Game interaction method and device, storage medium and electronic device

By using virtual weapons to define functional areas and inflict attribute damage on target virtual objects, the problem of monotonous game interaction methods is solved, improving game interaction efficiency and player experience.

CN117442969BActive Publication Date: 2026-08-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311453539.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-11-02
Publication Date
2026-08-25
Estimated Expiration
2043-11-02

AI Technical Summary

Technical Problem

In existing technologies, game interaction methods that generate attribute damage to target virtual objects are relatively simple, resulting in low game interaction efficiency and a poor player gaming experience.

Method used

By responding to a first control operation, a virtual weapon is thrown at a virtual obstacle model. A first functional area is determined based on the position of the virtual weapon and the outline information of the obstacle model. In response to a second control operation, attribute damage is generated to the target virtual object in the area.

Benefits of technology

It enables the rapid generation of effective attribute damage to target virtual objects in the game scene, improving game interaction efficiency and player gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game interaction method and device, a storage medium and an electronic device. A graphical user interface is provided through a terminal device, and content displayed by the graphical user interface at least partially contains a game scene; content displayed by the game scene at least partially contains a virtual obstacle model. The method comprises the following steps: in response to a first control operation, a virtual weapon is thrown at the virtual obstacle model; based on an action position of the virtual weapon and contour information of the virtual obstacle model, a first function area is determined; and in response to a second control operation, attribute damage is caused to a target virtual object in the first function area. The application solves the technical problem that the game interaction mode for causing attribute damage to the target virtual object is relatively single in the related art, thereby improving the game interaction efficiency and the game experience of a player.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and more specifically, to a game interaction method, apparatus, storage medium, and electronic device. Background Technology

[0002] With the rapid popularization of mobile devices, playing multiplayer competitive games on mobile devices has become a popular form of entertainment. In multiplayer competitive games, players can engage in real-time battles with other players online. For example, players can use obstacles in the game environment as attack tools to damage enemy characters. The environmental objects that can cause damage in related technologies are relatively fixed; for example, traps can be set to prevent enemy characters from reaching their target locations or to assist players in eliminating them. However, the way game traps are set in related technologies is relatively fixed, resulting in a relatively simple interaction method for causing damage, further affecting the player's gaming experience and interaction efficiency.

[0003] There is currently no effective solution to the above problems. Summary of the Invention

[0004] This disclosure provides at least some embodiments of a game interaction method, apparatus, storage medium, and electronic device to at least solve the technical problem in the related art that the game interaction methods that cause attribute damage to target virtual objects are relatively simple, resulting in low game interaction efficiency and poor player game experience.

[0005] According to one embodiment of this disclosure, a game interaction method is provided, which provides a graphical user interface through a terminal device. The content displayed by the graphical user interface at least partially includes a game scene, and the content displayed by the game scene at least partially includes a virtual obstacle model. The method includes: in response to a first control operation, throwing a virtual weapon at the virtual obstacle model; determining a first functional area based on the position of the virtual weapon and the outline information of the virtual obstacle model; and in response to a second control operation, generating attribute damage to a target virtual object within the first functional area.

[0006] According to one embodiment of this disclosure, a game interaction device is also provided, which provides a graphical user interface through a terminal device. The content displayed by the graphical user interface at least partially includes a game scene, and the content displayed by the game scene at least partially includes a virtual obstacle model. The device includes: a first response module, configured to throw a virtual weapon at the virtual obstacle model in response to a first control operation, and determine a first functional area based on the position of the virtual weapon and the outline information of the virtual obstacle model; and a second response module, configured to generate attribute damage to a target virtual object within the first functional area in response to a second control operation.

[0007] According to one embodiment of the present disclosure, a computer-readable storage medium is also provided, wherein a computer program is stored in the computer program, and the computer program is configured to execute the game interaction method described in any of the preceding claims when it is run.

[0008] According to one embodiment of this disclosure, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the game interaction method described in any of the preceding claims.

[0009] In at least some embodiments of this disclosure, a virtual weapon is thrown at a virtual obstacle model in response to a first control operation. A first functional area is determined based on the position of the virtual weapon and the contour information of the virtual obstacle model. In response to a second control operation, attribute damage is generated on a target virtual object within the first functional area. This achieves the goal of quickly generating effective attribute damage on the target virtual object in the game scene, thereby improving the technical effect of game interaction efficiency and player game experience. It also solves the technical problem in related technologies where the game interaction method of generating attribute damage on the target virtual object is relatively simple, resulting in low game interaction efficiency and poor player game experience. Attached Figure Description

[0010] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0011] Figure 1 This is a hardware structure block diagram of a mobile terminal for a game interaction method according to one embodiment of this application;

[0012] Figure 2 This is a flowchart of a game interaction method according to one embodiment of this application;

[0013] Figure 3 This is a schematic diagram of a game interaction method according to one embodiment of this application;

[0014] Figure 4 This is a schematic diagram of a first functional area according to one embodiment of this application;

[0015] Figure 5 This is a schematic diagram of another first functional area according to one embodiment of this application;

[0016] Figure 6 This is a schematic diagram of an interface for another game interaction method according to one embodiment of this application;

[0017] Figure 7This is a schematic diagram of an interface for another game interaction method according to one embodiment of this application;

[0018] Figure 8 This is a schematic diagram illustrating the function of a guiding model according to one embodiment of this application;

[0019] Figure 9 This is a schematic diagram of an interface for another game interaction method according to one embodiment of this application;

[0020] Figure 10 This is a schematic diagram of a game identifier according to one embodiment of this application;

[0021] Figure 11 This is a structural block diagram of a game interaction device according to one embodiment of this application;

[0022] Figure 12 This is a schematic diagram of an electronic device according to one embodiment of the present application. Detailed Implementation

[0023] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.

[0024] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0025] The methods and embodiments described above in this disclosure can be executed on mobile terminals, computer terminals, or similar computing devices. Taking a mobile terminal as an example, the mobile terminal can be a smartphone, tablet computer, PDA, mobile internet device, PAD, game console, or other terminal device. Figure 1 This is a hardware structure block diagram of a mobile terminal for a game interaction method according to an embodiment of this application. For example... Figure 1 As shown, a mobile terminal may include one or more ( Figure 1 Only one is shown in the image. Processor 102 (processor 102 may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and memory 104 for storing data. In one embodiment of this application, it may also include: input / output device 108 and display device 110.

[0026] In some optional embodiments primarily focused on gaming scenarios, the aforementioned device may also provide a human-computer interaction interface with a touch-sensitive surface. This interface can sense finger contact and / or gestures to interact with a graphical user interface (GUI). The human-computer interaction functions may include the following: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. Executable instructions for performing the aforementioned human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.

[0027] Those skilled in the art will understand that Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.

[0028] According to one embodiment of this application, an embodiment of a game interaction method is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0029] Figure 2 This is a flowchart of a game interaction method according to one embodiment of this application. A graphical user interface (GUI) is provided through a terminal device. The content displayed by the GUI at least partially includes a game scene, and the content displayed by the game scene at least partially includes virtual obstacle models, such as... Figure 2 As shown, the method includes the following steps:

[0030] Step S21: In response to the first control operation, a virtual weapon is thrown onto the virtual obstacle model, and a first functional area is determined based on the position of the virtual weapon and the outline information of the virtual obstacle model.

[0031] Step S22, in response to the second control operation, inflict attribute damage on the target virtual object within the first functional area.

[0032] The aforementioned game scenario can be a multiplayer online game (MMORPG) scenario, applicable to both symmetrical and asymmetrical competitive games. In symmetrical competitive games, all players possess the same character, abilities, and resources, resulting in a relatively balanced game where victory depends primarily on individual skill, strategy, and teamwork. In asymmetrical competitive games, players have different roles, abilities, and resources, creating a clear asymmetry. Different characters have different objectives, gameplay styles, and abilities, requiring players to utilize their unique characteristics and strengths to compete against each other.

[0033] The first control operation mentioned above can be the player's triggering operation of the throwing skill control in the graphical user interface. The virtual weapon mentioned above can be a throwable item in the game scene used to cause attribute damage. For example, the virtual weapon can be a pickaxe, hammer, axe, etc. Figure 3 This is a schematic diagram of an interface for a game interaction method according to one embodiment of this application, such as... Figure 3 As shown, during the throwing of virtual weapons, the controlled virtual object can throw its pickaxe with a base distance of 15m. The virtual weapon's overall trajectory in the air is a parabola, and the player can flexibly adjust the throwing height. The virtual weapon has a collision volume; it will stop when it hits a virtual obstacle model, displaying a crack-like pattern and black smoke animation at the point of impact. The thrown virtual weapon can pass over pallets and windows, and its flight speed can be set to 30m / s.

[0034] The aforementioned virtual obstacle models refer to objects or areas in a game scene that are impassable or inaccessible. Virtual obstacle models can be created and placed by game developers to limit the movement range of virtual game characters or create physical obstacles within the game. These can be physical objects such as walls, buildings, trees, and debris, or invisible boundaries or force fields, such as invisible walls or resistance zones. The presence of virtual obstacle models can increase the challenge and realism of the game, and can also be used to guide the actions of virtual game characters or limit the scope of exploration.

[0035] The contour information of a virtual obstacle model describes its external shape, specifically including information about its boundaries, shape, size, and position. More specifically, the contour information can be described using geometric representations such as rectangles, circles, and polygons. For complex obstacle models, even more complex geometric shapes or curves can be used. The contour information can also include dimensional parameters such as length, width, and height, which can be used to calculate the relative position of the virtual obstacle to other objects and for collision detection.

[0036] In response to the first control operation, after a virtual weapon is thrown at a virtual obstacle model, a first functional area is formed around the virtual obstacle based on the weapon's effective location and the model's outline. This first area can be a fragile area, which, under the action of a second control operation, inflicts attribute damage on target virtual objects within the fragile area. Optionally, after forming the fragile area, a specified attribute effect can be applied to the target virtual objects within it, according to game settings, such as reducing their movement speed. The aforementioned target virtual objects are enemy characters in the game scene.

[0037] The aforementioned second control operation can be a player's re-triggering of the throwing skill control within the graphical user interface, a player's triggering of the recall skill control within the graphical user interface, or a triggering of other preset damage skill keys within the graphical user interface. By re-throwing the virtual weapon, substantial damage is inflicted on the fragile area surrounding the virtual obstacle model that the throw hits, and attribute damage is dealt to target virtual objects within the fragile area. For example, if the target virtual object has a total health of 1000 points, after triggering the shock effect, 250 points of damage can be dealt to the target virtual object within the fragile area, reducing the target virtual object's health by one-quarter.

[0038] Based on the above steps S21 to S22, in response to the first control operation, a virtual weapon is thrown at the virtual obstacle model. Based on the position of the virtual weapon and the outline information of the virtual obstacle model, a first functional area is determined. In response to the second control operation, attribute damage is generated on the target virtual object within the first functional area. This achieves the goal of quickly generating effective attribute damage on the target virtual object in the game scene, thereby improving the technical effect of game interaction efficiency and player game experience. It also solves the technical problem in related technologies where the game interaction method of generating attribute damage on the target virtual object is relatively simple, resulting in low game interaction efficiency and poor player game experience.

[0039] The game interaction method in the embodiments of this application will be further described below.

[0040] Optionally, in step S21, based on the position of the virtual weapon and the contour information of the virtual obstacle model, the first functional area is determined to include:

[0041] Step S211: Based on the contour information of the virtual obstacle model, determine the ground boundary of the virtual obstacle model, wherein the ground boundary is used to represent the boundary where the virtual obstacle model intersects with the ground in the game scene;

[0042] Step S212: Determine the first functional area based on the location of the virtual weapon and the ground boundary.

[0043] Specifically, the boundary where the virtual obstacle model intersects with the ground in the game scene is determined based on the outline information of the virtual obstacle model, that is, the foundation boundary of the virtual obstacle model is determined. Then, based on the position of the virtual weapon and the foundation boundary, the fragile area can be quickly determined.

[0044] Taking a virtual wall model as an example, the foundation boundary of the virtual wall model is determined based on its outline information. Then, based on the location where a virtual weapon hits the virtual wall model and this foundation boundary, the fragile area formed around the virtual wall model is quickly identified. It should be noted that the ground in the game scene can be the ground where buildings are located; it can be a preset ground plane or a surface with undulations depending on the game scene.

[0045] Based on the above optional embodiments, the foundation boundary of the virtual obstacle model is determined by the contour information of the virtual obstacle model, and then the first functional area is determined according to the position of the virtual weapon and the foundation boundary. This can quickly determine the area that can produce attribute damage after the virtual weapon is thrown at the virtual obstacle model, further enriching the gameplay and enhancing the player's interactive experience.

[0046] Optionally, in step S21, determining the first functional area based on the action position of the virtual weapon and the outline information of the virtual obstacle model includes: projecting the virtual obstacle model onto the ground in the game scene to determine the first functional area.

[0047] Specifically, continuing to use virtual obstacle models as virtual building models as an example, the foundation boundaries corresponding to virtual wall models are determined by projecting the virtual building models onto the ground in the game scene. For example, the projection of the building model onto the ground of buildings such as pavilions may cover a larger area than its foundation. However, this also provides a solution for dividing the first functional area according to different game settings, making the solution more applicable.

[0048] Optionally, in step S212, determining the first functional area based on the virtual weapon's operational location and the foundation boundary includes:

[0049] Step S2121: In response to the perimeter of the foundation boundary being greater than the first preset extension length, determine the extension starting point position on the foundation boundary based on the position of the virtual weapon.

[0050] Step S2122: Based on the second preset extension length, extend clockwise from the extension starting point along the foundation boundary to determine the first boundary, and extend counterclockwise from the extension starting point along the foundation boundary to determine the second boundary;

[0051] Step S2123: Based on the third preset extension length, extend from any position on the first boundary and the second boundary in a direction away from the virtual obstacle model to determine the third boundary;

[0052] Step S2124: Determine the first functional area based on the first boundary, the second boundary, and the third boundary.

[0053] Figure 4 This is a schematic diagram of a first functional area according to one embodiment of this application, such as... Figure 4 As shown, continuing with the virtual wall model as an example, if the perimeter of the foundation boundary corresponding to the virtual wall model is greater than the first preset extension length, such as a perimeter greater than 16m, then the extension starting point (point A) is further determined on the foundation boundary based on the position of the virtual weapon. This extension starting point is the projection position of the virtual weapon's position on the virtual obstacle onto the foundation boundary. Subsequently, starting from the extension starting point, the first boundary (line segment ADC) is determined by extending 8m clockwise along the foundation boundary. That is, if the wall has a bend, the fragile area can be extended according to the bend of the wall. At the same time, starting from the extension starting point, the second boundary (line segment AB) is determined by extending 8m counterclockwise along the foundation boundary. And from any position on the first and second boundaries, the third boundary is determined by extending 2m away from the virtual obstacle model. Finally, the area enclosed by the first, second, and third boundaries is determined as the fragile area.

[0054] Based on the above optional embodiments, in response to the perimeter of the foundation boundary being greater than the first preset extension length, the starting point position of the extension is determined on the foundation boundary based on the position of the virtual weapon. Then, according to the second preset extension length, the extension is performed clockwise from the starting point position along the foundation boundary to determine the first boundary, and counterclockwise from the starting point position along the foundation boundary to determine the second boundary. Subsequently, according to the third preset extension length, the extension is performed from any position on the first and second boundaries in a direction away from the virtual obstacle model to determine the third boundary. Finally, the first functional area can be quickly determined based on the first, second, and third boundaries, thereby further enhancing the player's game interaction experience.

[0055] Optionally, the game interaction method in this application embodiment further includes:

[0056] Step S2125: In response to the fact that the perimeter of the foundation boundary is less than the first preset extension length, the fourth boundary is determined by extending from any position on the foundation boundary in a direction away from the virtual obstacle model according to the third preset extension length.

[0057] Step S2126: Determine the first functional area based on the foundation boundary and the fourth boundary.

[0058] Figure 5 This is a schematic diagram of another first functional area according to one embodiment of this application, such as... Figure 5 As shown, taking a virtual building model as an example, if the perimeter of the foundation boundary corresponding to the virtual building model is less than the first preset extension length, such as the perimeter of the foundation boundary being less than 16m, a fourth boundary is determined by extending 2m from any position on the foundation boundary in a direction away from the virtual obstacle model, and the annular area between the foundation boundary and the fourth boundary is determined as the fragile area.

[0059] Based on the above optional embodiments, in response to the fact that the perimeter of the foundation boundary is less than the first preset extension length, the fourth boundary is determined by extending from any position on the foundation boundary in a direction away from the virtual obstacle model according to the third preset extension length. This allows for the rapid determination of the first functional area based on the foundation boundary and the fourth boundary, thereby further enhancing the player's game interaction experience.

[0060] Optionally, the first functional area can be canceled after a first preset time period.

[0061] Specifically, after the fragile area is formed, its duration in the game scene can be set to 20 seconds. After 20 seconds, the fragile area is canceled. The second control operation after 20 seconds will usually not cause attribute damage to the target virtual object in the first functional area, thereby further ensuring the fairness and competitiveness of the game.

[0062] Optionally, in step S22, in response to the second control operation, attribute damage is inflicted on the target virtual object within the first functional area, including:

[0063] Step S221, in response to the second control operation, throw a virtual weapon at the virtual obstacle model;

[0064] Step S222: In response to the virtual weapon's re-action position not falling into the first functional area, the second functional area is determined based on the virtual weapon's re-action position and the contour information of the virtual obstacle model.

[0065] In step S223, in response to the overlapping area between the first functional area and the second functional area, the first functional area and the second functional area are merged into a third functional area, and attribute damage is generated to the target virtual object within the third functional area.

[0066] Specifically, in some embodiments, the second control operation refers to a weapon throwing operation applied to the first functional area. The second operation can be a re-triggering of the weapon throwing control, such as a re-click operation; it can also be a triggering operation that provides a new throwing control after the first control operation. If a first functional area already exists in the game scene, and after throwing the virtual weapon again, the virtual weapon's second point of action does not fall into the original fragile area, then a new fragile area (i.e., the second functional area) is determined based on the virtual weapon's second point of action and the contour information of the virtual obstacle model. Furthermore, if there is an overlap between the original fragile area (i.e., the first functional area) and the new fragile area (i.e., the second functional area), i.e., they intersect, then the original fragile area (i.e., the first functional area) and the new fragile area (i.e., the second functional area) are merged to obtain a connected third functional area. Even if the connected fragile areas (i.e., the third functional area) are not generated simultaneously, they can still chain together to produce a shock effect and inflict attribute damage on the target virtual object within the third functional area.

[0067] Based on the above optional embodiments, in response to the second control operation, a virtual weapon is thrown at the virtual obstacle model. Then, in response to the virtual weapon's second action position not falling into the first functional area, the second functional area is determined based on the virtual weapon's second action position and the outline information of the virtual obstacle model. Finally, in response to the overlap between the first and second functional areas, the first and second functional areas are merged into a third functional area, and attribute damage is generated to the target virtual object within the third functional area. This allows for flexible and rapid connection between multiple fragile areas.

[0068] Optionally, in step S22, in response to the second control operation, attribute damage is inflicted on the target virtual object within the first functional area, including:

[0069] Step S224, in response to the second control operation, throw a virtual weapon at the virtual obstacle model;

[0070] In step S225, in response to the virtual weapon's re-action position falling into the first functional area, attribute damage is inflicted on the target virtual object within the first functional area.

[0071] Specifically, in some embodiments, the second control operation refers to a weapon throwing operation applied to the first functional area. The second operation can be a re-triggering of the weapon throwing control, such as a re-click operation; it can also be a triggering operation that provides a new throwing control after the first control operation. If an existing fragile area (i.e., the first functional area) already exists in the game scene, and the virtual weapon is thrown again, and the weapon's next point of action falls within the existing fragile area, it will directly trigger a shock effect in the existing fragile area, causing attribute damage to the target virtual object within the existing fragile area. No new fragile area will be created in this case.

[0072] Based on the above optional embodiments, in response to the second control operation, a virtual weapon is thrown at the virtual obstacle model, and then in response to the virtual weapon's re-action position, it falls into the first functional area, causing attribute damage to the target virtual object within the first functional area. This can quickly trigger the fragile area to cause attribute damage to the target virtual object, further enriching the game's interactive experience.

[0073] Optionally, the game interaction method in this application embodiment further includes: in response to a virtual weapon hitting any target virtual object in the game scene, causing attribute damage to the target virtual object, and limiting the movement speed of the target virtual object for a second preset duration.

[0074] Specifically, if the thrown virtual weapon directly hits any target virtual object in the game scene, it will directly deal attribute damage to the target virtual object and restrict the target virtual object's movement speed for 1 second (i.e., the second preset duration). For example, if the target virtual object has a total health of 1000 points, after the virtual weapon hits the target virtual object, it will deal 250 points of damage and slow it by 30% for 1 second.

[0075] Based on the above optional embodiments, by responding to the virtual weapon hitting any target virtual object in the game scene, attribute damage is inflicted on the target virtual object, and the movement speed of the target virtual object is restricted for a second preset duration, thereby further enriching the game interaction experience.

[0076] Optionally, in step S22, in response to the second control operation, attribute damage is generated on the target virtual object within the first functional area, including: within a third preset time after the virtual weapon hits the virtual obstacle model, in response to the second control operation, the virtual weapon is retracted and attribute damage is generated on the target virtual object within the first functional area.

[0077] Specifically, in some embodiments, the second control operation refers to a weapon recovery operation. The second operation can be a re-triggering of the weapon throwing control, such as a re-click; or it can be a triggering operation of the weapon recovery control on the graphical user interface. The aforementioned weapon recovery control can be permanently resident on the graphical user interface, or it can be provided on the graphical user interface after the weapon is thrown in the first control operation. Figure 6 This is a schematic diagram of an interface for another game interaction method according to one embodiment of this application, such as... Figure 6 As shown, within 8 seconds (i.e. the third preset duration) after the virtual weapon hits the virtual obstacle model, in response to the player's click operation on the recall skill control in the graphical user interface, the virtual weapon can be quickly recalled, and at the moment of recalling the weapon, it will deal attribute damage to the target virtual object in the first functional area.

[0078] Optionally, the game interaction method in this application embodiment further includes: in response to a third control operation, moving the controlled virtual object to the position of the virtual weapon and retrieving the virtual weapon.

[0079] Specifically, the second control operation refers to the weapon traction operation. For example, the aforementioned third control operation can be a player's click operation on the traction skill control within the graphical user interface. In response to the third control operation, the controlled virtual object is moved from its current position to the virtual weapon's target location, and the virtual weapon is retrieved. This achieves the use of the thrown virtual weapon to traction the movement of the controlled virtual character, enabling the controlled virtual character to move quickly.

[0080] Taking a pickaxe as an example of a virtual weapon, after the pickaxe hits a virtual obstacle model, a new skill slot appears in the graphical user interface. Responding to the player's click on the traction skill control within the graphical user interface, the controlled virtual object is pulled to the hit location of the pickaxe (within the player's field of vision), and then the pickaxe is retrieved. The movement speed of the pickaxe pull is slower than the speed of directly retrieving the pickaxe, but faster than the speed at which the controlled virtual object moves. Furthermore, the traction process can be stopped by clicking the traction skill control again. As long as the pickaxe is not retrieved, traction can be used at any time. If the player collides with a virtual obstacle model during the traction process, the traction will stop.

[0081] Optionally, the game interaction method in this application embodiment further includes: in response to the end of a third preset time after the virtual weapon hits the virtual obstacle model, retracting the virtual weapon and generating attribute damage to the target virtual object within the first functional area.

[0082] Continuing with the example of a pickaxe as a virtual weapon, after the pickaxe hits a virtual obstacle model, it remains outside for a maximum of 8 seconds (i.e., the third preset duration). When the 8-second duration ends after the pickaxe hits the virtual obstacle model, the pickaxe can be automatically retracted, and at the moment the pickaxe retracts, it can inflict attribute damage on the target virtual object in the fragile area.

[0083] Optionally, the game interaction method in this application embodiment further includes:

[0084] Step S31, in response to the fourth control operation, generate at least one guidance model, wherein the guidance model is used to guide attribute damage generated in the first functional area or the fourth functional area to the first functional area and the fourth functional area, wherein the first functional area and the fourth functional area are mutually separated functional areas within the scope of the guidance model;

[0085] Step S32, in response to the second control operation, inflict attribute damage on the target virtual objects within the first and fourth functional areas.

[0086] Figure 7 This is a schematic diagram of an interface for another game interaction method according to one embodiment of this application, such as... Figure 7 As shown, the fourth control operation can be a player's trigger operation on the Stone-Guiding Skill control within the graphical user interface. The trigger operation can be a single click or a long press. In response to the fourth control operation, at least one guiding model can be generated at any location within a preset range (e.g., within 15m) around the controlled virtual object. This guiding model can transmit the shock effect within a 10m radius around itself. The guiding model has a collision volume. To avoid blocking paths, guiding models can be prevented from being generated in narrow areas of the game map, or the collision volume of the guiding model with the virtual game character can be reduced in certain areas.

[0087] Figure 8 This is a schematic diagram illustrating the function of a guiding model according to one embodiment of this application, such as... Figure 8As shown, the guiding model can be viewed as connecting functional areas. If there are separate, fragile areas within a 10m radius of the guiding model, such as the first and fourth functional areas, the guiding model can channel attribute damage generated within the first functional area to the fourth functional area, and vice versa. This allows it to respond to second control operations within either the first or second functional area, inflicting attribute damage on target virtual objects within both areas. It should be noted that the effective connection range of the guiding model (i.e., the aforementioned 10m radius around itself) can be a functional area or not, depending on the game settings.

[0088] Optionally, the game interaction method in this application embodiment further includes: in response to the number of guide models in the game scene exceeding a preset number range, replacing the second guide model with a first guide model so that the number of guide models is within the preset number range, wherein the generation time of the first guide model is later than that of other guide models in the game scene, and the generation time of the second guide model is earlier than that of other guide models in the game scene.

[0089] Specifically, to further ensure the fairness and playability of the game, a preset range (e.g., 3) of guide models are set to exist simultaneously in the game scene. If the number of guide models in the game scene exceeds 3, the first guide model is used to replace the second guide model so that the number of guide models is within 3. The first guide model is the latest generated guide model, and the second guide model is the earliest generated guide model in the current game scene.

[0090] Optionally, the guide model is displayed in the game scene from the perspective of the controlled virtual object with a highlighted perspective, and the guide model is displayed in the perspective of the target virtual object with a highlighted perspective within a preset range.

[0091] Specifically, the guide model is displayed in the game scene in a highlighted perspective mode from the viewpoint of the controlled virtual object. That is, from the viewpoint of the controlled virtual object, all guide models displayed in a highlighted perspective mode can be seen globally. The guide model is displayed in a highlighted perspective mode from the viewpoint of the target virtual object within a preset range. That is, from the viewpoint of the target virtual object, only the guide models displayed in a highlighted perspective mode within a 20m radius around it (i.e., the preset range) can be seen.

[0092] Optionally, the game interaction method in this application embodiment further includes: in response to the attribute damage guidance number of the guidance model reaching a preset value, controlling the guidance model to disappear from the game scene.

[0093] For example, if the same guidance model has been guided 3 times (i.e., the preset value), the guidance model will be removed from the game scene.

[0094] Optionally, the game interaction method in this application embodiment further includes:

[0095] Step S41: In response to the fifth control operation, the target point is confirmed based on the crosshair marker generated by the fifth control operation;

[0096] Step S42: In response to the sixth control operation, a virtual weapon is thrown based on the target point, and a fifth functional area is generated based on the action position of the virtual weapon and the contour information of the virtual obstacle model. The functional area of ​​the fifth functional area is larger than the functional area of ​​the first functional area.

[0097] Figure 9 This is a schematic diagram of an interface for another game interaction method according to one embodiment of this application, such as... Figure 9 As shown, the fifth control operation mentioned above can be a charging operation, such as a long press operation of the heavy attack skill control in the graphical user interface. Figure 10 This is a schematic diagram of a game identifier according to one embodiment of this application, such as... Figure 10 As shown, the crosshair generated based on the fifth control operation can be used to confirm the target point, which is the height control landing point. When the player presses and holds the heavy attack skill control to charge up, the graphical user interface can display the charging progress through the dynamic effect of the charging bar. The charging level can be related to the trigger duration of the control or the amount of pressure received by the control. The sixth control operation mentioned above is the weapon throwing operation after charging up, for example, it can be the release operation of releasing the heavy attack skill control. In response to the sixth control operation, the virtual weapon is thrown based on the target point, and a larger fragile area (i.e., the fifth functional area) is generated based on the position of the virtual weapon and the outline information of the virtual obstacle model. The player can adjust the height control landing point of the throw and then raise their hand to throw. In addition, the player can also cancel the skill by sliding to the bottom right area or clicking the button on the left.

[0098] It should be noted that in some embodiments, the aforementioned heavy attack button can be a separate control provided on the graphical user interface, or it can be a skill control on the same key as the weapon throw button. When the preset attribute value of the controlled virtual object reaches the preset value, the weapon throw button will be replaced by the heavy attack button. After the heavy attack button is penalized and the heavy attack skill is released, the heavy attack button will be replaced by the weapon throw button again.

[0099] Continuing with the example of a virtual weapon, a pickaxe, after the pickaxe is charged to a certain extent, such as after 1-1.2 seconds of charging, the target point is confirmed based on the crosshair generated by the charging operation. In response to the sixth control operation, the pickaxe is thrown based on the target point. After the pickaxe hits the virtual obstacle model, a fifth functional area is generated. The functional area of ​​the fifth functional area is larger than that of the first functional area.

[0100] Optionally, the game interaction method in this application embodiment further includes: in response to the sixth control operation, generating attribute damage to the target virtual object within the fifth functional area.

[0101] Specifically, in response to the sixth control operation, a virtual weapon is thrown based on the target point. While generating a larger fragile area (i.e., the fifth functional area), it can directly produce a shock effect and inflict attribute damage on the target virtual object within the fifth functional area.

[0102] In this embodiment, a virtual weapon is thrown at a virtual obstacle model in response to a first control operation. Based on the position of the virtual weapon and the outline information of the virtual obstacle model, a first functional area is determined. In response to a second control operation, attribute damage is generated on the target virtual object within the first functional area. This proposes an interactive method that assigns damage attributes to virtual obstacle models in the scene by throwing virtual weapons. This achieves the goal of quickly generating effective attribute damage to target virtual objects in the game scene, thereby improving the efficiency of game interaction and the player's gaming experience.

[0103] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of this application.

[0104] This embodiment also provides a game interaction device for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that implements a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0105] Figure 11 This is a structural block diagram of a game interaction device according to one embodiment of this application. A graphical user interface is provided through a terminal device. The content displayed by the graphical user interface at least partially includes a game scene, and the content displayed by the game scene at least partially includes virtual obstacle models, such as... Figure 11 As shown, the device includes:

[0106] The first response module 1101 is used to respond to the first control operation by throwing a virtual weapon at the virtual obstacle model and determining the first functional area based on the position of the virtual weapon and the outline information of the virtual obstacle model.

[0107] The second response module 1102 is used to generate attribute damage to the target virtual object within the first functional area in response to the second control operation.

[0108] Optionally, the first response module 1101 is further configured to: determine the ground boundary of the virtual obstacle model based on the contour information of the virtual obstacle model, wherein the ground boundary is used to represent the boundary where the virtual obstacle model intersects with the ground in the game scene; and determine the first functional area according to the position of the virtual weapon and the ground boundary.

[0109] Optionally, the first response module 1101 is further configured to: project the virtual obstacle model onto the ground in the game scene to determine the first functional area.

[0110] Optionally, the first response module 1101 is further configured to: in response to the perimeter of the foundation boundary being greater than a first preset extension length, determine the extension starting point position on the foundation boundary based on the position of the virtual weapon; according to the second preset extension length, extend clockwise along the foundation boundary from the extension starting point position to determine the first boundary, and extend counterclockwise along the foundation boundary from the extension starting point position to determine the second boundary; according to the third preset extension length, extend from any position on the first and second boundaries in a direction away from the virtual obstacle model to determine the third boundary; and determine the first functional area based on the first boundary, the second boundary, and the third boundary.

[0111] Optionally, the first response module 1101 is further configured to: in response to the fact that the perimeter of the foundation boundary is less than the first preset extension length, extend from any position on the foundation boundary in a direction away from the virtual obstacle model according to the third preset extension length to determine the fourth boundary; and determine the first functional area based on the foundation boundary and the fourth boundary.

[0112] Optionally, the first functional area can be canceled after a first preset time period.

[0113] Optionally, the second response module 1102 is further configured to: in response to the second control operation, throw a virtual weapon at the virtual obstacle model; in response to the virtual weapon's second action position not falling into the first functional area, determine the second functional area based on the virtual weapon's second action position and the outline information of the virtual obstacle model; in response to the existence of an overlapping area between the first and second functional areas, merge the first and second functional areas into a third functional area, and generate attribute damage to the target virtual object within the third functional area.

[0114] Optionally, the second response module 1102 is further configured to: in response to the second control operation, throw a virtual weapon at the virtual obstacle model; and in response to the virtual weapon's re-action position falling into the first functional area, generate attribute damage to the target virtual object within the first functional area.

[0115] Optionally, the game interaction device further includes: a third response module 1103, used to respond to the virtual weapon hitting any target virtual object in the game scene, to generate attribute damage to the target virtual object, and to limit the movement speed of the target virtual object for a second preset duration.

[0116] Optionally, the second response module 1102 is further configured to: within a third preset time period after the virtual weapon hits the virtual obstacle model, in response to the second control operation, retract the virtual weapon and inflict attribute damage on the target virtual object within the first functional area.

[0117] Optionally, the game interaction device further includes: a fourth response module 1104, used to respond to the third control operation by moving the controlled virtual object to the position of the virtual weapon and retracting the virtual weapon.

[0118] Optionally, the game interaction device also includes: a fifth response module 1105, which is used to retrieve the virtual weapon and generate attribute damage to the target virtual object in the first functional area after the third preset time expires following the virtual weapon hitting the virtual obstacle model.

[0119] Optionally, the game interaction device further includes: a sixth response module 1106, used to generate at least one guidance model in response to a fourth control operation, wherein the guidance model is used to guide attribute damage generated in the first functional area or the fourth functional area to the first functional area and the fourth functional area, wherein the first functional area and the fourth functional area are mutually separated functional areas within the scope of the guidance model; the second response module 1102 is also used to generate attribute damage to target virtual objects in the first functional area and the fourth functional area in response to a second control operation.

[0120] Optionally, the game interaction device further includes: a seventh response module 1107, used to respond to the number of guide models in the game scene exceeding a preset number range by replacing the second guide model with the first guide model so that the number of guide models is within the preset number range, wherein the first guide model is generated later than other guide models in the game scene, and the second guide model is generated earlier than other guide models in the game scene.

[0121] Optionally, the guide model is displayed in the game scene from the perspective of the controlled virtual object with a highlighted perspective, and the guide model is displayed in the perspective of the target virtual object with a highlighted perspective within a preset range.

[0122] Optionally, the game interaction device also includes: an eighth response module 1108, used to control the guide model to disappear from the game scene in response to the guide model's attribute damage guide count reaching a preset value.

[0123] Optionally, the game interaction device further includes: a ninth response module 1109, used to respond to the fifth control operation and confirm the target point based on the crosshair marker generated by the fifth control operation; and a tenth response module 1110, used to respond to the sixth control operation, throw a virtual weapon based on the target point, and generate a fifth functional area based on the action position of the virtual weapon and the contour information of the virtual obstacle model, wherein the functional area range of the fifth functional area is larger than the functional area range of the first functional area.

[0124] Optionally, the tenth response module 1110 is also used to generate attribute damage to the target virtual object within the fifth functional area in response to the sixth control operation.

[0125] It should be noted that the above modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but are not limited to: all the above modules are located in the same processor; or, the above modules are located in different processors in any combination.

[0126] Embodiments of this application also provide a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute the steps in any of the above method embodiments when run.

[0127] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0128] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals.

[0129] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0130] S1, in response to the first control operation, throw a virtual weapon at the virtual obstacle model, and determine the first functional area based on the position of the virtual weapon and the outline information of the virtual obstacle model;

[0131] S2, in response to the second control operation, inflicts attribute damage on the target virtual object within the first functional area.

[0132] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining the ground boundary of the virtual obstacle model based on the contour information of the virtual obstacle model, wherein the ground boundary is used to represent the boundary where the virtual obstacle model intersects with the ground in the game scene; determining a first functional area according to the position of the virtual weapon and the ground boundary.

[0133] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: projecting the virtual obstacle model onto the ground in the game scene to determine the first functional area.

[0134] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to the perimeter of the foundation boundary being greater than a first preset extension length, determining an extension start point position on the foundation boundary based on the position of action of the virtual weapon; determining a first boundary by extending clockwise along the foundation boundary from the extension start point position according to a second preset extension length, and determining a second boundary by extending counterclockwise along the foundation boundary from the extension start point position; determining a third boundary by extending from any position on the first and second boundaries in a direction away from the virtual obstacle model according to a third preset extension length; and determining a first functional area based on the first boundary, the second boundary, and the third boundary.

[0135] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to the perimeter of the foundation boundary being less than a first preset extension length, extending from any position on the foundation boundary in a direction away from the virtual obstacle model according to a third preset extension length to determine a fourth boundary; and determining a first functional area based on the foundation boundary and the fourth boundary.

[0136] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: canceling the first functional area after a first preset time period.

[0137] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to a second control operation, throwing a virtual weapon at a virtual obstacle model; in response to the virtual weapon's second point of impact not falling into a first functional area, determining a second functional area based on the virtual weapon's second point of impact and the contour information of the virtual obstacle model; in response to an overlapping area between the first and second functional areas, merging the first and second functional areas into a third functional area, and inflicting attribute damage on a target virtual object within the third functional area.

[0138] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to a second control operation, throwing a virtual weapon at a virtual obstacle model; in response to the virtual weapon's re-action position falling into a first functional area, inflicting attribute damage on a target virtual object within the first functional area.

[0139] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to a virtual weapon hitting any target virtual object in the game scene, inflicting attribute damage on the target virtual object, and limiting the movement speed of the target virtual object for a second preset duration.

[0140] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: within a third preset time period after the virtual weapon hits the virtual obstacle model, in response to a second control operation, retracting the virtual weapon and inflicting attribute damage on the target virtual object within the first functional area.

[0141] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to a third control operation, moving the controlled virtual object to the location of the virtual weapon and retrieving the virtual weapon.

[0142] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to the end of a third preset time period after the virtual weapon hits the virtual obstacle model, retracting the virtual weapon and inflicting attribute damage on the target virtual object within the first functional area.

[0143] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to a fourth control operation, generating at least one guidance model, wherein the guidance model is used to guide attribute damage generated in a first functional area or a fourth functional area to the first functional area and the fourth functional area, wherein the first functional area and the fourth functional area are mutually separate functional areas within the scope of the guidance model; in response to a second control operation, generating attribute damage on target virtual objects in the first functional area and the fourth functional area.

[0144] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to the number of guide models in the game scene exceeding a preset number range, replacing the second guide model with a first guide model to bring the number of guide models within the preset number range, wherein the first guide model is generated later than other guide models in the game scene, and the second guide model is generated earlier than other guide models in the game scene.

[0145] Optionally, the guide model is displayed in the game scene from the perspective of the controlled virtual object with a highlighted perspective, and the guide model is displayed in the perspective of the target virtual object with a highlighted perspective within a preset range.

[0146] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to the target model's attribute damage targeting count reaching a preset value, controlling the target model to disappear from the game scene.

[0147] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to a fifth control operation, confirming a target point based on a crosshair generated by the fifth control operation; in response to a sixth control operation, throwing a virtual weapon based on the target point, and generating a fifth functional area based on the position of the virtual weapon and the contour information of the virtual obstacle model, wherein the functional area range of the fifth functional area is larger than the functional area range of the first functional area.

[0148] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to a sixth control operation, inflicting attribute damage on a target virtual object within the fifth functional area.

[0149] In the computer-readable storage medium of this embodiment, a virtual weapon is thrown at a virtual obstacle model in response to a first control operation. A first functional area is determined based on the position of the virtual weapon and the contour information of the virtual obstacle model. In response to a second control operation, attribute damage is generated on a target virtual object within the first functional area. This achieves the goal of quickly generating effective attribute damage on the target virtual object in the game scene, thereby improving the technical effect of game interaction efficiency and player game experience. It also solves the technical problem in related technologies where the game interaction method of generating attribute damage on the target virtual object is relatively simple, resulting in low game interaction efficiency and poor player game experience.

[0150] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this application can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this application.

[0151] In exemplary embodiments of this application, a computer-readable storage medium stores a program product capable of implementing the methods described above in this embodiment. In some possible implementations, various aspects of the embodiments of this application may also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps described in the "Exemplary Methods" section of this embodiment according to various exemplary embodiments of this application.

[0152] The program product for implementing the above-described method according to embodiments of this application may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the embodiments of this application is not limited thereto. In the embodiments of this application, the computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0153] The aforementioned program product may take the form of any combination of one or more computer-readable media. Such computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples (not exhaustive) of computer-readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0154] It should be noted that the program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0155] Embodiments of this application also provide an electronic device including a memory and a processor, the memory storing a computer program and the processor being configured to run the computer program to perform the steps in any of the above method embodiments.

[0156] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.

[0157] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:

[0158] S1, in response to the first control operation, throw a virtual weapon at the virtual obstacle model, and determine the first functional area based on the position of the virtual weapon and the outline information of the virtual obstacle model;

[0159] S2, in response to the second control operation, inflicts attribute damage on the target virtual object within the first functional area.

[0160] Optionally, the processor may also be configured to perform the following steps via a computer program: determining the ground boundary of the virtual obstacle model based on the contour information of the virtual obstacle model, wherein the ground boundary is used to represent the boundary where the virtual obstacle model intersects with the ground in the game scene; and determining a first functional area based on the position of the virtual weapon and the ground boundary.

[0161] Optionally, the processor may also be configured to perform the following steps via a computer program: projecting the virtual obstacle model onto the ground in the game scene to determine the first functional area.

[0162] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to the perimeter of the foundation boundary being greater than a first preset extension length, determining an extension start point position on the foundation boundary based on the position of the virtual weapon; determining a first boundary by extending clockwise along the foundation boundary from the extension start point position according to a second preset extension length, and determining a second boundary by extending counterclockwise along the foundation boundary from the extension start point position; determining a third boundary by extending from any position on the first and second boundaries in a direction away from the virtual obstacle model according to a third preset extension length; and determining a first functional area based on the first boundary, the second boundary, and the third boundary.

[0163] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to the perimeter of the foundation boundary being less than a first preset extension length, extending from any position on the foundation boundary in a direction away from the virtual obstacle model according to a third preset extension length to determine a fourth boundary; and determining a first functional area based on the foundation boundary and the fourth boundary.

[0164] Optionally, the processor may also be configured to perform the following steps via a computer program: canceling the first functional area after a first preset time period.

[0165] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to a second control operation, throwing a virtual weapon at a virtual obstacle model; in response to the virtual weapon's second point of impact not falling into a first functional area, determining a second functional area based on the virtual weapon's second point of impact and the outline information of the virtual obstacle model; in response to an overlapping area between the first and second functional areas, merging the first and second functional areas into a third functional area, and inflicting attribute damage on the target virtual object within the third functional area.

[0166] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to a second control operation, throw a virtual weapon at a virtual obstacle model; in response to the virtual weapon's re-action position falling into a first functional area, inflict attribute damage on a target virtual object within the first functional area.

[0167] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to a virtual weapon hitting any target virtual object in the game scene, inflict attribute damage on the target virtual object, and limit the movement speed of the target virtual object for a second preset duration.

[0168] Optionally, the processor may also be configured to perform the following steps via a computer program: within a third preset time period after the virtual weapon hits the virtual obstacle model, in response to a second control operation, retract the virtual weapon and inflict attribute damage on the target virtual object within the first functional area.

[0169] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to a third control operation, move the controlled virtual object to the location of the virtual weapon and retrieve the virtual weapon.

[0170] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to the end of a third preset time after the virtual weapon hits the virtual obstacle model, retract the virtual weapon and inflict attribute damage on the target virtual object within the first functional area.

[0171] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to a fourth control operation, generating at least one guidance model, wherein the guidance model is used to guide attribute damage generated in the first functional area or the fourth functional area to the first functional area and the fourth functional area, wherein the first functional area and the fourth functional area are mutually separate functional areas within the scope of the guidance model; in response to a second control operation, generating attribute damage on target virtual objects in the first functional area and the fourth functional area.

[0172] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to the number of guide models in the game scene exceeding a preset number range, replacing the second guide model with a first guide model so that the number of guide models is within the preset number range, wherein the first guide model is generated later than other guide models in the game scene, and the second guide model is generated earlier than other guide models in the game scene.

[0173] Optionally, the guide model is displayed in the game scene from the perspective of the controlled virtual object with a highlighted perspective, and the guide model is displayed in the perspective of the target virtual object with a highlighted perspective within a preset range.

[0174] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to the target model's attribute damage targeting count reaching a preset value, control the target model to disappear from the game scene.

[0175] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to a fifth control operation, confirming a target point based on a crosshair generated by the fifth control operation; in response to a sixth control operation, throwing a virtual weapon based on the target point, and generating a fifth functional area based on the action position of the virtual weapon and the contour information of the virtual obstacle model, wherein the functional area range of the fifth functional area is larger than the functional area range of the first functional area.

[0176] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to a sixth control operation, inflict attribute damage on a target virtual object within the fifth functional area.

[0177] In the electronic device of this embodiment, a virtual weapon is thrown at a virtual obstacle model in response to a first control operation. A first functional area is determined based on the position of the virtual weapon and the outline information of the virtual obstacle model. In response to a second control operation, attribute damage is generated on the target virtual object within the first functional area. This achieves the goal of quickly generating effective attribute damage on the target virtual object in the game scene, thereby improving the technical effect of game interaction efficiency and player game experience. It also solves the technical problem in related technologies where the game interaction method of generating attribute damage on the target virtual object is relatively simple, resulting in low game interaction efficiency and poor player game experience.

[0178] Figure 12 This is a schematic diagram of an electronic device according to an embodiment of this application. Figure 12 As shown, the electronic device 1200 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.

[0179] like Figure 12 As shown, the electronic device 1200 is presented in the form of a general-purpose computing device. The components of the electronic device 1200 may include, but are not limited to: at least one processor 1210, at least one memory 1220, a bus 1230 connecting different system components (including memory 1220 and processor 1210), and a display 1240.

[0180] The memory 1220 stores program code that can be executed by the processor 1210, causing the processor 1210 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of this application.

[0181] The memory 1220 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 12201 and / or cache memory 12202, and may further include read-only memory (ROM) 12203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0182] In some instances, memory 1220 may also include programs / utilities 12204 having a set (at least one) of program modules 12205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 1220 may further include memory remotely located relative to processor 1210, which can be connected to electronic device 1200 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.

[0183] Bus 1230 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 1210, or a local bus using any of the various bus structures.

[0184] The display 1240 may be, for example, a touch screen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 1200.

[0185] Optionally, the electronic device 1200 can also communicate with one or more external devices 1300 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1200, and / or any device that enables the electronic device 1200 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 1250. Furthermore, the electronic device 1200 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via the network adapter 1260. Figure 12 As shown, network adapter 1260 communicates with other modules of electronic device 1200 via bus 1230. It should be understood that, although... Figure 12 As not shown, other hardware and / or software modules may be used in conjunction with electronic device 1200, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0186] The aforementioned electronic device 1200 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.

[0187] Those skilled in the art will understand that Figure 12 The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, the electronic device 1200 may also include components that are more... Figure 12 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 1220 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the game interaction method in this embodiment. The processor 1210 executes various functional applications and data processing by running the computer program stored in the memory 1220, thereby realizing the aforementioned game interaction method.

[0188] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0189] In the above embodiments of this application, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0190] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.

[0191] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0192] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0193] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0194] The above description is only a preferred embodiment of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.

Claims

1. A game interaction method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the content displayed by the GUI at least partially includes a game scene, and the content displayed by the game scene at least partially includes virtual obstacle models. In response to a first control operation, a virtual weapon is thrown at the virtual obstacle model, and a first functional area is determined based on the position of the virtual weapon and the outline information of the virtual obstacle model. In response to the second control operation, attribute damage is inflicted on the target virtual object within the first functional area; The determination of the first functional area based on the action position of the virtual weapon and the outline information of the virtual obstacle model includes: determining the ground boundary of the virtual obstacle model based on the outline information of the virtual obstacle model, wherein the ground boundary is used to represent the boundary where the virtual obstacle model intersects with the ground in the game scene; and determining the first functional area according to the action position of the virtual weapon and the ground boundary.

2. The method according to claim 1, characterized in that, Based on the operational position of the virtual weapon and the contour information of the virtual obstacle model, the first functional area is determined to include: The first functional area is determined by projecting the virtual obstacle model onto the ground in the game scene.

3. The method according to claim 1, characterized in that, Determining the first functional area based on the operational location of the virtual weapon and the foundation boundary includes: In response to the fact that the perimeter of the foundation boundary is greater than the first preset extension length, the extension starting point position is determined on the foundation boundary based on the position of action of the virtual weapon; According to the second preset extension length, starting from the extension starting point, extend clockwise along the foundation boundary to determine the first boundary, and starting from the extension starting point, extend counterclockwise along the foundation boundary to determine the second boundary; Based on a third preset extension length, the third boundary is determined by extending from any position on the first boundary and the second boundary in a direction away from the virtual obstacle model. The first functional area is determined based on the first boundary, the second boundary, and the third boundary.

4. The method according to claim 1, characterized in that, The method further includes: In response to the fact that the perimeter of the foundation boundary is less than the first preset extension length, a fourth boundary is determined by extending from any position on the foundation boundary in a direction away from the virtual obstacle model according to the third preset extension length. The first functional area is determined based on the foundation boundary and the fourth boundary.

5. The method according to claim 1, characterized in that, After a first preset time period, the first functional area is canceled.

6. The method according to claim 1, characterized in that, In response to the second control operation, attribute damage is inflicted on the target virtual object within the first functional area, including: In response to the second control operation, the virtual weapon is thrown at the virtual obstacle model; In response to the virtual weapon's re-action location not falling into the first functional area, a second functional area is determined based on the virtual weapon's re-action location and the contour information of the virtual obstacle model; In response to the existence of an overlapping area between the first functional area and the second functional area, the first functional area and the second functional area are merged into a third functional area, and attribute damage is inflicted on the target virtual object within the third functional area.

7. The method according to claim 1, characterized in that, In response to the second control operation, attribute damage is inflicted on the target virtual object within the first functional area, including: In response to the second control operation, a virtual weapon is thrown at the virtual obstacle model; In response to the virtual weapon's re-entry into the first functional area, it inflicts attribute damage on the target virtual object within the first functional area.

8. The method according to claim 1, characterized in that, The method further includes: In response to the virtual weapon hitting any target virtual object in the game scene, the weapon inflicts attribute damage on the target virtual object and restricts the movement speed of the target virtual object for a second preset duration.

9. The method according to claim 1, characterized in that, In response to the second control operation, attribute damage is inflicted on the target virtual object within the first functional area, including: Within a third preset time period after the virtual weapon hits the virtual obstacle model, in response to the second control operation, the virtual weapon is retrieved and attribute damage is inflicted on the target virtual object in the first functional area.

10. The method according to claim 1, characterized in that, The method further includes: In response to a third control operation, the controlled virtual object is moved to the location where the virtual weapon is positioned, and the virtual weapon is retrieved.

11. The method according to claim 1, characterized in that, The method further includes: In response to the end of a third preset time after the virtual weapon hits the virtual obstacle model, the virtual weapon is retracted and attribute damage is inflicted on the target virtual object in the first functional area.

12. The method according to claim 1, characterized in that, The method further includes: In response to a fourth control operation, at least one guidance model is generated, wherein the guidance model is used to guide attribute damage generated in the first functional area or the fourth functional area to the first functional area and the fourth functional area, wherein the first functional area and the fourth functional area are mutually separated functional areas within the scope of the guidance model. In response to the second control operation, attribute damage is inflicted on target virtual objects within the first functional area and the fourth functional area.

13. The method according to claim 12, characterized in that, The method further includes: In response to the number of guide models in the game scene exceeding a preset number range, a first guide model is used to replace the second guide model so that the number of guide models is within the preset number range. The first guide model is generated later than other guide models in the game scene, and the second guide model is generated earlier than other guide models in the game scene.

14. The method according to claim 12, characterized in that, The guidance model is displayed in the game scene in a highlighted perspective from the viewpoint of the controlled virtual object, and the guidance model is also displayed in a highlighted perspective from the viewpoint of the target virtual object within a preset range.

15. The method according to claim 12, characterized in that, The method further includes: In response to the fact that the number of attribute damage channeling attempts of the guidance model reaches a preset value, the guidance model is controlled to disappear from the game scene.

16. The method according to claim 1, characterized in that, The method further includes: In response to the fifth control operation, the target point is confirmed based on the crosshair marker generated by the fifth control operation; In response to the sixth control operation, the virtual weapon is thrown based on the target point, and a fifth functional area is generated based on the action position of the virtual weapon and the contour information of the virtual obstacle model, wherein the functional area range of the fifth functional area is larger than the functional area range of the first functional area.

17. The method according to claim 16, characterized in that, The method further includes: In response to the sixth control operation, attribute damage is inflicted on the target virtual object within the fifth functional area.

18. A game interaction device, characterized in that, A graphical user interface is provided via a terminal device, wherein the content displayed by the graphical user interface at least partially includes a game scene, and the content displayed by the game scene at least partially includes virtual obstacle models; the device includes: A first response module is configured to respond to a first control operation by throwing a virtual weapon at the virtual obstacle model and determining a first functional area based on the action position of the virtual weapon and the outline information of the virtual obstacle model. The second response module is used to respond to the second control operation and generate attribute damage to the target virtual object within the first functional area; The first response module is further configured to: determine the ground boundary of the virtual obstacle model based on the outline information of the virtual obstacle model, wherein the ground boundary is used to represent the boundary where the virtual obstacle model intersects with the ground in the game scene; and determine the first functional area according to the position of the virtual weapon and the ground boundary.

19. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the game interaction method according to any one of claims 1 to 17 when run by a processor.

20. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the game interaction method as described in any one of claims 1 to 17.

Citation Information

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