Method and apparatus for interacting based on throwing props, computer device and storage medium

CN116943189BActive Publication Date: 2026-10-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202210405105.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-04-18
Publication Date
2026-10-27
Estimated Expiration
2042-04-18

AI Technical Summary

Technical Problem

[0003]然而,目前基于投掷物体的交互方式,用户能够在短时间内找到某一个固定的触发投掷的方式,从而让投掷物沿着固定的投掷路径必然命中固定位置,从而锁定投掷结果

Benefits of technology

[0026]上述基于投掷道具的交互方法、装置、计算机设备、存储介质和计算机程序产品,在目标投掷主体对象已经存在历史投掷失败回合的情况下,显示动态变化的投掷道具容器,且投掷失败回合数越多,投掷道具容器变化的程度也越大,这样投掷失败后,如果要让目标投掷道具投掷成功,就需要用不同的方式触发投掷,使得基于投掷的交互操作多样化,可以有效避免用户因为重复性操作的流失,从而有效减少了因为支撑该交互方式预留的计算资源被闲置而导致的资源浪费的情况。

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Abstract

The application relates to a throwing prop-based interaction method and device, computer equipment, a storage medium and a computer program product. The method comprises the following steps: displaying a target throwing subject object and a target throwing prop in a current throwing round; in the case that the target throwing subject object has historical throwing failure rounds, a dynamically changing throwing prop container is displayed; the dynamic change degree of the throwing prop container is positively correlated with the number of rounds in which the target throwing subject object fails in a current throwing task; in response to a throwing event triggered for the target throwing prop, the throwing motion of the target throwing prop is displayed, and in the case that the throwing landing point of the target throwing prop is located in the area where the throwing prop container is located, the throwing prop successfully contained in the throwing prop container is updated and displayed. By using the above method, the interaction effect of the interaction process can be effectively improved under the premise of occupying fewer data processing resources.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to an interactive method, apparatus, computer device, storage medium, and computer program product based on a throwing prop. Background Technology

[0002] Currently, there are interactive methods that involve virtually throwing objects. These methods are based on simulating the throwing path of a physical object in a real-world scenario. The user triggers the throwing action, causing the object to fall along the throwing path to a fixed location, thus completing the interaction.

[0003] However, current object-based interaction methods allow users to quickly find a fixed trigger for throwing, ensuring the object hits a fixed location along a predetermined path, thus locking in the outcome. Consequently, this object-based interaction method easily leads to a rigid interaction process, causing rapid user churn and leaving a large amount of computing resources reserved to support it idle, resulting in wasted resources. Summary of the Invention

[0004] Therefore, it is necessary to provide an interactive method, device, computer equipment, computer-readable storage medium, and computer program product based on throwing props that can achieve better interactive effects with less data processing resources, in order to address the above-mentioned technical problems.

[0005] Firstly, this application provides an interaction method based on a throwing prop. The method includes:

[0006] Displays the target throwing item of the target throwing object in the current throwing round;

[0007] If the target throwing object has a history of failed throws, a dynamically changing throwing tool container is displayed; the degree of dynamic change of the throwing tool container is positively correlated with the number of failed throws by the target throwing object in the current throwing task.

[0008] In response to a throwing event triggered by the target throwing item, the throwing motion of the target throwing item is displayed, and if the landing point of the target throwing item is located in the area where the throwing item container is located, the successfully thrown throwing items contained in the throwing item container are updated and displayed.

[0009] In one embodiment, the method further includes: displaying a stationary throwing prop container in a virtual scene when the historical game results of the target throwing object and the opponent are both draws.

[0010] Secondly, this application also provides an interactive device based on a throwing prop. The device includes:

[0011] The throwing item display module is used to display the target throwing item of the target throwing object in the current throwing round;

[0012] The container display module is used to display a dynamically changing throwing prop container when the target throwing object has a history of failed throwing rounds; the degree of dynamic change of the throwing prop container is positively correlated with the number of rounds in which the target throwing object has failed to throw in the current throwing task;

[0013] The throwing module is used to respond to a throwing event triggered by the target throwing prop, display the throwing motion of the target throwing prop, and update the display of successfully thrown props contained in the throwing prop container when the landing point of the target throwing prop is located in the area where the throwing prop container is located.

[0014] Thirdly, this application also provides a computer device. The computer device includes a memory and a processor, the memory storing a computer program, and the processor executing the computer program to perform the following steps:

[0015] Displays the target throwing item of the target throwing object in the current throwing round;

[0016] If the target throwing object has a history of failed throws, a dynamically changing throwing tool container is displayed; the degree of dynamic change of the throwing tool container is positively correlated with the number of failed throws by the target throwing object in the current throwing task.

[0017] In response to a throwing event triggered by the target throwing item, the throwing motion of the target throwing item is displayed, and if the landing point of the target throwing item is located in the area where the throwing item container is located, the successfully thrown throwing items contained in the throwing item container are updated and displayed.

[0018] Fourthly, this application also provides a computer-readable storage medium. The computer-readable storage medium stores a computer program thereon, which, when executed by a processor, performs the following steps:

[0019] Displays the target throwing item of the target throwing object in the current throwing round;

[0020] If the target throwing object has a history of failed throws, a dynamically changing throwing tool container is displayed; the degree of dynamic change of the throwing tool container is positively correlated with the number of failed throws by the target throwing object in the current throwing task.

[0021] In response to a throwing event triggered by the target throwing item, the throwing motion of the target throwing item is displayed, and if the landing point of the target throwing item is located in the area where the throwing item container is located, the successfully thrown throwing items contained in the throwing item container are updated and displayed.

[0022] Fifthly, this application also provides a computer program product. The computer program product includes a computer program that, when executed by a processor, performs the following steps:

[0023] Displays the target throwing item of the target throwing object in the current throwing round;

[0024] If the target throwing object has a history of failed throws, a dynamically changing throwing tool container is displayed; the degree of dynamic change of the throwing tool container is positively correlated with the number of failed throws by the target throwing object in the current throwing task.

[0025] In response to a throwing event triggered by the target throwing item, the throwing motion of the target throwing item is displayed, and if the landing point of the target throwing item is located in the area where the throwing item container is located, the successfully thrown throwing items contained in the throwing item container are updated and displayed.

[0026] The aforementioned interactive methods, devices, computer equipment, storage media, and computer program products based on throwing props display a dynamically changing throwing prop container when the target throwing object has a history of failed throwing rounds. The more failed throwing rounds there are, the greater the degree of change in the throwing prop container. Thus, after a failed throw, different methods are needed to trigger the throw to make the target throwing prop successful, making the throwing-based interactive operations more diverse. This can effectively prevent users from leaving due to repetitive operations, thereby effectively reducing the waste of resources caused by the idle computing resources reserved to support this interactive method. Attached Figure Description

[0027] Figure 1 This is an application environment diagram of an interaction method based on throwing props in one embodiment;

[0028] Figure 2 This is a flowchart illustrating an interaction method based on throwing props in one embodiment;

[0029] Figure 3 This is a schematic diagram of a page showing the target throwing tool and the throwing tool container in one embodiment;

[0030] Figure 4This is a schematic diagram of a page showing the throwing motion of a target throwing prop in one embodiment;

[0031] Figure 5 This is a schematic diagram illustrating the horizontal movement of a throwing prop container in one embodiment.

[0032] Figure 6 This is a schematic diagram of a throwing prop container swaying left and right in one embodiment;

[0033] Figure 7 This is a schematic diagram showing the combination of the throwing force positioning control and the throwing force range icon in one embodiment;

[0034] Figure 8 This is a schematic diagram of a page displaying the throwing result and penalty information in one embodiment;

[0035] Figure 9 This is a schematic diagram of a page displaying a drinking animation in one embodiment;

[0036] Figure 10 This is a schematic diagram of a page displaying a drunkenness alert message in one embodiment;

[0037] Figure 11 This is a flowchart illustrating an interaction method based on throwing props in one embodiment;

[0038] Figure 12 This is a flowchart illustrating an interaction method based on throwing props in another embodiment;

[0039] Figure 13 This is a structural block diagram of an interactive device based on a throwing prop in one embodiment;

[0040] Figure 14 This is an internal structural diagram of a computer device in one embodiment. Detailed Implementation

[0041] To make the objectives, technical solutions, and advantages of this application clearer, the following detailed description is provided in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative and not intended to limit the scope of this application.

[0042] The interaction method based on throwing props provided in this application embodiment can be applied to, for example... Figure 1The application environment shown is as follows. Terminal 102 communicates with server 104 via a network. A data storage system can store the data that server 104 needs to process. The data storage system can be integrated onto server 104, or it can be located in the cloud or on another server. Terminal 102 has a client installed for implementing a throwing game. This client can be a game application, a web client, or a sub-application running in the parent application's runtime environment. Terminal 102 displays the target throwing object's target throwing item in the current throwing task. If the target throwing object has a history of failed throws, it displays a dynamically changing throwing item container. The degree of dynamic change in the throwing item container is positively correlated with the number of failed throws by the target throwing object in the current throwing task. In response to a throwing event triggered by the target throwing item, terminal 102 displays the throwing motion of the target throwing item, and if the landing point of the target throwing item is within the area of ​​the throwing item container, it updates the display of successfully thrown items contained in the throwing item container. The terminal 102 can be, but is not limited to, various desktop computers, laptops, smartphones, tablets, IoT devices, and portable wearable devices. IoT devices can include smart speakers, smart TVs, smart air conditioners, and smart in-vehicle systems. Portable wearable devices can include smartwatches, smart bracelets, and head-mounted devices. The server 104 can be implemented using a standalone server or a server cluster consisting of multiple servers.

[0043] Specifically, the application scenario in this application can be a virtual scene containing virtual objects. This virtual scene can be a game scene involving ball throwing, an arrow throwing game scene, etc. Within the virtual scene, it can be a game played by a single user, a game between a single user and an NPC (non-player character, a type of role in the game meaning a non-player character), a game between multiple users, or a game between multiple users and NPCs. In a ball throwing game, the throwing object's throwing tool is a ball, and the throwing tool container is the ball's throwing target, such as a ball hoop. In an arrow throwing game, the throwing object's throwing tool is an arrow, and the throwing tool container is the arrow's throwing target, such as a pitching pot. Specifically, in a round where the throwing object fails to throw, the throwing object can use virtual resource items to influence its throwing state, increasing the difficulty of a successful throw.

[0044] In one embodiment, such as Figure 2 As shown, an interaction method based on throwing props is provided, which can be applied to... Figure 1 Taking the terminal in the example, the explanation includes the following steps:

[0045] Step 202: Display the target throwing object of the target throwing subject in the current throwing round.

[0046] The target throwing object is a virtual object representing the throwing entity to which the target throwing prop belongs. In a single-player throwing task, the target throwing object is the sole throwing entity. In a multi-player (two or more players) throwing task, the target throwing object is the throwing entity that the end user can control to throw the target throwing prop. In specific applications, the target throwing object may or may not be displayed on the display page of the current throwing round. For example, by displaying the target throwing object, the action of the target throwing object being thrown during the throwing process can be shown, demonstrating the target throwing object's participation in the throwing process and allowing the user to immerse themselves in the target throwing object, thus increasing their sense of participation in the throwing process. Alternatively, only the target throwing prop can be displayed, showing its throwing motion during the throwing process, simplifying the screen content and highlighting the trajectory of the target throwing prop.

[0047] The current throwing round is the round currently in progress within the current throwing task. The current throwing task aims to throw the throwing item into the throwing item container. The current throwing task can consist of multiple throwing rounds, each with a corresponding throwing result, including success and failure. When the target's throwing item is thrown into the throwing item container, it signifies a success; when the target's throwing item is thrown outside the container, it signifies a failure. Specifically, in the case of a single-player throwing task, the target can participate in multiple throwing rounds. After one round ends, the next round can begin. In the case of a multi-player throwing task, the target can participate in the next round after each player completes their throw. In the current throwing task, the throwing results of each round are accumulated, and the accumulated results are used to represent the completion status of the current throwing task. When the user starts a new throwing task, the throwing records will be initialized and recalculated. The throwing results in different throwing tasks do not affect each other.

[0048] A target throwing prop is a prop that can be used for throwing. Specifically, it can be an arrow-like prop, a ball-like prop, etc. The target throwing prop is compatible with the target throwing object, and the throwing result of the target throwing prop is the throwing result of the target throwing object.

[0049] Specifically, when the current throwing subject is the target throwing subject, the target throwing item for the target throwing subject in the current throwing round is displayed. In practical applications, the terminal responds to the user's initiation operation for the current throwing task, determines the target throwing subject operated by the user, and when the current throwing task is a multi-player throwing task, it first determines the current throwing subject based on the throwing rules. If the current throwing subject is the target throwing subject operated by the user, the target throwing item for the target throwing subject in the current throwing round is displayed.

[0050] In a specific application, such as Figure 3 As shown, the display page of the current throwing round displays the virtual image of the current throwing subject. If the current throwing subject is the target throwing subject operated by the user, the target throwing item that can be operated by the user is displayed. The user can trigger the throwing operation by the target throwing item, and the action of the target throwing subject throwing the target throwing item and the throwing motion of the target throwing item are displayed.

[0051] Step 204: If the target throwing object has a history of failed throwing rounds, display the dynamically changing throwing item container; the degree of dynamic change of the throwing item container is positively correlated with the number of rounds the target throwing object has failed to throw in the current throwing task.

[0052] A failed throw refers to a situation where the thrown item lands outside the area where the throwing item container is located. Conversely, a successful throw occurs when the thrown item lands within the area where the throwing item container is located. Historical throw failures occur when the target throwing object throws the thrown item outside the throwing item container during the current throwing task.

[0053] A throwing item container is used to hold successfully thrown items. When the landing point of a thrown item is within the area of ​​the throwing item container, the items contained in the container will be updated and displayed. A dynamically changing throwing item container is in contrast to a stationary throwing item container. A stationary throwing item container is one that remains stationary. A dynamically changing throwing item container is one that is in a state of change. Specifically, the dynamic change can be at least one of size or position changes; for example, a throwing item container that scales, moves, or both.

[0054] An increased degree of dynamic change in the throwing item container indicates an increased difficulty in throwing the item. The degree of dynamic change in the throwing item container is positively correlated with the number of failed throws by the target subject in the current throwing task. Specifically, the more failed throws the target subject has in the current throwing task, the greater the degree of dynamic change in the throwing item container; alternatively, by dividing the number of failed throws into intervals and establishing a matching relationship between these intervals and the degree of dynamic change, the more failed throws represented by the interval, the greater the matched degree of dynamic change. By making the degree of dynamic change in the throwing item container positively correlated with the number of failed throws by the target subject in the current throwing task, the cumulative throwing failure results in the current throwing task can be reflected through the degree of dynamic change in the throwing item container. This degree of dynamic change serves as the throwing condition data for the current throw, creating a strong correlation between historical throwing failure data and current throwing condition data in the current throwing task.

[0055] For example, the dynamic change level includes a first change level, a second change level, and a third change level, which increase sequentially. In a specific application, when the target object fails to throw for 1 round in the current throwing task, a throwing item container with a dynamic change level of the first change level is displayed; when the target object fails to throw for 2 rounds, a throwing item container with a dynamic change level of the second change level is displayed; and when the target object fails to throw for 3 rounds, a throwing item container with a dynamic change level of the third change level is displayed. In another specific application, the dynamic change level can be determined by dividing the number of rounds of throwing failures into intervals. Assuming that the target object fails to throw for 1-3 rounds in the current throwing task, it belongs to the first interval; the number of rounds of failures belongs to the second interval; and the number of rounds of failures belongs to the third interval, the first interval matches the first change level, the second interval matches the second change level, and the third interval matches the third change level. When the target object fails to throw for 1 round in the current throwing task, a throwing item container with the first level of dynamic change is displayed. When the target object fails to throw for 3 rounds in the current throwing task, a throwing item container with the first level of dynamic change is still displayed. However, when the target object fails to throw for 4 rounds in the current throwing task, a throwing item container with the second level of dynamic change is displayed.

[0056] Step 206: In response to a throwing event triggered by a target throwing item, display the throwing motion of the target throwing item, and if the landing point of the target throwing item is located in the area where the throwing item container is located, update the display of the successfully thrown throwing items contained in the throwing item container.

[0057] Among them, the throwing event is the trigger event for throwing a target throwing item. Specifically, the throwing event can be a throwing operation triggered by the user on the target throwing item. For example, the throwing operation can be one of the trigger operations triggered by the user on the target throwing item, such as clicking, long pressing, double-clicking, etc. The throwing event can also be a trigger event that is automatically triggered under set conditions, such as an event that is automatically triggered when the timer reaches a preset time.

[0058] The throwing motion of a target throwing device is the process of moving the target throwing device from the throwing starting point to the throwing landing point, such as... Figure 4 As shown, the trajectory of a throwing prop can be a parabola, representing its movement from the throwing starting point to the throwing landing point. The throwing landing point is the position of the throwing prop after it has been thrown. The area where the throwing prop container is located is the successful throwing area. In practical applications, the relationship between the throwing landing point and the area where the throwing prop container is located includes two possibilities: one is that the throwing landing point is within the throwing prop container area, indicating a successful throw; the other is that the throwing landing point is outside the throwing prop container area, indicating a failed throw. The latter includes situations where the throwing landing point is outside the throwing prop container area, and another where the throwing landing point does not reach the throwing prop container area.

[0059] When a target throwable item lands within the area of ​​the throwable item container (i.e., the target throwable item is successfully thrown), the display of successfully thrown items contained in the throwable item container will be updated. This update can be achieved by increasing the number of throwable items in the container or displaying the throwable item in a new position within the container. For example, if the container originally displayed two throwable items, and the target throwable item lands within the container's area, the number of throwable items displayed will increase from two to three. As another example, if the throwable item was originally displayed in the first position, and the target throwable item lands within the container's area, the throwable item displayed will be updated to the second position to indicate the presence of a newly successfully thrown item.

[0060] The aforementioned interaction method based on throwing props displays a dynamically changing throwing prop container when the target throwing object has a history of failed throws. The more rounds of failed throws, the greater the degree of change in the throwing prop container. Thus, after a failed throw, different methods are needed to trigger the throw to make the target throwing prop successful, making the throwing-based interaction operation more diverse. This can effectively prevent users from leaving due to repetitive operations, thereby effectively reducing the waste of resources caused by the idle computing resources reserved to support this interaction method.

[0061] In one embodiment, when the target throwing object has a history of throwing failures, displaying a dynamically changing throwing prop container includes: displaying a throwing prop container whose position has moved when the target throwing object has a history of throwing failures; the degree of position movement of the throwing prop container is positively correlated with the number of rounds in which the target throwing object has failed to throw in the current throwing task.

[0062] Position movement refers to the movement of the throwing prop container within a certain area. Specifically, such as... Figure 5 As shown, the position of the throwing item container can be moved back and forth in the same direction, such as... Figure 6 As shown, the throwing item container can also move by swaying in different directions. The specific movement method of the throwing item container can be configured according to the actual application scenario.

[0063] The degree of positional movement can be expressed as either the magnitude of the movement or the frequency of the movement. For example, an increase in the degree of positional movement can be represented by a larger movement range, an increased movement frequency, or a combination of both. In a specific application, the more times the target object fails to throw in the current throwing task, the larger its movement range and the faster its movement frequency.

[0064] Furthermore, the degree of positional movement of the throwing prop container includes at least one of the following: the distance traveled, the magnitude of movement in the direction of movement, and the speed of movement. The greater the degree of positional movement of the throwing prop container, the longer the distance traveled; the greater the degree of positional movement, the greater the magnitude of movement in the direction of movement, where the direction of movement can be any combination of one or more of the following directions relative to the target throwing object: up / down, left / right, and forward / backward; and the greater the degree of positional movement, the greater the speed of movement in the speed of movement.

[0065] In this embodiment, when the target throwing object has a history of throwing failures, the display of the throwing prop container, which has moved in position, can be diversified to change the display method of the throwing prop container, increasing the difficulty for the user to successfully throw the throwing prop into the throwing prop container. Since the degree of position movement of the throwing prop container is positively correlated with the number of rounds in which the target throwing object has failed to throw in the current throwing task, the throwing target is different at different stages. Users need to trigger the throwing in different ways to make the target throwing prop be thrown successfully, which diversifies the interaction operation based on throwing. This can effectively avoid users leaving due to repetitive operations, thereby effectively reducing the waste of resources caused by the idle computing resources reserved to support this interaction method.

[0066] In one embodiment, when the target throwing object has a history of throwing failures, displaying a dynamically changing throwing prop container includes: displaying a scaled-down throwing prop container when the target throwing object has a history of throwing failures; the scaling degree of the throwing prop container is positively correlated with the number of rounds in which the target throwing object has failed to throw in the current throwing task.

[0067] Scaling refers to the change in the display size of the throwing item container. Specifically, scaling the throwing item container can be done with the center point of the container as the scaling center. The degree of scaling can be either the magnitude of the scaling or the frequency of scaling. For example, increasing the degree of scaling can be represented by increasing the scaling ratio, increasing the scaling frequency, or simultaneously increasing both the scaling ratio and the scaling frequency. In a specific application, the more times the target throwing object fails to throw in the current throwing task, the larger the scaling ratio and the faster the scaling frequency.

[0068] In another specific application, as the target throwing object fails to throw more times in the current throwing task, you can first display the throwing item container that has moved in position or the throwing item container that has been resized, and then display the throwing item container that has moved in position and has been resized.

[0069] In this embodiment, when the target throwing object has a history of throwing failures, the display method of the throwing prop container can be diversified by displaying a resized throwing prop container, increasing the difficulty for the user to successfully throw the throwing prop into the throwing prop container. Since the size of the throwing prop container is positively correlated with the number of rounds the target throwing object has failed to throw in the current throwing task, the throwing target is different at different stages. Users need to use different interactive operation methods to trigger the throwing to make the target throwing prop be thrown successfully, which diversifies the interaction operation based on throwing. This can effectively avoid users leaving due to repetitive operations, thereby effectively reducing the waste of resources caused by the idle computing resources reserved to support this interaction method.

[0070] In one embodiment, the degree of dynamic change includes at least one of dynamic change amplitude and dynamic change frequency; the dynamic change amplitude of the throwing prop container is positively correlated with the number of rounds in which the target throwing object fails to throw in the current throwing task; the dynamic change frequency of the throwing prop container is positively correlated with the number of rounds in which the target throwing object fails to throw in the current throwing task.

[0071] The dynamic change amplitude refers to the degree of change of the throwing prop container in a single change, specifically it can be at least one of the following: positional movement amplitude, size scaling amplitude, etc. The dynamic change frequency can be represented by the change cycle of the throwing prop container. A longer change cycle indicates a slower dynamic change frequency, and a shorter change cycle indicates a faster dynamic change frequency. For example, scaling the throwing prop container once every 2 seconds represents the first dynamic change frequency, scaling it once every 1 second represents the second dynamic change frequency, and scaling it once every 0.5 seconds represents the third dynamic change frequency. Thus, the first to third dynamic change frequencies increase sequentially. Specifically, the more times the target throwing object fails to throw in the current throwing task, the greater the dynamic change amplitude of the throwing prop container, and the faster the dynamic change frequency of the throwing prop container.

[0072] In a specific application, as the number of rounds in which the target object fails to throw in the current throwing task increases, the throwing prop container can have a larger dynamic change range or a faster dynamic change frequency, or it can have a larger dynamic change range and a faster dynamic change frequency.

[0073] In this embodiment, by altering the degree of change in the throwing prop container from the perspectives of its amplitude and frequency of change, the difficulty for the user to successfully throw the throwing prop into the container is increased. Since the amplitude and frequency of change in the throwing prop container are positively correlated with the number of rounds in which the target throwing object fails to throw in the current throwing task, the throwing targets at different stages are different. Users need to use different interactive operation methods to trigger the throwing to successfully throw the target throwing prop. By diversifying the interactive operation based on throwing, it is possible to effectively avoid user churn due to repetitive operations, thereby effectively reducing the waste of resources caused by the idle computing resources reserved to support this interactive method.

[0074] In one embodiment, the method further includes: displaying a throwing operation control of the target throwing prop corresponding to the target throwing prop; and displaying the throwing motion of the target throwing prop in response to a throwing event triggered for the target throwing prop, including: displaying the throwing motion of the target throwing prop in response to a throwing operation triggered for the throwing operation control.

[0075] Among them, the throwing operation control is a control used to control the throwing of the target throwing prop. The throwing operation triggered by the throwing operation control can be one of the following operations triggered by the target throwing prop: click operation, long press operation, double click operation, etc.

[0076] Specifically, the terminal displays the throwing operation control of the target throwing prop corresponding to the target throwing prop, allowing the user to intuitively determine the throwing operation method of the target throwing prop. The terminal displays the throwing motion of the target throwing prop in response to the throwing operation triggered by the throwing operation control, which simplifies the user's triggering operation steps, realizes a fast response to the throwing operation, reduces the amount of data processing resources required to determine the timing of the display of the throwing motion of the target throwing prop, and improves resource utilization.

[0077] In one embodiment, the throwing operation control includes a throwing prop adjustment control; in response to a throwing operation triggered by the throwing operation control, displaying the throwing motion of the target throwing prop includes: in response to an adjustment confirmation operation triggered by the throwing prop adjustment control, displaying the throwing motion of the target throwing prop, wherein the throwing landing point of the target throwing prop is adapted to the adjustment result indicated by the adjustment confirmation operation.

[0078] The throwing prop adjustment control is used to adjust the throwing start state of the throwing prop. Specifically, it can be a position adjustment control for adjusting at least one of the throwing start position and throwing direction, or a force adjustment control for adjusting the throwing force. The adjustment confirmation operation is the operation to confirm the adjusted throwing start state. The adjustment confirmation operation can be automatically triggered when the throwing prop adjustment control finishes adjusting, or it can be manually triggered after the throwing prop adjustment control finishes adjusting. For example, it can be achieved by displaying a confirmation control for the throwing prop adjustment control, and the terminal displays the throwing motion of the target throwing prop in response to the confirmation operation triggered by the confirmation control. The adjustment results are consistent with the adjustment confirmation operation triggered by the throwing item adjustment control. Different adjustments to the target throwing item will result in different throwing points. For example, the greater the throwing force of the target throwing item, the farther the throwing point will be from the throwing starting point; the less the throwing force of the target throwing item, the closer the throwing point will be from the throwing starting point. Furthermore, different throwing directions from the throwing starting point will also cause changes in the throwing point.

[0079] In this embodiment, by displaying a throwing prop adjustment control, users can change the initial throwing state of the throwing prop by adjusting the control. In response to an adjustment confirmation operation triggered by the throwing prop adjustment control, the throwing motion of the target throwing prop is displayed. Since the landing point of the target throwing prop matches the adjustment result indicated by the adjustment confirmation operation, it can be used for adjustment operations based on the evaluation of the throwing prop's landing point. This effectively increases the diversity of user interaction methods with the throwing prop, providing adjustment operations to diversify throwing interaction operations, allowing users to adjust and choose to increase the probability of hitting the throwing prop container. This effectively avoids user churn due to repetitive operations, thereby effectively reducing resource waste caused by the idle computing resources reserved to support this interaction method.

[0080] In one embodiment, the throwing operation control includes a combined display of a throwing force positioning control and a throwing force range icon; in response to a throwing operation triggered by the throwing operation control, displaying the throwing motion of the target throwing prop includes: in response to an adjustment operation of the throwing force positioning control, displaying the adjusted positioning position of the throwing force positioning control on the throwing force range icon; in response to the positioning position, displaying the throwing motion of the target throwing prop; the throwing distance of the target throwing prop is positively correlated with the throwing force represented by the positioning position.

[0081] The throwing force positioning control indicates the adjustment of the throwing force for the throwing item. The throwing force range icon represents the adjustment range of the throwing force, which can specifically represent a throwing force increasing from small to large, or a throwing force decreasing from large to small. The throwing force range icon can represent changes in throwing force through color changes or changes in scale values. Figure 7 As shown, the throwing force positioning control and the throwing force range icon are displayed together. Specifically, the throwing force positioning control can be displayed at the target force indicator position on the throwing force range icon. The throwing force represented by the target force indicator position is the throwing force of the throwing item.

[0082] The adjustment operation specifically involves adjusting the display position of the throwing force positioning control on the throwing force range icon. This can be done manually by dragging or automatically. When the adjustment is complete, the position of the throwing force positioning control on the throwing force range icon is the positioning position. The terminal responds to the end of the adjustment operation by displaying the positioning position of the throwing force positioning control on the throwing force range icon. The throwing distance of the target throwing item is positively correlated with the throwing force represented by the positioning position; specifically, the greater the throwing force represented by the positioning position, the farther the target throwing item will be thrown, and the smaller the throwing force represented by the positioning position, the shorter the target throwing item will be thrown. In practical applications, the nearest and farthest throwing distances can be determined based on the size of the throwing area on the display page, and the throwing forces represented by the endpoints in the throwing force range icon can be adapted to the nearest and farthest throwing distances respectively.

[0083] In this embodiment, by displaying a combined throwing force positioning control and a throwing force range icon, users can adjust the throwing force of the throwing prop by adjusting the display position of the throwing force positioning control on the throwing force range icon. This allows users to precisely adjust the throwing force independently. The force parameter represented by the precisely adjusted throwing force facilitates accurate data calculation, improving the accuracy of data processing results. Furthermore, by having the user trigger the adjustment operation of the throwing force positioning control's display position on the throwing force range icon to change the throwing force of the throwing prop, multiple throwing force selection methods are provided. This avoids repetitive operations during each throw, effectively preventing user loss due to repetitive operations, and thus effectively reducing resource waste caused by the idle computing resources reserved to support this interaction method.

[0084] In one embodiment, the interaction method based on throwing props further includes: displaying a throwing force positioning control that moves on a throwing force range icon in response to a long press operation triggered on the display page of the throwing force positioning control; and throwing the target throwing prop with the throwing force represented by the throwing force positioning control in response to releasing the long press operation; wherein the force change mode of the throwing force represented by the throwing force positioning control is related to the number of rounds in which the target throwing object fails to throw in the current throwing task.

[0085] The long-press operation is triggered when the duration reaches a preset threshold. This operation can be triggered on the throwing force positioning control or anywhere on its display page, depending on the application scenario. The duration of the long press is related to the distance the throwing force positioning control moves across the throwing force range icon; the longer the long press, the greater the movement. When the user ends the long press, the control stops moving across the icon, and its current position is the designated throwing force, representing the throwing power of the item.

[0086] Furthermore, when the only adjustment option for the throwing prop is the throwing force adjustment, the terminal responds by ending the long press operation and displays the throwing motion of the target throwing prop. The landing point of the target throwing prop is matched with the throwing force indicated by the positioning position of the throwing force positioning control on the throwing force range icon.

[0087] In this embodiment, the display position of the throwing force positioning control on the throwing force range icon is adjusted by a long press operation. The duration of the long press operation controls the movement of the throwing force positioning control on the throwing force range icon. The user's trigger position does not need to change. Compared with dragging positioning, this improves the accuracy of the adjusted positioning position and can directly determine the adjusted positioning position based on the duration data, simplifying the data processing resources required to respond to the adjustment operation and determine the adjusted positioning position. Furthermore, since the control of the trigger duration depends on the end time of the user's long press operation, the probability of the same end time recurring in different throwing rounds is low. This avoids fixed, repetitive throwing patterns and effectively prevents user churn due to repetitive operations, thereby effectively reducing resource waste caused by idle computing resources reserved to support this interaction method.

[0088] In one embodiment, a throwing force positioning control that moves across a throwing force range icon includes: a throwing force positioning control that moves back and forth across a throwing force range icon in response to a continuously triggered long press operation.

[0089] Specifically, based on the allowed nearest and farthest throwing distances, the throwing power represented by the endpoints of the throwing power range icon can be determined. The throwing power represented by the first and second endpoints of the throwing power range icon corresponds to the nearest and farthest throwing distances, respectively. To prevent users from missing what they consider the most appropriate throwing power when adjusting the operation, a throwing power positioning control can be displayed on the throwing power range icon, moving back and forth or cyclically, following the duration of the long press operation.

[0090] Back-and-forth movement refers to the throwing force positioning control first moving towards the second endpoint position in the throwing force range icon, and then moving back towards the first endpoint position from the second endpoint position, repeating this process. Looping movement refers to the throwing force positioning control first moving towards the second endpoint position in the throwing force range icon, and then moving back towards the second endpoint position from the first endpoint position, repeating this process. It can be understood that the first and second endpoint positions are only used to represent the two endpoint positions of the throwing force range icon; in other embodiments, the endpoint positions represented by the first and second endpoint positions can be interchanged.

[0091] In this embodiment, by displaying a throwing force positioning control that moves back and forth or cyclically on the throwing force range icon according to the duration of the long press operation, the user can avoid missing what they consider to be the most appropriate throwing force when adjusting the operation and having to restart the throwing task, which would affect the interactive experience. This helps the user to accurately adjust the throwing force and effectively avoids the data processing resource occupation caused by restarting the throwing task.

[0092] In one embodiment, a throwing force positioning control that moves across a throwing force range icon includes: a throwing force positioning control that moves at a constant speed across a throwing force range icon in response to a continuously triggered long press operation.

[0093] Since the position of the throwing force positioning control is determined by the user through the duration of the long press, and the user does not need to directly drag the control, accurate positioning depends on the user's timing of the long press ending. By making the throwing force positioning control move at a constant speed across the throwing force range icon, the user can effectively predict its position on the icon at the end of the long press, thus achieving accurate adjustment. From the computer's perspective, this constant speed movement allows the distance the control moves across the icon to be determined directly by the duration of the long press, enabling rapid calculation of the throwing force represented by the control's position at the end of the long press, thereby improving processing speed.

[0094] In one embodiment, the interaction method based on throwing props further includes: following the duration of the long press operation, displaying the remaining effective operation duration of the long press operation; and when the remaining effective operation duration is zero, displaying the throwing motion of the target throwing prop.

[0095] Specifically, the terminal sets a maximum allowed operation time for long-press operations. The longer the long-press operation lasts, the shorter the remaining valid operation time. The sum of the long-press operation duration and the remaining valid operation time is the maximum allowed operation time set for the long-press operation.

[0096] In a specific application, the maximum allowed operation time for a long press is set to 10 seconds. When the long press operation lasts for 2 seconds, the remaining valid operation time is displayed as 8 seconds. When the long press operation lasts for 5 seconds, the remaining valid operation time is displayed as 5 seconds. When the long press operation lasts for 10 seconds, that is, when the remaining valid operation time is 0 seconds, the display of the remaining valid operation time is canceled, and the throwing motion of the target throwing item is displayed to indicate that when the operation time of the long press operation reaches the set maximum allowed operation time, the throwing event of the target throwing item will be automatically triggered.

[0097] In this embodiment, by displaying the remaining effective operation time of the long press operation, the user can be prompted to complete the adjustment operation of the throwing force within the remaining effective operation time. When the remaining effective operation time is zero, the throwing motion of the target throwing prop is displayed, which facilitates the centralized processing of data within the specified time range, avoids excessive occupation of data processing resources caused by scattered triggering processes, and improves data processing efficiency.

[0098] In one embodiment, the interaction method based on throwing props further includes: displaying an animation of the target throwing object using virtual resource props when the landing point of the target throwing prop is outside the area where the throwing prop container is located; the degree of dynamic change of the throwing prop container is positively correlated with the number of times the target throwing object uses virtual resource props.

[0099] Specifically, the animation of the target throwing object using virtual resource props can be an animation of the target throwing object receiving punishment, such as an animation of the target throwing object drinking alcohol, or an animation of the target throwing object receiving other punishments. The specific punishment method can be set according to the actual application scenario. Based on the number of punishments for the target throwing object, the dynamic change degree of the throwing prop container can be adjusted so that the cumulative number of punishments in the current throwing task is reflected by the dynamic change degree of the throwing prop container. Since the throwing prop container is dynamically changing in the current throwing task, and the degree of change increases with the number of failed rounds, different methods are needed to trigger the throwing to achieve a successful throwing of the target throwing prop. This diversifies the throwing-based interactive operation, effectively preventing users from leaving due to repetitive operations, and thus effectively reducing the waste of resources caused by the idle computing resources reserved to support this interaction method.

[0100] In one embodiment, taking the animation of the target throwing object using virtual resource props as an example, such as a drinking animation, the drinking animation of the target throwing object is displayed when the landing point of the target throwing object is outside the area where the throwing object container is located; the degree of dynamic change of the throwing object container is positively correlated with the number of times the target throwing object drinks. Specifically, as shown... Figure 8 As shown, the target throwing prop is an arrow, and the throwing prop container is a pitch-pot. Pitch-pot is a ceremonial game played by ancient scholars at banquets. During the game, a specially made pot is placed at a certain distance in the playing area, and the host and guest take turns throwing arrows into it. The loser must drink alcohol, which fits the setting of a pitch-pot banquet. In this embodiment, since the target throwing object has a history of failed throws, the throwing prop container is dynamically displayed. By displaying a drinking animation of the target throwing object when there is a history of failed throws, the dynamically changing throwing prop container can represent the visual dizziness effect caused by the target throwing object being drunk. By displaying a throwing prop container that matches the dizziness effect, users can use a matching throwing method to successfully throw the target prop, achieving differentiation in throwing methods. This effectively avoids user churn due to repetitive operations and reduces resource waste caused by idle computing resources supporting this interaction method.

[0101] In one embodiment, the interaction method based on throwing props further includes: displaying the throwing result of the game object of the target throwing subject; and displaying an animation of the target throwing subject using virtual resource props when the throwing point of the target throwing prop is outside the area where the throwing prop container is located, including: displaying an animation of the target throwing subject using virtual resource props when the throwing result of the game object is a successful throw and the throwing point of the target throwing prop is outside the area where the throwing prop container is located.

[0102] The "target throwing object's opponent" refers to the player who is competing against the target throwing object. The target throwing object can have one, two, or more opponents. This can be set before the current throwing task begins. If the target throwing object lands outside the area where its container is located, it indicates a failed throw for the target throwing object. If the opponent's throw is successful and the target throwing object's throw is a failed throw, the result of the match between the target throwing object and its opponent is negative. In this case, if... Figure 9 As shown, the animation of the target throwing object drinking can be used to punish the loser in the game. The dynamic changes of the throwing object container displayed when the target throwing object throws the target throwing object are positively correlated with the number of times the target throwing object drinks.

[0103] Furthermore, if the opponent's throw fails while the target thrower's throw succeeds, it indicates that the target thrower has won the match against the opponent. In this case, the opponent will be shown using virtual resource items.

[0104] In this embodiment, based on the result of the game between the target throwing object and the opponent, if the target throwing object fails to throw and the opponent throws successfully, an animation of the target throwing object using virtual resource items is displayed. This allows for quick identification of the object using virtual resource items by judging the outcome of the game, thus improving user interactivity during the throwing process.

[0105] In one embodiment, the interaction method based on throwing props further includes: displaying a prompt message indicating the degree of influence of the throwing state of the target throwing object corresponding to the number of times the target throwing object uses the virtual resource prop; the degree of influence of the throwing state of the target throwing object is positively correlated with the number of times the target throwing object uses the virtual resource prop; and the degree of dynamic change of the throwing prop container is positively correlated with the degree of influence of the throwing state of the target throwing object.

[0106] Taking the example of the target using virtual resources to drink alcohol, the impact of the throwing state can be related to the target's level of intoxication. Intoxication level indicators include prompts corresponding to different levels of intoxication, such as "a little tipsy," "slightly drunk," and "completely drunk." Specifically, for example... Figure 10 As shown, the number of times the target subject drinks alcohol will result in different levels of intoxication: 1 drink is "a light sip," with an intoxication level of 1; 2 drinks are "slightly tipsy," with an intoxication level of 2; and 3 drinks are "completely drunk," with an intoxication level of 3. The dynamic change of the throwing item container is positively correlated with the target subject's level of intoxication; the higher the target subject's level of intoxication, the greater the dynamic change of the throwing item container.

[0107] In this embodiment, by displaying the degree of impact on the throwing state of the target throwing object based on the number of times the virtual resource prop is used, users can intuitively understand the effect of using virtual resource props on the throwing state. Taking a drinking animation as an example, the dynamic changes can be represented by the visual dizziness experienced by the target throwing object after becoming intoxicated, matching the degree of intoxication. This enhances the user's immersion in the displayed content and improves the interactive effect. Furthermore, based on the positive correlation between the degree of dynamic change and the degree of intoxication, the degree of dynamic change of the throwing prop container can be quickly determined by recording the degree of intoxication, improving data processing speed.

[0108] In one embodiment, the interaction method based on throwing props further includes: updating the throwing state influence level prompt information of the target throwing subject object in response to the consumption of the target virtual resource prop used to mitigate the influence level of the throwing state by the target throwing subject object; the throwing state influence level of the target throwing subject object is positively correlated with the amount of target virtual resource prop consumed by the target throwing subject object.

[0109] Taking the example of a target drinking alcohol after a failed throw, the impact of the throwing state can be related to the target's level of intoxication. Intoxication level prompts include options such as "a little drink," "slightly tipsy," and "completely drunk." The number of times the target drinks alcohol will result in different intoxication effects: one drink is "a little drink," two drinks are "slightly tipsy," and three drinks are "completely drunk." The virtual resource items used to alleviate the impact of the throwing state are hangover remedies or sobering soup. When the target's level of intoxication is "a little drink," one use of a hangover remedy or sobering soup will restore them to a normal state. When the target's level of intoxication is "completely drunk," one use of a hangover remedy or sobering soup will restore them to a slightly tipsy state, two uses will restore them to a "a little drink" state, and three uses will restore them to a normal state.

[0110] In this embodiment, by responding to user operations, the target virtual resource item used to mitigate the impact of the throwing state is consumed, thereby reducing the impact of the throwing state and diversifying the interactive operations of throwing. This can effectively avoid user churn caused by simple and repetitive operations, and thus effectively reduce the waste of resources caused by the idle computing resources reserved to support this interaction method.

[0111] In one embodiment, the interaction method based on throwing props further includes: displaying a static throwing prop container in the virtual scene when the target throwing object has no history of throwing failures.

[0112] Specifically, the target throwing object has no history of failed throws. This could mean the target throwing object has no throwing history in the current throwing task, or it could mean the target throwing object has a successful throw in every round of the current throwing task. In this case, displaying a stationary throwing item container indicates that the absence of historical failed throws will not affect the display method of the throwing item container. The throwing item container can be displayed at any location within the container placement area in the virtual scene. The container placement area is the area used to display the throwing item container, and its size is larger than the area required to display the throwing item container. Any location within the container placement area can be randomly selected.

[0113] In this embodiment, by displaying a stationary throwing prop container at any position within the container placement area when there are no historical throwing failures for the target throwing object, compared to displaying the throwing prop container at a fixed position, the randomness of the throwing prop container display position can be improved, so as to achieve different throwing in each round of throwing.

[0114] In one embodiment, the interaction method based on throwing props further includes: displaying a static throwing prop container in the virtual scene when the historical game results of the target throwing object and the opponent are both draws.

[0115] Specifically, if the historical match results of the target throwing subject and the opponent are both draws, a draw can be either both successful throws or both failed throws. In the case of historical match results being all draws, the throwing item container is displayed in a static state, indicating that historical match results being all draws will not affect the display method of the throwing item container.

[0116] In this embodiment, if the historical match results between the target throwing object and the opponent are all draws, the display method of the throwing item container will not be affected. The throwing item container is displayed at any position within the container placement area. Compared with the display method of displaying the throwing item container in a fixed position, this can improve the randomness of the throwing item container display position, so as to achieve different throwing in each round. This effectively avoids user loss due to repetitive operations, thereby effectively reducing the waste of resources caused by the idle computing resources reserved to support this interaction method.

[0117] This application also provides a game application scenario for pitch-pot drinking, which utilizes the aforementioned interaction method based on throwing props. Specifically, the application of the interaction method based on throwing props in this scenario is as follows:

[0118] Specifically, pitch-pot was a ceremonial game played by scholars and officials at banquets in ancient times. During the game, a specially made pot was placed at a certain distance in the playing area. The host and guest took turns throwing arrows into it, and the one who hit the most targets won, while the loser had to drink alcohol. By combining the pitch-pot gameplay with the effect of intoxication, and based on the physical simulation of arrow throwing, the drunken effect influences the location and size of the successful throw area, increasing the challenge's variability and ensuring that the challenge is not easily solved, thus enriching the user's gaming experience.

[0119] Specifically, such as Figure 11As shown, the preparation phase involves two players competing against each other. Each player takes on one role, and the opponent is an NPC (non-player character), a type of character in the game that is not controlled by a real player. The NPC's throw result is randomly generated by the system. Once ready, players click "Start Pitch-Pot" to enter the level.

[0120] Pitch-pot Rules: On the screen, the player or NPC character appears on one side (only the current thrower is displayed), and the pot is located on the other side, with the character a certain distance from the pot. Each game of pitch-pot consists of 4 rounds, with both players taking turns throwing. Each player can throw one arrow per round. A successful throw scores 1 point, and a missed throw scores no points. The player's score for each round is displayed in the upper left corner of the screen. At the end of the round, a result is generated based on the scores of both players, with three possible outcomes: win, loss, or draw. If it's a draw, the next round begins immediately; if it's a tie, a penalty drink is required. In a single round, if a player wins, the opposing NPC must drink; if a player loses, the player must drink; in a draw, neither player needs to drink. Initially, all characters are normal, with a drunkenness level of 0. Depending on the number of times you drink in a single game, you will receive different intoxication effects: drinking once is "a little sip", with an intoxication level of 1; drinking twice is "slightly tipsy", with an intoxication level of 2; drinking three times is "completely drunk", with an intoxication level of 3.

[0121] Arrow Throwing: An arrow icon appears above the character's head. The character will automatically aim at the correct angle, with the arrow tip representing the starting point of the throwing path. Players only need to control the throwing power to control the distance. Players can press and hold the screen to begin charging. During the charging phase, the indicator on the progress bar will move at a constant speed; the left side of the progress bar represents weak power, and the right side represents strong power. The indicator will repeatedly move left and right at a preset difficulty speed, representing the power increasing and decreasing repeatedly. The stronger the power, the farther the arrow travels. Once the player has reached the desired power, releasing the finger on the screen will release the arrow. There is a 10-second countdown for adjusting the throwing power each round; after the timeout, the system will automatically throw the arrow for the player.

[0122] Intoxication Status: A certain area around the pitch-pot icon is the success zone, and the rest is the failure zone. The player's intoxication status will affect the size and position of the success zone. The higher the intoxication level, the smaller the success zone, and the success zone will move within a certain range at a certain speed. The animation will incorporate multiple pitch-pot icons with scaling and shaking effects to disrupt distance judgment and indicate the level of intoxication.

[0123] Pitch-pot results: Based on pre-set calculation rules corresponding to force and distance, if the thrown arrow lands in the successful pitch-pot area in the scene, it means a hit is achieved, and a hit animation is played. If the calculation result is in an unsuccessful area, it means a miss is achieved, and a miss animation is played.

[0124] For servers, such as Figure 12 As shown, the server needs to transmit data during the stages of level opening, round settlement, and single-game settlement. When a player enters a level, the client enters the preparation screen and retrieves the user's avatar and ID from the server. The server sends the necessary data to the client and, based on pre-configured data, sends the IDs and avatars of the NPCs in the game, as well as the results of four rounds of pitch-pot generated by a random algorithm. The client then displays the avatars and IDs of both the user and the NPCs.

[0125] After the player clicks "Start Pitch-Pot," the client automatically enters the pitch-pot interface. Upon first entering the interface, the client randomly assigns a throwing order, determining whether the player or the NPC throws first. Before each round, the client communicates with the server to obtain the current round number, the pitch-pot data for both players, and their level of intoxication. During a single pitch-pot attempt, only the thrower's image is displayed on the right side of the screen. The pot will randomly spawn at a specified location within the right-hand area. Based on the pot's coordinates, the client generates the range data for a successful throw, for example, a distance of 7-8.

[0126] When a player throws an arrow, an arrow will appear above the character's head on the client, automatically aiming at the correct angle and starting a countdown. The arrowhead represents the starting point of the throwing path, and the distance is determined by the throwing force. Players hold down the screen to control the throwing force and distance. While holding down the screen to enter the charging phase, the indicator on the progress bar will automatically move left and right based on pre-configured speed data, switching between a force of 1 and 10. Force 1 represents weak force with a throwing distance of 1 unit, and force 10 represents strong force with a throwing distance of 10 units. Releasing the finger from the screen allows the client to determine the selected force and throw the arrow based on the pointer's position. The countdown for adjusting the throwing force is 10 seconds each round. After the countdown reaches 0, the system will automatically throw the arrow based on the force value indicated by the pointer at that moment. Once the arrow is thrown, the player cannot perform any further actions.

[0127] The client pre-determines the throwing distance based on the previously generated throwing range. When the distance generated by the player's throw equals the throwing distance range, a successful throw animation is played, and 1 point is awarded. When the distance generated by the player's throw is outside the throwing distance range, an animation of throwing too far and missing is played if the distance is greater than the successful throw distance, and an animation of throwing too close and missing is played if the distance is less than the successful throw distance; both are recorded as 0 points.

[0128] Each game of Pitch-Pot consists of 4 rounds, with players and NPCs taking turns throwing. Each time the NPC throws, the client will directly play an animation showing whether the NPC hits or misses, based on pre-generated random data sent by the server. Each round, both the player and the NPC can throw one arrow; a successful throw earns 1 point, while a miss earns 0 points. At the end of each round, the client sends the player's score to the server. The server compares the player's score with the NPC's score, generates a round result, and sends it back to the client. The client displays the round results based on both players' scores and refreshes the game data in the upper left corner of the screen.

[0129] Triggering the penalty drinking round: At the end of each round, the server generates a round result based on the scores of both players. There are three possible round results: win (1-0), loss (0-1), and draw (1-1 / 0-0). If it's a draw, the client will directly proceed to the next round after the results screen. If it's not a draw, the penalty drinking round is triggered. After the round results screen, the client enters the penalty drinking screen. Based on the round results data, the client retrieves and automatically plays the drinking animation of the loser of that round. Once the animation ends, the penalty drinking round ends.

[0130] Intoxication level calculation: The server records intoxication level data and sends it to the client before the start of each round. Initially, all characters are normal, with an intoxication level of 0. The intoxication level accumulates based on the number of times a character is penalized with a drink in a single round, resulting in different intoxication effects that influence the display and area judgment rules of the game's pitching game. After receiving the intoxication level data from the server, the client refreshes the data in the upper left corner.

[0131] The impact of intoxication level on the pitch-pot process: At the start of each round, a certain numerical range around the pitch-pot icon's coordinates is designated as the successful throw zone, while other areas are considered unsuccessful. For example, if the pot's coordinates x=7, then x=6-8 is the successful throw zone, and the rest is the unsuccessful throw zone. First, the level of intoxication affects the size of the successful throw zone. The higher the intoxication level, the smaller the successful throw zone. Furthermore, the successful throw zone will slowly move within a pre-configured range during the countdown. For example, at intoxication level 1, the successful throw zone changes from 6-8 to 7-8, and moves 1 unit to the left or right every second within a 10-second timeframe, meaning the successful throw zone value might change to 8-9 or 6-7. Second, the client will play different pitch-pot ghosting animations based on the intoxication level, disrupting distance judgment and increasing the difficulty for players to determine the successful throw zone.

[0132] Single-round settlement: Players score 1 point for a successful hit and 0 points for a missed hit. After all 4 rounds, the client sends the data to the server for comparison with the data generated by the NPC. If the player's score is higher than the NPC's score, the challenge is successful, and the server returns the challenge settlement result and related data. If the player's score is less than or equal to the NPC's score, resulting in a draw or loss, the server returns the corresponding data, and the client displays a "Re-challenge" button. Players can click "Re-challenge" to return to the preparation screen and start a new round, or click "Leave" to challenge again later.

[0133] Furthermore, at the end of each round, if a player fails to throw, in addition to drinking as a penalty, they can also alleviate their drunkenness by consuming virtual items used for status recovery, such as hangover remedies and sobering soups. For example, players can purchase hangover remedies and sobering soups using virtual resources, or obtain them as rewards for completing corresponding tasks. When participating in throwing tasks, players can alleviate their drunkenness by consuming these virtual items for status recovery; for example, the more times these virtual items are used, the more significant the relief from drunkenness.

[0134] Based on the ancient Chinese archery rituals and the drinking game of pitch-pot, this invention combines the pitch-pot game with the effects of drinking and intoxication. Compared to purely simulating the physical path of the pitch-pot game, it adds more variation and randomness, effectively preventing user churn due to repetitive operations. This significantly reduces resource waste caused by idle computing resources supporting this interaction method, enriching the user experience and increasing both enjoyment and challenge. It should be understood that although the steps in the flowcharts of the above embodiments are shown sequentially according to the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order restriction for the execution of these steps; they can be executed in other orders. Furthermore, at least some steps in the flowcharts of the above embodiments may include multiple steps or stages. These steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these steps or stages is not necessarily sequential, but can be performed alternately or in turn with other steps or at least some of the steps or stages of other steps.

[0135] Based on the same inventive concept, this application also provides a throwing prop-based interactive device for implementing the above-mentioned interactive method based on throwing props. The solution provided by this device is similar to the solution described in the above-described method. Therefore, the specific limitations of one or more throwing prop-based interactive device embodiments provided below can be found in the limitations of the throwing prop-based interactive method described above, and will not be repeated here.

[0136] In one embodiment, such as Figure 13 As shown, an interactive device 1300 based on a throwing prop is provided, including: a throwing prop display module 1302, a container display module 1304, and a throwing module 1306, wherein:

[0137] The throwing item display module 1302 is used to display the target throwing item of the target throwing object in the current throwing round;

[0138] The container display module 1304 is used to display a dynamically changing throwing prop container when the target throwing object has a history of failed throwing rounds; the degree of dynamic change of the throwing prop container is positively correlated with the number of rounds in which the target throwing object has failed to throw in the current throwing task.

[0139] The throwing module 1306 is used to respond to a throwing event triggered by the target throwing prop, display the throwing motion of the target throwing prop, and update the display of successfully thrown props contained in the throwing prop container when the landing point of the target throwing prop is located in the area where the throwing prop container is located.

[0140] In one embodiment, the container display module is further configured to display the moved throwing prop container when the target throwing object has a history of throwing failures; the degree of position movement of the throwing prop container is positively correlated with the number of rounds in which the target throwing object has failed to throw in the current throwing task.

[0141] In one embodiment, the degree of positional movement of the throwing prop container includes at least one of the following: the distance of movement in the dimension of movement distance, the magnitude of movement in the dimension of movement direction, and the speed in the dimension of movement speed.

[0142] In one embodiment, the container display module is further configured to display a scaled-down throwing prop container when the target throwing object has a history of throwing failures; the scaling degree of the throwing prop container is positively correlated with the number of rounds in which the target throwing object has failed to throw in the current throwing task.

[0143] In one embodiment, the degree of dynamic change includes at least one of dynamic change amplitude and dynamic change frequency; the dynamic change amplitude of the throwing prop container is positively correlated with the number of times the target throwing object fails to throw in the current throwing task; the dynamic change frequency of the throwing prop container is positively correlated with the number of rounds in which the target throwing object fails to throw in the current throwing task.

[0144] In one embodiment, the interaction based on the throwing prop further includes a throwing operation control display module, which is used to display the throwing operation control of the target throwing prop in accordance with the target throwing prop;

[0145] The throwing module is also used to display the throwing motion of the target throwing prop in response to a throwing operation triggered by the throwing operation control.

[0146] In one embodiment, the throwing operation control includes a throwing prop adjustment control; the throwing module is further configured to display the throwing motion of the target throwing prop in response to an adjustment confirmation operation triggered by the throwing prop adjustment control, wherein the throwing landing point of the target throwing prop is adapted to the adjustment result indicated by the adjustment confirmation operation.

[0147] In one embodiment, the throwing operation control includes a combined display of a throwing force positioning control and a throwing force range icon; the throwing module further includes a positioning position display module and a throwing motion display module. The positioning position display module is used to display the adjusted positioning position of the throwing force positioning control on the throwing force range icon in response to an adjustment operation of the throwing force positioning control; the throwing motion display module is used to display the throwing motion of the target throwing prop in response to the positioning position; the throwing distance of the target throwing prop is positively correlated with the throwing force represented by the positioning position.

[0148] In one embodiment, the positioning display module is configured to display a throwing force positioning control that moves on the throwing force range icon in response to a long press operation triggered on the display page of the throwing force positioning control; and to throw the target throwing prop with the throwing force represented by the throwing force positioning control in response to releasing the long press operation; the force change mode of the throwing force represented by the throwing force positioning control is related to the number of rounds in which the target throwing object fails to throw in the current throwing task.

[0149] In one embodiment, the positioning display module is configured to display a throwing force positioning control that moves back and forth on the throwing force range icon in response to a continuously triggered long press operation.

[0150] In one embodiment, the positioning display module is configured to display a throwing force positioning control that moves at a constant speed on the throwing force range icon in response to a continuously triggered long press operation.

[0151] In one embodiment, the interactive device based on the throwing prop further includes a duration display module, which is used to display the remaining effective operation duration of the long press operation as the duration of the long press operation changes; when the remaining effective operation duration is zero, the throwing motion of the target throwing prop is displayed.

[0152] In one embodiment, the interactive device based on throwing props further includes an animation display module, used to display an animation of the target throwing object using virtual resource props when the throwing point of the target throwing prop is outside the area where the throwing prop container is located; the degree of dynamic change of the throwing prop container is positively correlated with the number of times the target throwing object uses virtual resource props.

[0153] In one embodiment, the interactive device based on throwing props further includes a result display module for displaying the throwing result of the target throwing object in the game;

[0154] The animation display module is also used to display an animation of the target throwing object using virtual resource items when the throwing result of the game object is a successful throw and the landing point of the target throwing item is outside the area where the throwing item container is located.

[0155] In one embodiment, the interactive device based on throwing props further includes a prompt information display module, used to display prompt information on the degree of influence of the throwing state of the target throwing subject object corresponding to the number of times the target throwing subject object uses virtual resource props; the degree of influence of the throwing state of the target throwing subject object is positively correlated with the number of times the target throwing subject object uses virtual resource props; the degree of dynamic change of the throwing prop container is positively correlated with the degree of influence of the throwing state of the target throwing subject object.

[0156] In one embodiment, the container display module is further configured to display a stationary throwing prop container in a virtual scene when the target throwing object has no history of throwing failures.

[0157] In one embodiment, the container display module is further configured to display a stationary throwing prop container in a virtual scene when the historical game results of the target throwing object and the game object are both draws.

[0158] The modules in the aforementioned interactive device based on throwing props can be implemented entirely or partially through software, hardware, or a combination thereof. These modules can be embedded in or independent of the processor in a computer device in hardware form, or stored in the memory of a computer device in software form, so that the processor can call and execute the operations corresponding to each module.

[0159] In one embodiment, a computer device is provided, which may be a terminal, and its internal structure diagram may be as follows: Figure 14As shown, the computer device includes a processor, memory, input / output interface, communication interface, display unit, and input device. The processor, memory, and input / output interface are connected via a system bus, and the communication interface, display unit, and input device are also connected to the system bus via the input / output interface. The processor provides computing and control capabilities. The memory includes a non-volatile storage medium and internal memory. The non-volatile storage medium stores the operating system and computer programs. The internal memory provides an environment for the operation of the operating system and computer programs stored in the non-volatile storage medium. The input / output interface is used for exchanging information between the processor and external devices. The communication interface is used for wired or wireless communication with external terminals; wireless communication can be achieved through Wi-Fi, mobile cellular networks, NFC (Near Field Communication), or other technologies. When executed by the processor, the computer program implements an interactive method based on a throwing prop. The display unit of the computer device is used to form a visually visible image. It can be a display screen, a projection device, or a virtual reality imaging device. The display screen can be an LCD screen or an e-ink screen. The input device of the computer device can be a touch layer covering the display screen, or buttons, trackballs, or touchpads set on the casing of the computer device, or external keyboards, touchpads, or mice, etc.

[0160] Those skilled in the art will understand that Figure 14 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device to which the present application is applied. Specific computer devices may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.

[0161] In one embodiment, a computer device is provided, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above-described method embodiments.

[0162] In one embodiment, a computer-readable storage medium is provided having a computer program stored thereon that, when executed by a processor, implements the steps in the above method embodiments.

[0163] In one embodiment, a computer program product is provided, including a computer program that, when executed by a processor, implements the steps in the above method embodiments.

[0164] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of the relevant data shall comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0165] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium, and when executed, it can include the processes of the embodiments of the above methods. Any references to memory, databases, or other media used in the embodiments provided in this application can include at least one of non-volatile and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetic random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc. Volatile memory can include random access memory (RAM) or external cache memory, etc. By way of illustration and not limitation, RAM can take many forms, such as Static Random Access Memory (SRAM) or Dynamic Random Access Memory (DRAM). The databases involved in the embodiments provided in this application may include at least one type of relational database and non-relational database. Non-relational databases may include, but are not limited to, blockchain-based distributed databases. The processors involved in the embodiments provided in this application may be general-purpose processors, central processing units, graphics processing units, digital signal processors, programmable logic devices, quantum computing-based data processing logic devices, etc., and are not limited to these.

[0166] The technical features of the above embodiments can be combined in any way. For the sake of brevity, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0167] The embodiments described above are merely illustrative of several implementation methods of this application, and while the descriptions are specific and detailed, they should not be construed as limiting the scope of this patent application. It should be noted that those skilled in the art can make various modifications and improvements without departing from the concept of this application, and these all fall within the protection scope of this application. Therefore, the protection scope of this application should be determined by the appended claims.

Claims

1. An interactive method based on throwing props, characterized in that, The method includes: Displays the target throwing item of the target throwing object in the current throwing round; When the target throwing object has a history of failed throws, a dynamically changing throwing tool container is displayed. The degree of dynamic change of the throwing tool container is positively correlated with the number of failed throws by the target throwing object in the current throwing task. The degree of dynamic change of the throwing tool container is positively correlated with the number of failed throws by the target throwing object in the current throwing task, including the greater the number of failed throws by the target throwing object in the current throwing task, the greater the degree of dynamic change of the throwing tool container. The degree of dynamic change includes at least one of dynamic change amplitude and dynamic change frequency. The degree of dynamic change of the throwing tool container serves as the throwing condition data for the current throw, making the historical failed throw data in the current throwing task strongly correlated with the current throwing condition data. Corresponding to the target throwing prop, the throwing operation control of the target throwing prop is displayed; in response to the throwing operation triggered by the throwing operation control, the throwing motion of the target throwing prop is displayed, and if the throwing landing point of the target throwing prop is located in the area where the throwing prop container is located, the successfully thrown throwing props contained in the throwing prop container are updated and displayed.

2. The method according to claim 1, characterized in that, The dynamic change of the throwing prop container when the target throwing object has a history of throwing failures includes: If the target throwing object has a history of throwing failures, the position of the throwing prop container is displayed; the degree of position movement of the throwing prop container is positively correlated with the number of rounds in which the target throwing object has failed to throw in the current throwing task.

3. The method according to claim 2, characterized in that, The degree of positional movement of the throwing prop container includes at least one of the following: the distance of movement in the dimension of movement distance, the magnitude of movement in the dimension of movement direction, and the speed in the dimension of movement speed.

4. The method according to claim 1, characterized in that, The dynamic change of the throwing prop container when the target throwing object has a history of throwing failures includes: If the target throwing object has a history of throwing failures, a scaled-down throwing item container is displayed; the scaling degree of the throwing item container is positively correlated with the number of rounds in which the target throwing object has failed to throw in the current throwing task.

5. The method according to claim 1, characterized in that, The throwing operation control includes a throwing prop adjustment control; the step of displaying the throwing motion of the target throwing prop in response to a throwing operation triggered by the throwing operation control includes: In response to an adjustment confirmation operation triggered by the adjustment control of the throwing prop, the throwing motion of the target throwing prop is displayed, and the landing point of the target throwing prop is adapted to the adjustment result indicated by the adjustment confirmation operation.

6. The method according to claim 1, characterized in that, The throwing operation control includes a combined display of a throwing force positioning control and a throwing force range icon; The step of displaying the throwing motion of the target throwing object in response to a throwing operation triggered by the throwing operation control includes: In response to the adjustment operation of the throwing force positioning control, the adjusted positioning position of the throwing force positioning control on the throwing force range icon is displayed; In response to the positioning location, the throwing motion of the target throwing prop is displayed; the throwing distance of the target throwing prop is positively correlated with the throwing force represented by the positioning location.

7. The method according to claim 6, characterized in that, The method further includes: In response to a long press operation triggered on the display page of the throwing force positioning control, a throwing force positioning control that moves on the throwing force range icon is displayed. In response to releasing the long press operation, the target throwing prop is thrown with the throwing force represented by the throwing force positioning control; The throwing force positioning control represents the change in throwing force, which is related to the number of rounds in which the target throwing object fails to throw in the current throwing task.

8. The method according to claim 7, characterized in that, The throwing force positioning control, which is displayed on the throwing force range icon and moves accordingly, includes: In response to the continuously triggered long press operation, a throwing force positioning control is displayed that moves back and forth on the throwing force range icon.

9. The method according to claim 7, characterized in that, The throwing force positioning control, which is displayed on the throwing force range icon and moves accordingly, includes: In response to the continuously triggered long press operation, a throwing force positioning control is displayed that moves at a constant speed on the throwing force range icon.

10. The method according to claim 7, characterized in that, The method further includes: The remaining effective duration of the long press operation is displayed as the duration of the long press operation changes. When the remaining effective operation time is zero, the throwing motion of the target throwing prop is displayed.

11. The method according to claim 1, characterized in that, The method further includes: If the landing point of the target throwing prop is outside the area where the throwing prop container is located, display an animation of the target throwing object using the virtual resource prop; The degree of dynamic change of the throwing prop container is positively correlated with the number of times the target throwing object uses the virtual resource prop.

12. The method according to claim 11, characterized in that, The method further includes: Displays the throwing result of the target throwing object in the game; When the landing point of the target throwing prop is outside the area where the throwing prop container is located, the animation of the target throwing object using the virtual resource prop is displayed, including: If the target object's throw is successful and the target throwing item lands outside the area where the throwing item container is located, an animation of the target throwing object using the virtual resource item will be displayed.

13. The method according to claim 11, characterized in that, The method further includes: The number of times the target throwing object uses virtual resource items will be used to display a prompt indicating the degree of impact of the target throwing object's throwing status. The degree of influence of the throwing state of the target throwing object is positively correlated with the number of times the target throwing object uses virtual resource items; The degree of dynamic change of the throwing prop container is positively correlated with the degree of influence of the throwing state.

14. The method according to any one of claims 1 to 13, characterized in that, The method further includes: If the target throwing object has no history of throwing failures, the throwing prop container is displayed in a stationary state in the virtual scene.

15. An interactive device based on a throwing prop, characterized in that, The device includes: The throwing item display module is used to display the target throwing item of the target throwing object in the current throwing round; A container display module is used to display a dynamically changing throwing prop container when the target throwing object has a history of failed throwing rounds. The degree of dynamic change of the throwing prop container is positively correlated with the number of failed throwing rounds of the target throwing object in the current throwing task. The degree of dynamic change of the throwing prop container is positively correlated with the number of failed throwing rounds of the target throwing object in the current throwing task, including the greater the number of failed throwing rounds of the target throwing object in the current throwing task, the greater the degree of dynamic change of the throwing prop container. The degree of dynamic change includes at least one of dynamic change amplitude and dynamic change frequency. The degree of dynamic change of the throwing prop container serves as the throwing condition data for the current throw, making the historical throwing failure data in the current throwing task strongly correlated with the current throwing condition data. The throwing module is used to display the throwing operation control of the target throwing prop in response to the target throwing prop; in response to the throwing operation triggered by the throwing operation control, it displays the throwing motion of the target throwing prop; and when the throwing landing point of the target throwing prop is located in the area where the throwing prop container is located, it updates the display of the successfully thrown throwing props contained in the throwing prop container.

16. A computer device comprising a memory and a processor, wherein the memory stores a computer program, characterized in that, When the processor executes the computer program, it implements the steps of the method according to any one of claims 1 to 14.

17. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the steps of the method according to any one of claims 1 to 14.

18. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the steps of the method according to any one of claims 1 to 14.

Citation Information

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