Method, device, equipment, medium and product for human-computer interaction based on virtual world
Patent Information
- Application Number
- CN202211003350.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-19
- Publication Date
- 2026-09-29
- Estimated Expiration
- 2042-08-19
AI Technical Summary
[0004]但相关技术中在投掷宠物虚拟角色时,需要在背包的选择界面中通过摇杆进行宠物虚拟角色的选择,在选择好宠物虚拟角色后,回到世界地图界面中通过摇杆进行投掷,整个投掷过程较为复杂
[0019]本申请提供的技术方案带来的有益效果至少包括:
Smart Images

Figure CN116983630B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction, and in particular to a human-computer interaction method, apparatus, device, medium and product based on a virtual world. Background Technology
[0002] Turn-based games refer to games where the main virtual character moves around on a world map outside of combat scenarios. In combat scenarios, the main virtual character controls captured pet virtual characters on a battle map to engage in turn-based battles with enemy units (monsters or pet virtual characters captured by other characters).
[0003] In a typical turn-based game, taking a non-combat scenario as an example, the main virtual character moves around on the world map. The main virtual character throws pet virtual characters around the world map, and the pet virtual characters move around on the world map.
[0004] However, in the relevant technology, when throwing a virtual pet character, you need to select the virtual pet character using a joystick in the backpack selection interface, and after selecting the virtual pet character, return to the world map interface and throw it using a joystick. The whole throwing process is quite complicated. Summary of the Invention
[0005] This application provides a human-computer interaction method, apparatus, device, medium, and product based on a virtual world. The technical solution is as follows:
[0006] According to one aspect of this application, a human-computer interaction method based on a virtual world is provided, the method comprising:
[0007] The list control displays at least one control corresponding to a first container item that contains a first pet virtual character, and / or at least one control corresponding to a second container item that does not contain a pet virtual character;
[0008] In response to a touch selection operation on the list control, the aiming joystick corresponding to the selected container item and the aiming crosshair are displayed; and in response to a touch aiming operation on the aiming joystick, the aiming crosshair after the aiming position is changed is displayed.
[0009] In response to a touch-based throwing operation and the selected container prop is the first container prop, the first pet virtual character that has been thrown is displayed. The first pet virtual character is used to interact with the virtual world.
[0010] In response to the touch-to-throw operation and the selected container prop is the second container prop, the thrown second container prop is displayed.
[0011] According to one aspect of this application, a human-computer interaction device based on a virtual world is provided, the device comprising:
[0012] A display module is used to display a list control, which displays at least one container item and / or a first pet virtual character located in the container item;
[0013] The display module is used to respond to the selection operation in the list control by displaying the aiming joystick and the aiming crosshair corresponding to the selected container item;
[0014] The display module is configured to respond to the throwing operation and the selected container prop being a first container prop containing a first pet virtual character, and to display the first pet virtual character that has been thrown, the first pet virtual character being used to interact with the virtual world;
[0015] The display module is configured to respond to a throwing operation where the selected container prop is a second container prop that does not contain a pet virtual character.
[0016] According to another aspect of this application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores at least one computer program, the at least one computer program being loaded and executed by the processor to implement the virtual world-based human-computer interaction method as described above.
[0017] According to another aspect of this application, a computer storage medium is provided, wherein at least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by a processor to implement the virtual world-based human-computer interaction method as described above.
[0018] According to another aspect of this application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the virtual world-based human-computer interaction method as described above.
[0019] The beneficial effects of the technical solution provided in this application include at least the following:
[0020] This application provides a novel human-computer interaction method based on a virtual world. By displaying a list control, in response to a touch selection operation on the list control, the aiming joystick and aiming reticle corresponding to the selected container item are displayed; and, in response to a touch aiming operation on the aiming joystick, the aiming reticle after changing the aiming position is displayed; in response to a touch throwing operation and the selected container item is the first container item, the first pet virtual character thrown is displayed; in response to a touch throwing operation and the selected container item is the second container item, the second container item thrown is displayed. This method enables the selection and throwing of pet virtual characters through touch controls on a touchscreen, and facilitates interaction between the pet virtual character and the virtual world based on the thrown pet virtual character, thus improving the efficiency of human-computer interaction. Attached Figure Description
[0021] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0022] Figure 1 This is a schematic diagram of a battle map provided in an exemplary embodiment of this application;
[0023] Figure 2 This is a schematic diagram of a battle map provided in an exemplary embodiment of this application;
[0024] Figure 3 This is a schematic diagram of a human-computer interaction method based on a virtual world provided in an exemplary embodiment of this application;
[0025] Figure 4 This is a structural block diagram of a computer system provided in an exemplary embodiment of this application;
[0026] Figure 5 This is a flowchart of a virtual world-based human-computer interaction method provided in an exemplary embodiment of this application;
[0027] Figure 6 This is a flowchart of a virtual world-based human-computer interaction method provided in an exemplary embodiment of this application;
[0028] Figure 7 This is a schematic diagram of the first container prop in a list control provided in an exemplary embodiment of this application;
[0029] Figure 8 This is a schematic diagram of a second container prop in a base list control provided in an exemplary embodiment of this application;
[0030] Figure 9 This is a schematic diagram of the throwing action of the main virtual character provided in an exemplary embodiment of this application;
[0031] Figure 10 This is a schematic diagram of the display style of an interactive aiming crosshair provided in an exemplary embodiment of this application;
[0032] Figure 11 This is a schematic diagram illustrating the release of a first pet virtual character by a master virtual character, provided in an exemplary embodiment of this application.
[0033] Figure 12 This is a schematic diagram illustrating the first pet virtual character collecting virtual objects according to an exemplary embodiment of this application;
[0034] Figure 13 This is a schematic diagram of capturing a second pet virtual character provided in an exemplary embodiment of this application;
[0035] Figure 14 This is a schematic diagram of a capture success rate indicator provided in an exemplary embodiment of this application;
[0036] Figure 15 This is an illustration of a first pet virtual character engaging in combat, provided in an exemplary embodiment of this application;
[0037] Figure 16 This is a schematic diagram illustrating the interaction between a first pet virtual character and a virtual environment, provided in an exemplary embodiment of this application.
[0038] Figure 17 This is a schematic diagram illustrating the interaction between a first pet virtual character and a virtual environment, provided in an exemplary embodiment of this application.
[0039] Figure 18 This is a schematic diagram illustrating the interaction between a first pet virtual character and a virtual environment, provided in an exemplary embodiment of this application.
[0040] Figure 19 This is a schematic diagram illustrating the interaction between a first pet virtual character and a virtual environment, provided in an exemplary embodiment of this application.
[0041] Figure 20 This is a schematic diagram illustrating the interaction between a container prop and a virtual environment, provided in an exemplary embodiment of this application.
[0042] Figure 21 This is a schematic diagram illustrating the interaction between a container prop and a virtual environment, provided in an exemplary embodiment of this application.
[0043] Figure 22 This is a flowchart of a virtual world-based human-computer interaction provided in an exemplary embodiment of this application;
[0044] Figure 23 This is a block diagram of a virtual world-based human-computer interaction device provided in an exemplary embodiment of this application;
[0045] Figure 24 This is a schematic diagram of the device structure of a computer device provided in an exemplary embodiment of this application. Detailed Implementation
[0046] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0047] First, a brief introduction to the terms used in the embodiments of this application:
[0048] Virtual world: This refers to the virtual world displayed (or provided) by an application when it runs on a terminal. This virtual world can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. A virtual world can be any of three dimensions: two-dimensional, 2.5-dimensional, or three-dimensional; this application does not limit it to any particular type. The following embodiments use a three-dimensional virtual world as an example.
[0049] The main virtual character refers to the movable object that the player plays in the virtual world. The main virtual character can be a virtual person, virtual animal, anime character, etc., such as a person or animal displayed in a 3D virtual world. Optionally, the main virtual character is a 3D model created based on animation skeletal technology. Each main virtual character has its own shape and volume in the 3D virtual world and occupies a portion of the space in the 3D virtual world.
[0050] Virtual pet characters: These are animated objects controlled by artificial intelligence (AI) in a virtual world. Virtual pet characters can be virtual creatures, virtual animals, virtual monsters, virtual sprites, virtual pets, etc., for example, animated objects displayed in a three-dimensional virtual world in the form of animals or other forms. Virtual pet characters can be controlled by a main virtual character to perform at least one of the following interactive operations: capturing, raising, and leveling up. Virtual pet characters can also assist the main virtual character in performing at least one of the following interactive operations: gathering resources, battling, and altering terrain.
[0051] In turn-based role-playing games (RPGs) of related technologies, players assume the role of a virtual character in a realistic or virtual world. These turn-based RPGs offer two types of maps: a world map and a battle map. Outside of combat, the virtual character moves around on the world map, such as playing, capturing pet virtual characters, collecting treasure chests, and collecting virtual items. In combat scenarios, the virtual character controls the captured pet virtual character on the battle map, engaging in turn-based battles against enemy units (such as NPCs (non-player characters), AI-controlled monsters, or pet virtual characters captured by other characters).
[0052] In related technologies, because the world map and the battle map are two completely different maps, the user interface displays significantly different map content when switching between the world scene (or non-combat scene) and the battle scene. Players can clearly feel the difference between the two maps, resulting in a strong sense of disconnect. To alleviate this disconnect, related technologies often display a transition animation during the switch, but the effect is still unsatisfactory.
[0053] This application provides an innovative turn-based RPG mechanism. This turn-based RPG combines the traditional world map and battle map into one. The battle map is a sub-map dynamically determined from the world map for each battle. This ensures that the map content displayed in the user interface does not differ significantly when switching between the world scene (or non-combat scene) and the combat scene, thus avoiding the jarring effect present in related technologies. Furthermore, this turn-based RPG allows the virtual world environment (weather, time, terrain, etc.) to influence the main virtual character, pet virtual characters, and the battle process, and conversely, the main virtual character, pet virtual characters, and the battle process also influence the virtual world environment. This organically integrates the turn-based combat process into the virtual world, transforming them from two separate parts into a unified whole.
[0054] The game flow of this turn-based RPG includes: the capture process and the battle process.
[0055] Capture process:
[0056] 1. In the virtual scene, a pet virtual character is discovered. When the main virtual character approaches the pet virtual character to a certain range, the virtual scene screen displays a capture scene where the two are face to face. At this time, the pet virtual character may remain still, move around constantly, or threaten and attack the main virtual character.
[0057] 2. Prepare spherical container props, such as selecting spherical container props.
[0058] 3. Aim the spherical container at the pet character. Capture information will be displayed on the pet character's body, such as capture difficulty (indicated by color, e.g., green indicates difficulty < orange indicates difficulty < red indicates difficulty). The virtual scene will display the pet character's attributes (including name, gender, level, and overall attribute value). The virtual scene will also display an aiming circle, which will cycle through shrinking and enlarging over time. Throwing the spherical container at the pet character when the aiming circle shrinks will increase the chance of a successful capture.
[0059] 4. Throw ball-shaped container items at the virtual pet character to catch it. The throwing effect can be achieved through the touch controls on the touch screen.
[0060] If the throwing position and / or timing is incorrect, the capture will fail, and a capture failure message will be displayed. If the throwing position and timing are both correct, but the level or strength of the main virtual character is insufficient, the capture will fail, and a capture failure message will be displayed. If the throwing position and timing are both correct, and the level or strength of the main virtual character is sufficient, the capture will succeed, and a capture success message, capture success rewards (such as experience points, newly acquired skills, etc.), and the attributes of the captured pet virtual character (such as name, gender, height, weight, number, skills, rarity, personality traits, etc.) will be displayed.
[0061] Battle process: It can be singles, doubles, or team battle.
[0062] 1. Select the virtual pet character to fight.
[0063] 2. Display the battle scene and select the skills used by the pet's virtual character.
[0064] 3. Control the touch controls on the touchscreen to unleash skills.
[0065] 4. Display skill animation effects.
[0066] In the embodiments of this application, the turn-based RPG has an innovative design in at least the following aspects:
[0067] World map
[0068] The world map comprises multiple plots. Each plot is a polygonal plot, which can be square, rectangular, or hexagonal. For example, each plot is a 50cm x 50cm square. Each plot has its own surface attributes, including grass, rocks, and water. Furthermore, the multiple plots included in the world map can be of the same type or a combination of different types.
[0069] Battle Map
[0070] refer to Figure 1 and Figure 2 As shown, in the virtual environment 10, when the first pet virtual character 12 encounters the second pet virtual character 14 at a certain location on the world map and enters battle, one or more plots of land within a certain range on the world map centered on the reference position determined by the first pet virtual character 12 are designated as the battleground. Figure 16 This reference location is the current location of the first pet virtual character 12, or the nearest suitable battle location to the first pet virtual character 12. In some embodiments, this battle location... Figure 16 This includes all plots of land within a circular area centered on the reference location and with a predetermined length as the radius; in some embodiments, this battleground... Figure 16 This includes all plots of land within a rectangular area of predetermined length and width centered on the reference location.
[0071] World scenes and battle scenes
[0072] The world scene refers to the scene corresponding to the world map. When the world scene is displayed in the user interface, one or more plots of land on the world map can be shown. For example, the user interface may display one or more plots of land where the main virtual character or pet virtual character is currently located on the world map, as well as some interface elements related to the displayed plots, the main virtual character, and the pet virtual character.
[0073] A battle scene refers to the scene corresponding to a battle map. When a battle scene is displayed in the user interface, the user interface can display the battle map, such as all or part of the terrain tiles contained in the battle map. For example, the user interface may display one or more terrain tiles currently occupied by the main virtual character or pet virtual character in the battle map, as well as some interface elements related to the displayed terrain tiles, the main virtual character, and the pet virtual character.
[0074] The world scene and the battle scene can be switched, for example, switching from the world scene to the battle scene, or vice versa.
[0075] When displaying world scenes and battle scenes, the virtual camera can use different shooting perspectives. For example, when displaying world scenes, the virtual camera captures the world scene from the perspective of the main virtual character (such as the first-person or third-person perspective of the main virtual character), resulting in the displayed world scene image. When displaying battle scenes, the virtual camera captures the battle scene from a center perspective (such as the virtual camera being positioned between the two sides in the battle and diagonally above them), resulting in the displayed battle scene image. Optionally, in addition to the different shooting perspectives mentioned above, the allowed user operations can also differ between world scenes and battle scenes. For example, when displaying world scenes, users can manually adjust the perspective and control the movement of the main virtual character or pet virtual character; when displaying battle scenes, users are not allowed to manually adjust the perspective or control the movement of the main virtual character or pet virtual character, etc. The above method allows users to perceive a distinction between the world scene and the battle scene. However, since the world scene and the battle scene share the same world map, and the battle scene uses one or more plots of land in the world map, the switching between the world scene and the battle scene does not bring a strong sense of jarring, but rather a very smooth and natural transition.
[0076] Potential energy
[0077] Elements, attributes, or identifiers that affect combat in the virtual world. Potential energy includes at least one of the following types: Grass, Fire, Water, Rock, Ice, Electric, Poison, Light, Ghost, Dark, Normal, Fighting, Cute, Illusion, Bug, Wing, Dragon, and Machine.
[0078] Capturing virtual pet characters
[0079] The main virtual character possesses at least one spherical container item used to capture, store, raise, or release the pet virtual character. The main virtual character captures the pet virtual character by throwing an empty spherical container item, or releases the pet virtual character by throwing a spherical container item containing the pet virtual character. For example, the spherical container item is called a Poké Ball, Baby Ball, or Goo Ball.
[0080] When capturing virtual pet characters, the pet character is considered "capturingable" when the capture threshold exceeds its stamina. A notification indicating this is displayed on the user interface to assist the player. The capture threshold is affected by factors such as player actions, weather, environment, and the number of times the pet has been captured previously. For example, actions like feeding the pet fruit, using special skills, or attacking can influence the capture threshold, which can also be affected by weather and time conditions. This notification encourages players to capture pets using friendly methods like feeding them or changing their environment, rather than through combat, reflecting the design principle that virtual pet characters are the main virtual character's companions.
[0081] The released pet virtual characters can stay in the virtual scene and interact with the main virtual character, perform resource gathering, and battle with other pet virtual characters. Furthermore, the released pet virtual characters will interact with the virtual world environment, such as activating potential energy mechanisms to change the potential energy of the surrounding environment, acquiring virtual items from treasure chests with attribute locks, and affecting the attributes of land plots in the virtual environment, such as igniting grass or freezing lakes.
[0082] This spherical container prop also simulates the physical properties of real spherical objects, allowing it to bounce when it hits an obstacle and skip across the water.
[0083] The battle process changes the world environment
[0084] During turn-based battles between virtual pet characters, the skills they use affect the virtual world environment, and this effect is synchronized from the battle scene to the world scene. For example, if a virtual pet character uses a fire skill in a battle scene, the grass tiles in the battle scene will be ignited, and these ignited grass tiles will be synchronized to the world scene. Furthermore, changes to the environment of these tiles will also affect the virtual pet characters.
[0085] The world environment changes the course of battle
[0086] In turn-based battles between virtual pet characters, the virtual world environment affects these characters, influencing their skill damage or display effects. For example, the virtual world environment includes both the terrain and weather conditions, both of which collectively influence a virtual pet character's level of aversion or liking towards the environment. Specifically, a virtual pet character's level of aversion or liking towards the environment can be categorized into several different levels: strong affinity, weak affinity, indifferent, weak resistance, and strong resistance.
[0087] If a pet character likes both environments (landscape + weather), it gains a strong affinity effect; if a pet character likes only one environment and doesn't dislike the other, it gains a weak affinity effect; if a pet character likes one environment and dislikes the other, it gains no effect; if a pet character dislikes only one environment and doesn't like the other, it gains a weak resistance effect; if a pet character dislikes both environments, it gains a strong resistance effect.
[0088] During the battle, the server or client needs to periodically (e.g., every round) obtain the environment and determine the impact of the environment on the pet virtual character.
[0089] This application provides a technical solution for a human-computer interaction method based on a virtual world, which can be executed by a terminal or a client on the terminal. For example... Figure 3 As shown in Figure (a), a list control is displayed in the terminal, which displays a control corresponding to at least one first container prop 301 that contains the first pet virtual character, and / or a control corresponding to at least one second container prop 306 that does not contain the pet virtual character.
[0090] For example, the pet character selection area displays a control corresponding to the first container item 301 that contains the first pet character, with the pet character's avatar representing the control for the first container item 301. Below the pet character's avatar, the pet character's level information is displayed. The item selection area displays a control corresponding to at least one second container item 306 that does not contain a pet character, and a throw button 302 is displayed on the user interface.
[0091] Optionally, the container prop can perform at least one of the following functions:
[0092] • Capture virtual pet characters;
[0093] • Load virtual pet characters;
[0094] • Transmit virtual pet characters;
[0095] • Healing pet virtual character.
[0096] Optionally, the container prop may be at least one of the following shapes: spherical, square, rectangular, triangular pyramidal, and cylindrical, but is not limited thereto. This embodiment does not specifically limit the shape of the container prop. This embodiment uses a spherical container prop as an example for illustration.
[0097] Optionally, container items can be obtained through at least one of the following methods: picking up, stealing, or purchasing, but are not limited thereto, and this application does not limit this.
[0098] A virtual pet character refers to an interactive object in a virtual world.
[0099] Optionally, the pet virtual character may be subjected to at least one of the interactive operations such as capture, raising, and upgrading by the main virtual character, but is not limited thereto, and this application does not limit it.
[0100] Optionally, the pet virtual character can assist the main virtual character in performing at least one of the following interactive operations: gathering, fighting, and changing land plots, but is not limited thereto, and this application does not limit it.
[0101] For example, such as Figure 3 As shown in Figure (b), when the terminal responds to a touch selection operation on the list control, it displays the aiming joystick 303 corresponding to the selected container item and the aiming crosshair 304.
[0102] The aiming joystick 303 is used to control the aiming position indicated by the aiming sight 304.
[0103] The aiming reticle 304 is used to assist the main control virtual character in aiming at the aiming position.
[0104] For example, when throwing a virtual item, if the main virtual character aims at position A with crosshair 304, the virtual item will land at position A after being thrown, or the virtual item will land near position A.
[0105] Optionally, in response to a touch selection operation on the list control, the terminal can quickly throw the container item by clicking the throw button 302; by pressing and holding the throw button 302, the throw button 302 switches to the aiming joystick 303, and by controlling the aiming joystick 303 to change the aiming position of the aiming crosshair 304, the throwing direction can be changed.
[0106] For example, such as Figure 3 As shown in Figure (c), the terminal responds to the throwing operation, and the selected container is the first container 301 containing the first pet virtual character 305, displaying the thrown first pet virtual character 305. After the first pet virtual character 305 is thrown, a selection indicator 307 is displayed to the right of the first container 301 in the pet virtual character selection area. The selection indicator 307 indicates that the pet virtual character has been selected. By clicking the throw button 302 again, the thrown first pet virtual character 305 can be retrieved into the first container 301.
[0107] The first pet virtual character refers to a virtual character belonging to the main virtual character. The first pet virtual character 305 is used to interact with the virtual world.
[0108] For example, the throwing operation corresponds to at least one of the following throwing methods: high throw, low throw, and bounce upon impact. This application does not limit this, that is, the main virtual character can throw the container prop by at least one of the following methods: high throw, low throw, and bounce upon impact, but is not limited to this. This application does not specifically limit this.
[0109] Optionally, the terminal responds to the throwing operation and the selected container prop is a first container prop 301 containing the first pet virtual character. After the first container prop 301 containing the first pet virtual character is thrown and lands, the first pet virtual character in the first container prop 301 is displayed at the landing point.
[0110] For example, in response to a throwing operation and the selected container prop is a second container prop 306 that does not contain a pet virtual character, the terminal displays the thrown second container prop 306.
[0111] In summary, the method provided in this embodiment displays a list control; in response to a touch selection operation on the list control, it displays the aiming joystick and aiming reticle corresponding to the selected container item; and in response to a touch aiming operation on the aiming joystick, it displays the aiming reticle after changing the aiming position; in response to a touch throwing operation and the selected container item is the first container item, it displays the first pet virtual character that has been thrown; and in response to a touch throwing operation and the selected container item is the second container item, it displays the second container item that has been thrown. This application provides a novel human-computer interaction method based on a virtual world. It realizes the selection and throwing operation of a pet virtual character through touch controls on a touchscreen. Based on the thrown pet virtual character, it realizes the interaction between the pet virtual character and the virtual world, helping users to understand the pet virtual character more quickly through the interaction between the pet virtual character and the virtual world, improving human-computer interaction efficiency and enhancing the user experience.
[0112] Figure 4 The present application provides a structural block diagram of a computer system 100 according to an exemplary embodiment. The computer system 100 includes: a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.
[0113] The first terminal 120 has an application that supports the virtual world installed and running. This application can be any one of the following: a 3D map application, a Virtual Reality (VR) application, an Augmented Reality (AR) application, an RPG application, a turn-based game application, or a turn-based RPG application. The first terminal 120 is the terminal used by the first user. The first user uses the first terminal 120 to control a first virtual character located in the virtual world to perform activities. The first virtual character acts as the main virtual character. These activities include, but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing pet virtual characters, controlling pet virtual characters, raising pet virtual characters, using pet virtual characters to pick fruits, using pet virtual characters to fight, using throwing items, and attacking other virtual characters. For example, the first virtual character is a first virtual persona, such as a realistic character object or an anime character object. For example, the first user controls the first virtual character's activities through UI controls on the virtual world screen, and the first user controls the first virtual character to throw pet virtual characters through UI controls on the virtual world screen.
[0114] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.
[0115] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, server 140 includes a processor 144 and a memory 142. Memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 receives requests sent by clients, such as a request to locate an enemy virtual character. The control module 1422 controls the rendering of the virtual world. The sending module 1423 sends responses to clients, such as sending the location of a third virtual character. Server 140 provides background services for applications supporting a three-dimensional virtual world. Optionally, server 140 undertakes the primary computing work, while the first terminal 120, second terminal 160, and third terminal 180 undertake secondary computing work; or, server 140 undertakes secondary computing work, while the first terminal 120, second terminal 160, and third terminal 180 undertake the primary computing work; or, server 140, first terminal 120, second terminal 160, and third terminal 180 collaborate using a distributed computing architecture.
[0116] The second terminal 160 has an application that supports the virtual world installed and running. The second terminal 160 is used by the second user, who uses it to control a second virtual character in the virtual world, with the second virtual character also acting as the main virtual character. The third terminal 180 has an application that supports the virtual world installed and running. The third terminal 180 is used by the third user, who uses it to control a third virtual character in the virtual world.
[0117] Optionally, the first, second, and third virtual characters exist in the same virtual world. The first and second virtual characters belong to different factions, while the second and third virtual characters belong to the same faction.
[0118] Optionally, the applications installed on the first terminal 120, the second terminal 160, and the third terminal 180 are the same, or the applications installed on the three terminals are the same type of application on different operating system platforms (Android or iOS). The first terminal 120, the second terminal 160, and the third terminal 180 can all refer to one of multiple terminals; this embodiment only uses the first terminal 120, the second terminal 160, and the third terminal 180 as examples. The device types of the first terminal 120, the second terminal 160, and the third terminal 180 may be the same or different, and these device types include at least one of the following: smartphones, smartwatches, smart TVs, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers. The following embodiment uses smartphones as an example.
[0119] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.
[0120] Figure 5 This is a flowchart illustrating a virtual world-based human-computer interaction method provided in an exemplary embodiment of this application. The method can be implemented by, for example... Figure 4 The method is executed on a terminal or a client on a terminal in the system shown. The method includes:
[0121] Step 502: Display the list control.
[0122] The list control displays a control corresponding to at least one first container item that contains a first pet virtual character, and / or at least one second container item that does not contain a pet virtual character.
[0123] Optionally, the container prop can perform at least one of the following functions:
[0124] • Capture virtual pet characters;
[0125] • Load virtual pet characters;
[0126] • Transmit virtual pet characters;
[0127] • Healing pet virtual character.
[0128] Optionally, the container prop may be at least one of the following shapes: spherical, square, rectangular, triangular pyramidal, and cylindrical, but is not limited thereto. This embodiment does not specifically limit the shape of the container prop. This embodiment uses a spherical container prop as an example for illustration.
[0129] Optionally, container items can be obtained through at least one of the following methods: picking up, stealing, or purchasing, but are not limited thereto, and this application does not limit this.
[0130] A virtual pet character refers to an interactive object in a virtual world.
[0131] Optionally, the pet virtual character may be subjected to at least one of the interactive operations such as capture, raising, and upgrading by the main virtual character, but is not limited thereto, and this application does not limit it.
[0132] Optionally, the pet virtual character can assist the virtual character in performing at least one of the following interactive operations: gathering, fighting, and changing land plots, but is not limited thereto, and this application does not limit it.
[0133] Step 504: In response to a touch selection operation on the list control, display the aiming joystick and aiming reticle corresponding to the selected container item.
[0134] The aiming stick is used to control the aiming position indicated by the aiming reticle.
[0135] The aiming reticle is used to assist the virtual character in aiming at the target position.
[0136] For example, when throwing a virtual item, if the main virtual character aims the crosshair at position A, then after throwing, the virtual item will land at position A, or the virtual item will land near position A.
[0137] For example, in response to a touch selection operation on the list control, the terminal displays the aiming joystick and the aiming crosshair corresponding to the selected container item.
[0138] Step 506: In response to a touch aiming operation on the aiming stick, display the aiming reticle after the aiming position has been changed.
[0139] For example, in response to a touch aiming operation on the aiming joystick, the terminal displays the aiming reticle after the aiming position has been changed. That is, by controlling the aiming joystick to change the aiming position of the aiming reticle, the throwing direction can be changed.
[0140] Optionally, the touch aiming operation on the aiming joystick includes at least one of dragging the aiming joystick, tapping the aiming joystick, and double-tapping the aiming joystick, but is not limited thereto, and this application does not specifically limit this.
[0141] In one possible implementation, the terminal responds to the selection operation in the list control by displaying a throw button and an aiming reticle; clicking the throw button allows the container item to be thrown quickly; by pressing and holding the throw button, the throw button switches to an aiming joystick, and by controlling the aiming joystick, the aiming position of the aiming reticle can be changed, thereby changing the throwing direction.
[0142] Step 508: In response to the touch throw operation and the selected container item is the first container item, display the first pet virtual character that has been thrown.
[0143] The first pet virtual character refers to a pet virtual character that belongs to the main virtual character. The first pet virtual character is used to interact with the virtual world.
[0144] The first container item is used to hold the first pet virtual character.
[0145] For example, the throwing operation corresponds to at least one of the following throwing methods: high throw, low throw, and bounce upon impact. This application does not limit this, that is, the main virtual character can throw the container prop by at least one of the following methods: high throw, low throw, and bounce upon impact, but is not limited to this. This application does not specifically limit this.
[0146] Optionally, throwing container items in a high-arc manner means that the main virtual character throws the container item upwards, that is, the initial throwing direction of the container item is upwards; throwing container items in a low-arc manner means that the main virtual character throws the container item downwards, that is, the initial throwing direction of the container item is downwards; throwing container items in a wall-bounce manner means that the main virtual character throws the container item toward an obstacle, that is, the initial throwing direction of the container item is toward the collision surface of the obstacle, and the container item bounces and changes direction after hitting the obstacle.
[0147] For example, in response to a touch-based throwing operation, the terminal selects a container prop containing a first pet virtual character. After the first container prop containing the first pet virtual character is thrown and lands, the first pet virtual character in the first container prop is displayed at the landing point.
[0148] Optionally, the first pet virtual character in the first container item is displayed at the landing point in at least one of the following ways: when the first container item lands, the first container item changes to display the first pet virtual character; or, after the first container item lands, the first container item splits within a time threshold to display the first pet virtual character; or, during the process of the first container item being thrown, the first container item changes to display the first pet virtual character, that is, the first container item is displayed as the first pet virtual character before landing, but it is not limited to this, and the implementation of this application does not specifically limit it.
[0149] Step 510: In response to the touch throw operation and the selected container item is the second container item, display the second container item that has been thrown.
[0150] The second container item is used to capture a second pet virtual character.
[0151] The second type of virtual pet character refers to a virtual pet character that does not belong to any other entity in the virtual environment.
[0152] For example, in response to a throwing operation, the terminal selects a second container that does not contain the first pet virtual character; that is, the selected container is an empty container. After the second container, which does not contain the first pet virtual character, is thrown, it captures the second pet virtual character within its designated area. For instance, if the second pet virtual character is within the capture range of the second container, the second container captures the second pet virtual character.
[0153] In summary, the method provided in this embodiment displays a list control; in response to a touch selection operation on the list control, it displays the aiming joystick and aiming reticle corresponding to the selected container item; and in response to a touch aiming operation on the aiming joystick, it displays the aiming reticle after changing the aiming position; in response to a touch throwing operation and the selected container item is the first container item, it displays the first pet virtual character that has been thrown; and in response to a touch throwing operation and the selected container item is the second container item, it displays the second container item that has been thrown. This application provides a novel human-computer interaction method based on a virtual world, realizing the selection and throwing operation of pet virtual characters through touch controls on a touch screen, achieving pet capture and release based on touch. Simultaneously, the thrown pet virtual character enables interaction between the pet virtual character and the virtual world, helping users to understand the pet virtual character more quickly through this interaction, improving human-computer interaction efficiency and enhancing the user experience.
[0154] Figure 6 This is a flowchart illustrating a virtual world-based human-computer interaction method provided in an exemplary embodiment of this application. The method can be implemented by, for example... Figure 4 The method is executed on a terminal or a client on a terminal in the system shown. The method includes:
[0155] Step 602: Display the list control.
[0156] The list control displays a control corresponding to at least one first container item that contains a first pet virtual character, and / or at least one second container item that does not contain a pet virtual character.
[0157] A virtual pet character refers to an interactive object in a virtual world.
[0158] For example, the container prop can be selected by triggering the control corresponding to the container prop in the list control.
[0159] Optionally, the touch selection operation corresponding to the list control includes at least one of long press, single click, double click, swipe operation, and circle operation, but is not limited thereto, and the embodiments of this application do not limit it.
[0160] In one possible implementation, a first list control is displayed on the left side of the user interface in a list manner, the first list control including at least one control corresponding to a first container prop;
[0161] And / or, display a second list control on the bottom side of the user interface in an overlay manner, the second list control including at least one control corresponding to a second container prop.
[0162] The listing method refers to displaying the corresponding icons of container items in a sequential order according to listing rules. Taking the listing method for 6 first container items as an example, the icons corresponding to the 6 first container items will be displayed in the first list.
[0163] Optionally, the list of rules includes at least one of the following rules, but is not limited to:
[0164] Randomly list container items;
[0165] List the container items according to their attributes;
[0166] List the container items according to the level of the pet virtual character within them;
[0167] List the container items according to their level.
[0168] The overlay method refers to displaying the icons corresponding to container items by overlapping them. For example, if the icons corresponding to the first container items are displayed in an overlay manner, only one overlay icon will be displayed on the user interface. By triggering this overlay icon, the icons corresponding to the six first container items will be expanded and displayed.
[0169] In one possible implementation, the terminal responds to a trigger operation of the control corresponding to the first container item by displaying a selection indicator in the first direction of the control corresponding to the first pet virtual character; the terminal responds to a trigger operation of the control corresponding to the second container item by displaying a selection indicator in the second direction of the control corresponding to the second container item.
[0170] The first direction is opposite to the second direction.
[0171] For example, such as Figure 7 The diagram shows the first container item in the list control. The list control 701 displays controls corresponding to the first container item 703, which contains six first pet virtual characters, in a list format. By triggering the control corresponding to the first container item 703, the first pet virtual character within the first container item 703 can be selected. After the first pet virtual character is selected, a selection indicator 702 is displayed to the right of the control corresponding to the first container item 703. The selection indicator 702 indicates that the first pet virtual character in the first container item 703 has been selected.
[0172] For example, such as Figure 8 The diagram shows a second container item in a list control. At least one control corresponding to a second container item 801 is displayed in an overlay manner within the list control. Below the control corresponding to each second container item 801, a quantity indicator 803 for the second container item 801 is displayed. The quantity indicator 803 indicates the number of second container items 801 possessed by the main virtual character. Selecting a second container item 801 is achieved by triggering its corresponding control. After selection, a selection indicator 802 is displayed to the left of the control corresponding to the second container item 801. The selection indicator 802 indicates that the second container item 801 has been selected.
[0173] Step 604: In response to a touch selection operation on the list control, display the aiming joystick corresponding to the selected container item and display an interactive aiming reticle.
[0174] The aiming stick is used to control the aiming position indicated by the aiming reticle.
[0175] The aiming reticle is used to assist the virtual character in aiming at the target position.
[0176] For example, in response to a touch selection operation on a list control, the terminal displays the aiming joystick and an interactive aiming reticle corresponding to the selected container item. By controlling the aiming joystick to change the aiming position of the aiming reticle, the throwing direction can be changed.
[0177] For example, the aiming joystick is displayed in the user interface in a combined manner. The aiming joystick includes a direction compass and joystick buttons, and the display style of the joystick buttons corresponds to the selected container item.
[0178] For example, in response to selecting a second container item on the list control, the terminal displays a compass and a joystick button in the style of the second container item on the user interface.
[0179] The display style of the interactive aiming reticle is related to the virtual aiming object located at the aiming position.
[0180] Virtual targets refer to the objects that the crosshair is aimed at in the virtual world.
[0181] Optionally, the virtual target can be at least one of the following: a second pet virtual character, a third pet virtual character, a virtual item, a virtual crystal, a virtual collectible, a virtual treasure chest, a virtual potential energy mechanism, a virtual grassland, or a virtual water feature, but is not limited thereto. This application does not specifically limit this.
[0182] An interactive aiming reticle includes at least one of the following:
[0183] Scenario 1: Aim reticle with the first interactive style.
[0184] For example, in response to the selected container item being the second container item and the aiming reticle being aimed at the second pet virtual character, the terminal displays an aiming reticle with a first interactive style.
[0185] The first interactive style is used to indicate that the second container prop, which is thrown, is used to capture the second pet virtual character.
[0186] Optionally, in response to the selected container item being the second container item and the aiming reticle being aimed at the second pet virtual character, the terminal displays an aiming reticle with a first interactive style and a capture success rate indicator for the second pet virtual character.
[0187] The capture success rate indicator is used to indicate the success rate of capturing a second pet virtual character using the second container item.
[0188] Optionally, if the second container item successfully captures the second pet virtual character, the second container item that successfully captured the second pet virtual character is displayed.
[0189] For example, if the second container item successfully captures the second pet virtual character, the second container item that successfully captured the second pet virtual character will be displayed in a bouncing manner.
[0190] Optionally, if the second container item fails to capture the second pet virtual character, the second container item that failed to capture the second pet virtual character will be displayed.
[0191] For example, if the second container item fails to capture the second pet virtual character, the second container item that failed to capture the second pet virtual character will be displayed in a scrolling manner.
[0192] Optionally, if the throwing position and / or timing of the second container item is incorrect, the second container item will fail to capture the second pet virtual character, and a capture failure message will be displayed.
[0193] Optionally, if the throwing position and timing of the second container item are correct, but the level, health bar value, or energy value of the main virtual character is insufficient, the second container item will fail to capture the second pet virtual character, and a capture failure prompt will be displayed.
[0194] Optionally, if the throwing position and timing of the second container item are correct, and the level, health bar value, or energy value of the main virtual character are sufficient, the second container item will successfully capture the second pet virtual character and display a success message, a success reward (such as experience points, newly acquired skills, etc.), and the attributes of the captured second pet virtual character (such as name, category, height, weight, number, skills, rarity, personality traits, etc.).
[0195] Scenario 2: A sight with a second interactive style.
[0196] For example, in response to the selected container prop being the first container prop and the aiming crosshair being aimed at the virtual collectible, the terminal displays an aiming crosshair with a second interactive style.
[0197] The second interaction style is used to instruct the first pet virtual character that is thrown to collect virtual items.
[0198] Scenario 3: A sight with a third interactive style.
[0199] For example, in response to the selected container prop being the first container prop and the aiming reticle being aimed at the third pet virtual character, the terminal displays an aiming reticle with a third interactive style.
[0200] The third interaction style is used to instruct the first pet virtual character to fight against the third pet virtual character.
[0201] For example, such as Figure 9 The diagram shown illustrates the throwing action of the main virtual character. In response to a touch selection operation on the list control, the terminal displays the aiming joystick 901 and the aiming crosshair 902 corresponding to the selected container item. Figure 10 The illustration shows a display style diagram of an interactive aiming reticle, as shown below. Figure 10 As shown in Figure (a), when the selected container item is the first container item and the aiming reticle is aimed at the third pet virtual character, the aiming reticle of "Pet Portrait" style 1001 is displayed. The aiming reticle of "Pet Portrait" style 1001 is used to indicate that the first pet virtual character thrown will engage in turn-based combat with the third pet virtual character. Figure 10 As shown in Figure (b), when the selected container item is the first container item and the aiming reticle is aimed at the virtual collectible, an aiming reticle of "hand" style 1002 is displayed. The aiming reticle of "hand" style 1002 is used to indicate that the first pet virtual character thrown is to collect the virtual collectible. Figure 10 As shown in Figure (c), when the selected container item is the second container item and the aiming reticle is aimed at the second pet virtual character, the aiming reticle of "Container Item" style 1003 is displayed. The aiming reticle of "Container Item" style 1003 is used to indicate that the thrown second container item is used to capture the second pet virtual character. Figure 10 As shown in Figure (d), when there is no virtual aiming object at the aiming position of the aiming reticle, the aiming reticle presents a "crosshair" pattern 1004.
[0202] For example, such as Figure 11 The diagram shown illustrates the release of the first pet virtual character by the main control virtual character. The terminal responds to a touch-sensitive throwing operation, and the selected container is the first container 1102 containing the first pet virtual character 1101. The first pet virtual character 1101 is then displayed. After the first pet virtual character 1101 is thrown, it is displayed in the virtual environment, and simultaneously, a selection indicator 1103 is displayed to the right of the first container 1102 in the pet virtual character selection area.
[0203] For example, such as Figure 12 The diagram shown illustrates the first pet virtual character collecting virtual items. Figure 12 As shown in Figure (a), in response to a touch selection operation on the list control containing a first container item of the first pet virtual character, the terminal displays the aiming joystick 1201 corresponding to the selected first container item and an aiming crosshair displaying a "hand" style 1202. Figure 12 As shown in Figure (b), after the first pet virtual character 1203 is launched, the first pet virtual character 1203 is displayed in the virtual environment collecting virtual collectibles 1204, for example, the first pet virtual character 1203 collects black crystal ore.
[0204] For example, such as Figure 13The diagram shown illustrates the capture of a second virtual pet character. In response to a touch selection operation of the second container item, the terminal displays the aiming joystick 1301 corresponding to the selected second container item and an aiming crosshair displaying the "Container Item" style 1302. Simultaneously, it displays a capture success rate indicator 1303 for the second virtual pet character, indicating the success rate of the second container item capturing the second virtual pet character. For example, as... Figure 14 The diagram shown illustrates the capture success rate indicator. The success rate of capturing the second pet virtual character using the second container item is displayed as a progress bar. One progress bar indicates a success rate of 0-60%; two progress bars indicate a success rate of 60%-90%; and three progress bars indicate a success rate of 90%-100%.
[0205] For example, if the throwing position and / or timing of the second container item is incorrect, the capture success rate indicator for capturing the second pet virtual character by the second container item will be displayed as 0, and a capture failure prompt will be displayed.
[0206] If the throwing position and timing of the second container item are correct, but the level, health bar value, or energy value of the main virtual character is insufficient, the capture success rate of the second container item in capturing the second pet virtual character will be displayed as 40%.
[0207] If the second container item is thrown at the correct location and time, and the main virtual character's level, health, or stamina is sufficient, the success rate of capturing the second pet virtual character will be displayed as 95%. Upon successful capture of the second pet virtual character, a success message, rewards (such as experience points, newly acquired skills, etc.), and the captured second pet virtual character's attributes (such as name, category, height, weight, ID, skills, rarity, and personality traits) will be displayed.
[0208] In one possible implementation, the display of the capture success rate indicator is related to the capture threshold corresponding to the pet virtual character. The higher the capture threshold for the pet virtual character, the easier it is to capture.
[0209] Optionally, the pet virtual character has an initial capture threshold. Optionally, the initial capture threshold is related to a first factor, which includes at least one of the following factors:
[0210] • The pet type and / or pet level of the pet virtual character;
[0211] • The type and / or level of the container used in the capture operation;
[0212] • The number of times the main virtual character has captured the pet virtual character in history;
[0213] • The number of times the main virtual character has captured similar pet virtual characters in history;
[0214] • Did the pet's virtual character detect the controlling virtual character?
[0215] • The distance between the main virtual character and the pet virtual character;
[0216] • The personality compatibility between the main virtual character and the pet virtual character;
[0217] • Gender matching degree between the main virtual character and the pet virtual character.
[0218] Optionally, the pet type of the pet virtual character includes, but is not limited to, birds, insects, large animals, small animals, etc., and the pet level includes, but is not limited to, beginner, intermediate, advanced, etc. The initial value of the capture threshold of the pet virtual character is related to the pet type and / or pet level of the pet virtual character. The rarer the pet type and / or the higher the pet level, the less likely the pet virtual character is to be captured, and the smaller the initial value of the corresponding capture threshold is.
[0219] Optionally, the container item type includes, but is not limited to, common items, intermediate items, advanced items, etc., and the item level includes, but is not limited to, beginner, intermediate, advanced, etc. The higher the item type and / or the higher the item level of the container item used in the capture operation, the easier it is for the pet virtual character to be captured, and the larger the initial value of the corresponding capture threshold.
[0220] Optionally, the initial value of the capture threshold is related to the number of times the main virtual character has captured the pet virtual character in the past, and the number of times the main virtual character has captured the pet virtual character in the past can be positively correlated with the initial value of the capture threshold. For example, the more times the pet virtual character has been captured, the easier it is for the main virtual character to capture it, and the larger the initial value of the capture threshold will be.
[0221] Optionally, the initial value of the capture threshold is related to the number of times the main virtual character has historically captured similar pet virtual characters. The number of times the main virtual character has historically captured similar pet virtual characters and the initial value of the capture threshold can be positively correlated. For example, the more times the main virtual character has historically captured similar pet virtual characters, the more proficient it is at capturing that type of pet virtual character, meaning the higher the initial value of the capture threshold for that type of pet virtual character.
[0222] Optionally, the initial capture threshold is also related to whether the pet virtual character has detected the controlling virtual character. When the pet virtual character has not detected the controlling virtual character, the controlling virtual character can bypass the pet virtual character's blind spot and directly capture it. In this case, the controlling virtual character only needs to adopt certain capture strategies to achieve a relatively high capture success rate without combat. That is, the higher the initial capture threshold is when the pet virtual character has not detected the controlling virtual character.
[0223] Optionally, the distance between the main virtual character and the pet virtual character can affect the capture threshold, and the initial value of the distance and the capture threshold can be positively correlated. For example, the closer the distance between the main virtual character and the pet virtual character, the more accurate the main virtual character's skill release, and the higher the capture success rate of the pet virtual character, that is, the larger the initial value of the capture threshold.
[0224] Optionally, the initial capture threshold is also related to the personality matching degree between the controlling virtual character and the pet virtual character. The personality matching degree and the initial capture threshold can be positively correlated. Based on the pet virtual character's personality attributes, each pet virtual character will have preferences or dislikes regarding the controlling virtual character's personality. For example, a pet virtual character with a combative personality prefers a controlling virtual character with a combative personality, indicating a high personality matching degree. The higher the personality matching degree between the controlling virtual character and the pet virtual character, the easier it is for the pet virtual character to be captured, i.e., the higher the initial capture threshold.
[0225] Optionally, the initial value of the capture threshold is also related to the gender matching degree between the master virtual character and the pet virtual character. The gender matching degree and the initial value of the capture threshold can be positively correlated. Based on the gender attribute of the pet virtual character, each pet virtual character will have a favorite or disliked gender of the master virtual character. The higher the gender matching degree between the master virtual character and the pet virtual character, the easier it is for the pet virtual character to be captured, that is, the larger the initial value of the capture threshold.
[0226] It should be noted that the values mentioned above are relative, and the specific values need to be determined based on the actual situation. It should also be noted that the initial value of the capture threshold for a pet virtual character is related to the first factor; however, for a given first factor, whether the initial value of the capture threshold caused by that first factor is large or small needs to be set based on the specific pet virtual character.
[0227] Taking the type of container item as the first factor as an example, a pet character has a higher capture success rate when using a higher-level container item, which means the initial value of the capture threshold is higher. On the other hand, a pet character has a lower capture success rate when using a higher-level container item, which means the initial value of the capture threshold is lower. In other words, whether the initial value of the capture threshold of a pet character caused by the first factor is high or low needs to be set according to the specific pet character.
[0228] In this embodiment, the capture threshold of the pet virtual character has an initial value, and the initial value of the capture threshold is related to the first factor mentioned above. This allows the initial value of the capture threshold of the pet virtual character to be adaptively adjusted in combination with information such as the operation or attributes of the main virtual character, which greatly enriches the capture scenarios of the pet virtual character. Furthermore, different main virtual characters can also adaptively adopt different capture strategies according to the initial value of the capture threshold of the pet virtual character, which can improve the efficiency of human-computer interaction and enhance the player's gaming experience.
[0229] For example, such as Figure 15 The diagram illustrates a turn-based battle using a virtual pet character. In response to a touch selection operation on a list control containing a first container item for the first virtual pet character, the terminal displays the aiming joystick 1501 corresponding to the selected container item and an aiming reticle displaying the "Container Item" style 1502. Simultaneously, the character information 1503 of the third virtual pet character is displayed. This information includes the third virtual pet character's attributes, level, and type, thus assisting the user in selecting a suitable first virtual pet character.
[0230] Step 606: In response to a touch aiming operation on the aiming joystick, display the aiming reticle after the aiming position has been changed.
[0231] For example, in response to a touch aiming operation on the aiming joystick, the terminal displays the aiming reticle after the aiming position has been changed. That is, by controlling the aiming joystick to change the aiming position of the aiming reticle, the throwing direction can be changed.
[0232] Optionally, the touch aiming operation on the aiming joystick includes at least one of dragging the aiming joystick, tapping the aiming joystick, and double-tapping the aiming joystick, but is not limited thereto, and this application does not specifically limit this.
[0233] In one possible implementation, the terminal responds to the selection operation in the list control by displaying a throw button and an aiming reticle; clicking the throw button allows the container item to be thrown quickly; by pressing and holding the throw button, the throw button switches to an aiming joystick, and by controlling the aiming joystick, the aiming position of the aiming reticle can be changed, thereby changing the throwing direction.
[0234] Step 608: In response to the throwing operation and the selected container item being the first container item containing the first pet virtual character, display the first pet virtual character that has been thrown.
[0235] The first pet virtual character refers to a pet virtual character that belongs to the main virtual character. The first pet virtual character is used to interact with the virtual world.
[0236] The first container item is used to hold the first pet virtual character.
[0237] For example, the throwing operation corresponds to at least one of the following throwing methods: high throw, low throw, and bounce upon impact. This application does not limit this, that is, the main virtual character can throw the container prop by at least one of the following methods: high throw, low throw, and bounce upon impact, but is not limited to this. This application does not specifically limit this.
[0238] Optionally, throwing container items in a high-arc manner means that the main virtual character throws the container item upwards, that is, the initial throwing direction of the container item is upwards; throwing container items in a low-arc manner means that the main virtual character throws the container item downwards, that is, the initial throwing direction of the container item is downwards; throwing container items in a wall-bounce manner means that the main virtual character throws the container item toward an obstacle, that is, the initial throwing direction of the container item is toward the collision surface of the obstacle, and the container item bounces and changes direction after hitting the obstacle.
[0239] For example, in response to the throwing operation, the terminal selects a container prop containing a first pet virtual character. After the first container prop containing the first pet virtual character is thrown and lands, the first pet virtual character in the first container prop is displayed at the landing point.
[0240] In one possible implementation, the terminal responds to the attributes of the first pet virtual character and displays the interaction between the first pet virtual character and the virtual environment at the location of the first pet virtual character.
[0241] The attributes of the first pet virtual character refer to the elements or identifiers that the first pet virtual character carries that affect the battle.
[0242] Optionally, the attributes of the first pet virtual character may include at least one of the following: grass, fire, water, stone, ice, electric, poison, light, ghost, demon, normal, martial, cute, illusion, insect, wing, dragon, and mechanical attributes, but are not limited thereto. This application embodiment does not specifically limit this.
[0243] For example, ice and fire attributes are mutually restraining. That is, when the first ice-attribute pet character engages in a turn-based battle with the third fire-attribute pet character, the ice-attribute pet character will deal more damage to the fire-attribute pet character.
[0244] For example, in response to the attributes of the first pet virtual character, the terminal changes the attributes of the plot where the first pet virtual character is located in the virtual environment.
[0245] For example, such as Figure 16 The diagram shown illustrates the interaction between the first pet virtual character and the virtual environment. The terminal responds to the throwing operation and the selected container is the first container containing the first pet virtual character 1601. After the first container containing the first pet virtual character 1601 is thrown and lands, the land at the landing point of the first pet virtual character 1601 is burned due to the fire attribute of the first pet virtual character 1601.
[0246] Optionally, after the first container prop containing the first pet virtual character 1601 is thrown and lands, the land within a first range of the landing point of the first pet virtual character 1601 is burned based on the fire attribute of the first pet virtual character 1601.
[0247] For example, such as Figure 17 The diagram shown illustrates the interaction between the first virtual pet character and the virtual environment. Figure 17 As shown in Figure (a), the terminal responds to the throwing operation, and the selected container item is the first container item containing the first pet virtual character 1701. The terminal displays the aiming joystick 1703 corresponding to the selected first container item and the aiming crosshair 1702; Figure 17 As shown in Figure (b), when the first container item containing the first pet virtual character 1701 is aimed at the water surface and thrown onto the water, the water surface at the location of the first pet virtual character 1701 is frozen due to the ice attribute of the first pet virtual character 1701; Figure 17 As shown in Figure (c), after the water surface at the location of the first pet virtual character 1701 is frozen, the main virtual character 1704 can walk on the frozen horizontal surface.
[0248] Optionally, after the first container prop containing the first pet virtual character 1701 is thrown and lands, the water surface within a second range of the landing point of the first pet virtual character 1701 is frozen based on the ice attribute of the first pet virtual character 1701.
[0249] For example, the terminal responds to the attributes of the first pet virtual character by opening or closing a virtual treasure chest at the location of the first pet virtual character, the virtual treasure chest being used to place virtual items.
[0250] For example, such as Figure 18 The diagram shown illustrates the interaction between the first virtual pet character and the virtual environment. Figure 18 As shown in Figure (a), the terminal responds to the throwing operation, and the selected container item is the first container item containing the first pet virtual character 1801. The first container item containing the first pet virtual character 1801 is thrown around the virtual treasure chest 1802 in the virtual environment. Figure 18 As shown in Figure (b), when the attributes of the first pet virtual character 1801 are the same as those of the virtual treasure chest 1802, the virtual treasure chest 1802 is opened and a special effect firework is displayed.
[0251] For example, the terminal responds to the attributes of the first pet virtual character and triggers a virtual potential energy mechanism in the virtual environment.
[0252] Among them, the virtual potential energy mechanism is used to change the attribute strength value of the pet virtual character within the potential energy range of the virtual potential energy mechanism.
[0253] For example, such as Figure 19 The diagram shown illustrates the interaction between the first virtual pet character and the virtual environment. Figure 19 As shown in Figure (a), a virtual potential energy mechanism 1901 is displayed in the virtual environment. The terminal responds to a throwing operation, and the selected container is a first container holding a first pet virtual character. The first container holding the first pet virtual character is thrown around the virtual potential energy mechanism 1901 in the virtual environment. If the attributes of the first pet virtual character are the same as the attributes of the virtual potential energy mechanism 1901, the virtual potential energy mechanism 1901 is triggered. The triggered virtual potential energy mechanism 1901 changes the attribute strength value of the pet virtual character within its potential energy range. Figure 19 As shown in Figure (b), the attribute identifier of the virtual potential energy mechanism 1901 is fire-type identifier 1902, meaning that the virtual potential energy mechanism 1901 needs to be triggered by the first pet virtual character with the fire attribute; as shown in Figure (b). Figure 19 As shown in Figure (c), the attribute identifier of the virtual potential energy mechanism 1901 is metal-type identifier 1903, meaning that the virtual potential energy mechanism 1901 needs to be triggered by the first pet virtual character with the metal-type attribute; as shown in Figure (c), the virtual potential energy mechanism 1901 is triggered by the first pet virtual character with the metal-type attribute. Figure 19 As shown in Figure (d), the attribute identifier of the virtual potential energy mechanism 1901 is Wood-type identifier 1904, meaning that the virtual potential energy mechanism 1901 needs to be triggered by the first pet virtual character with the Wood-type attribute; as shown in Figure (d), the attribute identifier of the virtual potential energy mechanism 1901 is Wood-type identifier 1904. Figure 19 As shown in Figure (e), the attribute identifier of the virtual potential energy mechanism 1901 is the spirit type identifier 1905, that is, the virtual potential energy mechanism 1901 needs to be triggered by the first pet virtual character with the spirit type attribute.
[0254] Virtual potential energy mechanisms alter the attribute strength of virtual pet characters within their potential energy range, thus influencing their battles. For example, when a fire-attribute virtual potential energy mechanism is activated, and a fire-attribute virtual pet character and a wood-attribute virtual pet character fight within its range, the fire-attribute mechanism strengthens the fire-attribute pet character's attribute strength and weakens the wood-attribute pet character's attribute strength.
[0255] For example, Table 1 shows the interaction relationships between attributes. Attributes are represented by abbreviations, such as "grass" representing "grass attribute"; each row represents the attacker, and each column represents the victim. 0.5 indicates that the attacker's attribute counters the victim's attribute; conversely, 2 indicates that the attacker's attribute counters the victim's attribute. For example, metal counters wood. After the metal attribute's virtual potential energy mechanism is activated, a metal attacker deals double damage when attacking a wood victim; a wood attacker deals half damage when attacking a metal victim.
[0256] Table 1. Correspondence of interaction relationships between attributes
[0257]
[0258] Step 610: In response to the throwing operation and the selected container item is a second container item that does not contain a pet virtual character, the second container item that has been thrown is displayed.
[0259] The second container item is used to capture a second pet virtual character.
[0260] The second type of virtual pet character refers to a virtual pet character that does not belong to any other entity in the virtual environment.
[0261] For example, in response to a throwing operation, the terminal selects a second container that does not contain the first pet virtual character; that is, the selected container is an empty container. After the second container, which does not contain the first pet virtual character, is thrown, it captures the second pet virtual character within its designated area. For instance, if the second pet virtual character is within the capture range of the second container, the second container captures the second pet virtual character.
[0262] In one possible implementation, the terminal responds to the collision between the container prop and the collision surface during the throwing process by displaying the collision trajectory of the container prop after the collision with the collision surface.
[0263] For example, the terminal responds to the fact that the angle between the throwing direction of the container prop and the collision surface is greater than an angle threshold, and displays the rebound trajectory of the container prop after colliding with the collision surface.
[0264] For example, such as Figure 20 The diagram illustrates the interaction between a container prop and the virtual environment. In response to a collision between the container prop 2003 and the collision surface 2001 during throwing, if the angle between the throwing direction of the container prop 2003 and the collision surface 2001 is greater than a threshold angle, the terminal displays the rebound trajectory 2002 of the container prop 2003 after colliding with the collision surface 2001. For example, if the angle between the throwing direction of the container prop 2003 and the collision surface 2001 is greater than 30°, the terminal displays the rebound trajectory 2002 of the container prop 2003 after colliding with a tree trunk.
[0265] For example, in response to the angle between the throwing direction of the container prop and the collision surface being less than or equal to an angle threshold, the terminal displays the continuous bouncing trajectory of the container prop on the collision surface.
[0266] For example, such as Figure 21 The diagram illustrates the interaction between the container prop and the virtual environment. In response to a collision between the container prop 2101 and a collision surface during throwing, if the angle between the throwing direction of the container prop 2101 and the collision surface is less than or equal to an angle threshold, the terminal displays a continuous bouncing trajectory 2102 of the container prop 2101 bouncing continuously on the collision surface. For example, if the angle between the throwing direction of the container prop 2101 and the collision surface is less than or equal to 30°, the terminal displays a continuous bouncing trajectory 2102 of the container prop 2003 bouncing continuously on the water surface.
[0267] For example, the landing point of the thrown pet virtual item can be any location in the virtual environment. Some places are suitable for releasing the first pet virtual character, while other places may be deemed unsuitable for releasing the first pet virtual character due to surrounding obstacles or because the release location does not conform to the ecology of the first pet virtual character.
[0268] When throwing virtual pet items, take the landing point of the thrown virtual pet item as the center and select a fan-shaped area facing the main virtual character. Evenly select several potential release points on the ground within this area. Simultaneously, check each potential release point as follows: (1) Exclude release points that obstruct the view of the main virtual character, i.e., the main virtual character must be visible from the release point. (2) Exclude release points where the surrounding ground slope is too steep, i.e., a relatively flat surface is required. (3) Exclude release points with visible virtual objects above, i.e., no obstructions are required around them. (4) Exclude release points that are too close to the main virtual character. Finally, sort the filtered potential release points and select the point with the highest score as the release point.
[0269] Optionally, the principles for sorting potential release points include at least one of the following:
[0270] • The closer the potential release point is to the landing point, the better;
[0271] The landing point, potential release point, and the location of the main virtual character are on the same straight line.
[0272] In summary, the method provided in this embodiment displays a list control; in response to a touch selection operation on the list control, it displays the aiming joystick and aiming reticle corresponding to the selected container item; and in response to a touch aiming operation on the aiming joystick, it displays the aiming reticle after changing the aiming position; in response to a touch throwing operation and the selected container item is the first container item, it displays the first pet virtual character that has been thrown; and in response to a touch throwing operation and the selected container item is the second container item, it displays the second container item that has been thrown. This application provides a novel human-computer interaction method based on a virtual world, realizing the selection and throwing operation of pet virtual characters through touch controls on a touch screen, achieving pet capture and release based on touch. Simultaneously, the thrown pet virtual character enables interaction between the pet virtual character and the virtual world, helping users to understand the pet virtual character more quickly through this interaction, improving human-computer interaction efficiency and enhancing the user experience.
[0273] Figure 22 This is a flowchart illustrating a virtual world-based human-computer interaction method provided in an exemplary embodiment of this application. The method can be implemented by, for example... Figure 4 The method is executed on a terminal or a client on a terminal in the system shown. The method includes:
[0274] Step 2201: Begin.
[0275] Step 2202: Touch the throw button.
[0276] For example, a list control is displayed in the user interface, which displays a control corresponding to at least one first container prop that contains a first pet virtual character, and / or at least one second container prop that does not contain a pet virtual character.
[0277] Select a container item from the list control by touch, and then throw it by touching the throw button.
[0278] Step 2203: Throwing skill activated, status synchronized.
[0279] After the player touches the throw button, the terminal sends a synchronization notification to the server, and the corresponding user interface on the terminal displays the start of the virtual item-collecting performance.
[0280] Step 2204: Long press or not.
[0281] Determine if the player has pressed and held the throw button, and switch the throwing state based on the duration of the press. If the press time reaches the threshold, directly enter the aiming mode and proceed to step 2205; if the press time does not reach the threshold, directly enter the quick throw mode and proceed to step 2211.
[0282] Step 2205: Enter aiming mode.
[0283] If the press duration reaches the threshold, the system will directly enter aiming mode. The aiming joystick corresponding to the selected container item and the aiming reticle will be displayed.
[0284] Step 2206: The aiming sight status changes.
[0285] When entering aiming mode, the aiming joystick corresponding to the selected container item is displayed, as well as the aiming reticle. The display style of the aiming reticle will vary depending on the virtual target at the aiming position.
[0286] Step 2207: Calculate the starting position of the camera lens.
[0287] When entering aiming mode, the terminal calculates the starting position of the camera lens, that is, determines the initial aiming position of the aiming sight.
[0288] Step 2208: Aim the crosshair and move it in eight directions.
[0289] When in aiming mode, the aiming reticle can be moved in eight directions by using the touch aiming joystick, which means that the aiming reticle can be moved in eight directions by controlling the camera lens.
[0290] Step 2209: Determine the virtual target that the aiming reticle is aiming at.
[0291] When entering aiming mode, determine the virtual target that the crosshair is aiming at.
[0292] Step 2210: Display interactive information.
[0293] When the aiming mode is entered and the virtual target being aimed at by the crosshair is determined, interactive information is displayed on the user interface.
[0294] For example, when the selected container is the first container and the crosshair is aimed at the third pet character, a crosshair in the shape of a "pet portrait" is displayed, indicating that the first pet character is to fight the third pet character. When the selected container is the first container and the crosshair is aimed at a virtual collectible, a crosshair in the shape of a "hand" is displayed, indicating that the first pet character is to collect the virtual collectible. When the selected container is the second container and the crosshair is aimed at the second pet character, a crosshair in the shape of a "container item" is displayed, indicating that the second container is to capture the second pet character. When there is no virtual target at the crosshair's aiming position, the crosshair displays a "crosshair" pattern.
[0295] Step 2211: Calculate the starting position of the camera lens.
[0296] When entering the rapid throwing mode, the terminal calculates the initial position of the camera lens, that is, determines the initial aiming position of the aiming sight.
[0297] Step 2212: Calculate the throwing direction and correct the superposition direction.
[0298] When a virtual prop is thrown, it is regenerated in front of the center of the camera lens. The regeneration position is calculated based on the distance between the camera lens and the player, ensuring that the distance between the regeneration position and the player remains unchanged regardless of the length of the camera lens jib.
[0299] When a virtual prop is thrown, the server calculates the throwing direction. If the target landing point is automatically locked, the throwing direction is calculated based on the target landing point; otherwise, the throwing direction is calculated based on the direction of the camera lens.
[0300] Step 2213: Calculate the throwing force and gravity, and adjust the force according to the direction.
[0301] When a virtual prop is thrown, the server calculates the throwing force and adjusts it based on the throwing direction to simulate the difficulty of throwing at different angles in a real-world environment. Simultaneously, the server modifies the virtual prop's gravity scaling to simulate the trajectory of various virtual props with unique characteristics. In auto-lock mode, the appropriate throwing angle is calculated based on the target's landing point. In non-auto-lock mode, quick throws and precision throws use the current angle as a standard, reading different design configuration data to obtain parameter correction values for different thrown virtual props, achieving better throwing performance.
[0302] Step 2214: Play the throwing animation, set the throwing motion, and send it to the network for synchronization.
[0303] After determining the different planning configuration data, the virtual prop throwing motion is simulated. At the same time, the terminal and server are synchronized, and the throwing effect is displayed on the user interface.
[0304] Step 2215: Clear the throwing state.
[0305] Step 2216: End.
[0306] Figure 23 This illustration shows a schematic diagram of a virtual world-based human-computer interaction device provided in an exemplary embodiment of this application. The device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:
[0307] Display module 2301 is used to display a list control, wherein the list control displays at least one control corresponding to a first container prop that contains a first pet virtual character, and / or at least one control corresponding to a second container prop that does not contain a pet virtual character;
[0308] Display module 2301 is configured to, in response to a touch selection operation on the list control, display the aiming joystick and the aiming crosshair corresponding to the selected container item; and, in response to a touch aiming operation on the aiming joystick, display the aiming crosshair after the aiming position has been changed.
[0309] Display module 2301 is used to respond to a touch throwing operation and the selected container prop is the first container prop, to display the first pet virtual character that has been thrown, the first pet virtual character being used to interact with the virtual world;
[0310] Display module 2301 is configured to display the second container prop that has been thrown in response to the touch throwing operation and the selected container prop being the second container prop.
[0311] In one possible implementation, display module 2301 is used to display an interactive aiming reticle, the display style of which is related to a virtual aiming object located at the aiming position.
[0312] In one possible implementation, display module 2301 is configured to display an aiming reticle with a first interactive style in response to the selected container prop being the second container prop and the aiming reticle being aimed at the second pet virtual character.
[0313] The first interactive style is used to indicate that the second container prop that is thrown is used to capture the second pet virtual character.
[0314] In one possible implementation, the display module 2301 is used to display the capture success rate indicator of the second pet virtual character, the capture success rate indicator being used to indicate the success rate of the second container prop in capturing the second pet virtual character.
[0315] In one possible implementation, the display module 2301 is used to display the second container prop that successfully captured the second pet virtual character when the second container prop successfully captures the second pet virtual character.
[0316] In one possible implementation, the display module 2301 is configured to display an aiming reticle with a second interactive style in response to the selected container prop being the first container prop and the aiming reticle aiming at the virtual collectible.
[0317] The second interaction style is used to instruct the first pet virtual character, which is thrown, to collect the virtual collectible.
[0318] In one possible implementation, display module 2301 is configured to display a crosshair with a third interactive style in response to the selected container prop being the first container prop and the aiming reticle being aimed at the third pet virtual character.
[0319] The third interaction style is used to instruct the first pet virtual character, which is thrown, to fight against the third pet virtual character.
[0320] In one possible implementation, the display module 2301 is configured to display the interaction between the first pet virtual character and the virtual environment at the location of the first pet virtual character in response to the attributes of the first pet virtual character.
[0321] In one possible implementation, the display module 2301 is configured to change the attributes of the plot in the virtual environment where the first pet virtual character is located, in response to the attributes of the first pet virtual character.
[0322] In one possible implementation, the display module 2301 is configured to open or close a virtual treasure chest at the location of the first pet virtual character in response to the attributes of the first pet virtual character, the virtual treasure chest being used to place virtual items.
[0323] In one possible implementation, the display module 2301 is configured to trigger a virtual potential energy mechanism in the virtual environment in response to the attributes of the first pet virtual character.
[0324] The virtual potential energy mechanism is used to change the attribute strength value of the pet virtual character within the potential energy range of the virtual potential energy mechanism.
[0325] In one possible implementation, the display module 2301 is used to display the collision trajectory of the container prop after it collides with the collision surface during the throwing process, in response to the collision between the container prop and the collision surface.
[0326] In one possible implementation, the display module 2301 is configured to display the rebound trajectory of the container prop after colliding with the collision surface in response to the angle between the throwing direction of the container prop and the collision surface being greater than an angle threshold.
[0327] In one possible implementation, the display module 2301 is configured to display the continuous bouncing trajectory of the container prop on the collision surface in response to the angle between the throwing direction of the container prop and the collision surface being less than or equal to an angle threshold.
[0328] In one possible implementation, the display module 2301 is used to display a first list control on the left side of the user interface in a list manner, the first list control including at least one control corresponding to the first container prop.
[0329] And / or, display a second list control on the bottom side of the user interface in an overlay manner, the second list control including at least one control corresponding to the second container prop.
[0330] In one possible implementation, the display module 2301 is used to display a selection mark in the first direction of the control corresponding to the first pet virtual character in response to the trigger operation of the control corresponding to the first container prop.
[0331] In one possible implementation, the display module 2301 is configured to display the selection indicator in a second direction of the control corresponding to the second container prop in response to a trigger operation of the control corresponding to the second container prop.
[0332] The first direction is opposite to the second direction.
[0333] In one possible implementation, display module 2301 is used to display the aiming joystick in a combined manner on the user interface. The aiming joystick includes a direction compass and joystick buttons, the display style of which corresponds to the selected container item.
[0334] Figure 24 This illustration shows a structural block diagram of a computer device 2400 provided in an exemplary embodiment of this application. The computer device 2400 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 2400 may also be referred to as a user device, portable terminal, or other names.
[0335] Typically, computer device 2400 includes a processor 2401 and a memory 2402.
[0336] Processor 2401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2401 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 2401 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 2401 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 2401 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0337] The memory 2402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2402 are used to store at least one instruction, which is executed by the processor 2401 to implement the virtual world-based human-computer interaction method provided in the embodiments of this application.
[0338] In some embodiments, the computer device 2400 may also optionally include: a peripheral device interface 2403 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 2404, a touch display screen 2405, a camera 2406, an audio circuit 2407, and a power supply 2408.
[0339] Peripheral device interface 2403 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 2401 and memory 2402. In some embodiments, processor 2401, memory 2402 and peripheral device interface 2403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 2401, memory 2402 and peripheral device interface 2403 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0340] The radio frequency (RF) circuit 2404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 2404 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 2404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 2404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 2404 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 2404 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0341] The touch display screen 2405 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 2405 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 2401 for processing. The touch display screen 2405 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 2405, located on the front panel of the computer device 2400; in other embodiments, there may be at least two touch display screens, respectively located on different surfaces of the computer device 2400 or in a folded design; in some embodiments, the touch display screen 2405 may be a flexible display screen, located on a curved or folded surface of the computer device 2400. Furthermore, the touch display screen 2405 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display screen 2405 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).
[0342] Camera 2406 is used to capture images or videos. Optionally, camera 2406 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and VR (Virtual Reality) shooting by fusion of the main camera and the wide-angle camera. In some embodiments, camera 2406 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.
[0343] Audio circuitry 2407 provides an audio interface between the user and computer device 2400. Audio circuitry 2407 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 2401 for processing, or input to radio frequency circuitry 2404 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different location on the computer device 2400. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 2401 or radio frequency circuitry 2404 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuitry 2407 may also include a headphone jack.
[0344] Power supply 2408 is used to supply power to the various components in computer device 2400. Power supply 2408 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2408 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0345] In some embodiments, the computer device 2400 further includes one or more sensors 2409. The one or more sensors 2409 include, but are not limited to, an accelerometer 2410, a gyroscope 2411, a pressure sensor 2412, an optical sensor 2413, and a proximity sensor 2414.
[0346] Accelerometer 2410 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by computer device 2400. For example, accelerometer 2410 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 2401 can control touchscreen display 2405 to display the user interface in landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 2410. Accelerometer 2410 can also be used for games or for acquiring user motion data.
[0347] The gyroscope sensor 2411 can detect the orientation and rotation angle of the computer device 2400. The gyroscope sensor 2411 can work in conjunction with the accelerometer sensor 2410 to collect 3D motion data from the user on the computer device 2400. Based on the data collected by the gyroscope sensor 2411, the processor 2401 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0348] The pressure sensor 2412 can be disposed on the side bezel of the computer device 2400 and / or on the lower layer of the touch display screen 2405. When the pressure sensor 2412 is disposed on the side bezel of the computer device 2400, it can detect the user's grip signal on the computer device 2400 and perform left / right hand recognition or quick operation based on the grip signal. When the pressure sensor 2412 is disposed on the lower layer of the touch display screen 2405, it can control operable controls on the UI interface based on the user's pressure operation on the touch display screen 2405. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0349] The optical sensor 2413 is used to collect ambient light intensity. In one embodiment, the processor 2401 can control the display brightness of the touch screen 2405 based on the ambient light intensity collected by the optical sensor 2413. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 2405 is increased; when the ambient light intensity is low, the display brightness of the touch screen 2405 is decreased. In another embodiment, the processor 2401 can also dynamically adjust the shooting parameters of the camera assembly 1406 based on the ambient light intensity collected by the optical sensor 2413.
[0350] The proximity sensor 2414, also known as a distance sensor, is typically located on the front of the computer device 2400. The proximity sensor 2414 is used to detect the distance between the user and the front of the computer device 2400. In one embodiment, when the proximity sensor 2414 detects that the distance between the user and the front of the computer device 2400 is gradually decreasing, the processor 2401 controls the touch display screen 2405 to switch from a screen-on state to a screen-off state; when the proximity sensor 2414 detects that the distance between the user and the front of the computer device 2400 is gradually increasing, the processor 2401 controls the touch display screen 2405 to switch from a screen-off state to a screen-on state.
[0351] Those skilled in the art will understand that Figure 24 The structure shown does not constitute a limitation on the computer device 2400, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0352] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the virtual world-based human-computer interaction method provided in the above-described method embodiments.
[0353] This application also provides a computer storage medium, which stores at least one computer program. The at least one computer program is loaded and executed by a processor to implement the human-computer interaction method based on the virtual world provided in the above-described method embodiments.
[0354] This application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. The computer program is read from and executed by a processor of a computer device, causing the computer device to perform the virtual world-based human-computer interaction method provided in the above-described method embodiments.
[0355] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.
[0356] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0357] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent switching, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A human-computer interaction method based on a virtual world, characterized in that, The method includes: The list control displays a list control and a throw button, wherein the list control displays at least one control corresponding to a first container item that contains a first pet virtual character, and / or at least one control corresponding to a second container item that does not contain a pet virtual character; In response to a touch selection operation on the list control, a container prop on the list control is selected; In response to a touch on the throw button and the press duration reaches a time threshold, the aiming mode is entered, and the aiming joystick corresponding to the selected container item and the aiming crosshair are displayed; and, in response to a touch aiming operation on the aiming joystick, the aiming crosshair after the aiming position is changed is displayed; In response to a touch-based throwing operation and the selected container prop is the first container prop, the first pet virtual character that has been thrown is displayed. The first pet virtual character is used to interact with the virtual world. In response to the touch-to-throw operation and the selected container prop is the second container prop, the thrown second container prop is displayed.
2. The method according to claim 1, characterized in that, The display aiming reticle includes: Displays an interactive aiming reticle, the display style of which is related to a virtual aiming object located at the aiming position.
3. The method according to claim 2, characterized in that, The display of the interactive aiming reticle includes: In response to the selected container item being the second container item and the aiming reticle being aimed at the second pet virtual character, an aiming reticle with a first interactive style is displayed; The first interactive style is used to indicate that the second container prop that is thrown is used to capture the second pet virtual character.
4. The method according to claim 3, characterized in that, The method further includes: Displays the capture success rate indicator of the second pet virtual character, which indicates the success rate of the second container item in capturing the second pet virtual character.
5. The method according to any one of claims 1 to 4, characterized in that, In response to the touch-sensitive throwing operation and when the selected container is a second container that does not contain a pet virtual character, after displaying the thrown second container, the method further includes: If the second container item successfully captures the second pet virtual character, the second container item that successfully captured the second pet virtual character will be displayed.
6. The method according to claim 2, characterized in that, The display of the interactive aiming reticle includes: In response to the selected container prop being the first container prop and the aiming crosshair aiming at the virtual collectible, an aiming crosshair with a second interactive style is displayed; The second interaction style is used to instruct the first pet virtual character, which is thrown, to collect the virtual collectible.
7. The method according to claim 2, characterized in that, The display of the interactive aiming reticle includes: In response to the selected container prop being the first container prop and the aiming reticle being aimed at the third pet virtual character, an aiming reticle with a third interactive style is displayed; The third interaction style is used to instruct the first pet virtual character, which is thrown, to fight against the third pet virtual character.
8. The method according to claim 1, characterized in that, After responding to a touch-based throwing operation and displaying the first pet virtual character that has been thrown, and the selected container item is the first container item, the method further includes: In response to the attributes of the first pet virtual character, the interaction between the first pet virtual character and the virtual world is displayed at the location of the first pet virtual character.
9. The method according to claim 8, characterized in that, The step of responding to the attributes of the first pet virtual character and displaying the interaction between the first pet virtual character and the virtual world at the location of the first pet virtual character includes: In response to the attributes of the first pet virtual character, the attributes of the plot in the virtual world where the first pet virtual character is located are changed.
10. The method according to claim 8, characterized in that, The step of responding to the attributes of the first pet virtual character and displaying the interaction between the first pet virtual character and the virtual world at the location of the first pet virtual character includes: In response to the attributes of the first pet virtual character, the virtual treasure chest at the location of the first pet virtual character is opened or closed, and the virtual treasure chest is used to place virtual items.
11. The method according to claim 8, characterized in that, The step of responding to the attributes of the first pet virtual character and displaying the interaction between the first pet virtual character and the virtual world at the location of the first pet virtual character includes: In response to the attributes of the first pet virtual character, the virtual potential energy mechanism in the virtual world is triggered; The virtual potential energy mechanism is used to change the attribute strength value of the pet virtual character within the potential energy range of the virtual potential energy mechanism.
12. The method according to any one of claims 1 to 4, characterized in that, The method further includes: In response to a container prop colliding with a collision surface during throwing, the collision trajectory of the container prop after colliding with the collision surface is displayed.
13. The method according to claim 12, characterized in that, The response to the container prop colliding with the collision surface during throwing, displaying the collision trajectory of the container prop after colliding with the collision surface, includes: In response to the angle between the throwing direction of the container prop and the collision surface being greater than an angle threshold, the rebound trajectory of the container prop after colliding with the collision surface is displayed.
14. The method according to claim 12, characterized in that, The response to the container prop colliding with the collision surface during throwing, displaying the collision trajectory of the container prop after colliding with the collision surface, includes: In response to the angle between the throwing direction of the container prop and the collision surface being less than or equal to an angle threshold, the continuous bouncing trajectory of the container prop on the collision surface is displayed.
15. The method according to any one of claims 1 to 4, characterized in that, The list display control includes: A first list control is displayed on the left side of the user interface in a list manner, the first list control including at least one control corresponding to the first container prop; And / or, A second list control is displayed on the bottom side of the user interface in an overlay manner. The second list control includes at least one control corresponding to the second container prop.
16. The method according to any one of claims 1 to 4, characterized in that, The method further includes: In response to the trigger operation of the control corresponding to the first container prop, a selection mark is displayed in the first direction of the control corresponding to the first pet virtual character; In response to a trigger operation of the control corresponding to the second container prop, the selection indicator is displayed in the second direction of the control corresponding to the second container prop; The first direction is opposite to the second direction.
17. The method according to any one of claims 1 to 4, characterized in that, The method further includes: The aiming joystick is displayed in a combined manner on the user interface. The aiming joystick includes a direction compass and joystick buttons, and the display style of the joystick buttons corresponds to the selected container item.
18. A human-computer interaction device based on a virtual world, characterized in that, The device includes: The display module is used to display a list control and a throw button. The list control displays at least one control corresponding to a first container prop that contains a first pet virtual character, and / or at least one control corresponding to a second container prop that does not contain a pet virtual character. The selection module is used to select a container prop on the list control in response to a touch selection operation on the list control; The display module is configured to respond to a touch on the throwing button and, when the press duration reaches a time threshold, enter aiming mode, display the aiming joystick corresponding to the selected container prop and display the aiming crosshair; and, in response to a touch aiming operation on the aiming joystick, display the aiming crosshair after changing the aiming position. The display module is configured to respond to a touch-based throwing operation and, if the selected container prop is the first container prop, to display the first pet virtual character that has been thrown, wherein the first pet virtual character is used to interact with the virtual world; The display module is configured to display the second container item that has been thrown in response to the touch-to-throw operation and the selected container item being the second container item.
19. A computer device, characterized in that, The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the human-computer interaction method based on a virtual world as described in any one of claims 1 to 17.
20. A computer storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to implement the virtual world-based human-computer interaction method as described in any one of claims 1 to 17.
21. A computer program product, characterized in that, The computer program product includes a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform a virtual world-based human-computer interaction method as described in any one of claims 1 to 17.
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