program or instructions from the computer-readable storage medium and executes the computer program or instructions, causing the computer device to perform the method according to any one of claims 1 to 10.

Citation Information

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