A method, apparatus, electronic device, and storage medium for interacting with virtual objects.
By introducing virtual defenses and summoned objects into the game scene, the problem of lack of interaction during user exploration is solved, thus improving the game experience and interactivity.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2022-09-20
- Publication Date
- 2026-05-26
Smart Images

Figure CN117771670B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and more specifically to a method, apparatus, electronic device, and storage medium for interacting with virtual objects. Background Technology
[0002] With the rapid development of life and technology, people often use game applications for entertainment and relaxation. In some games, users can freely explore the game scene and complete specific tasks designed by the game developers.
[0003] However, in these games, aside from elements related to game quests, there is generally no other interactive content for users. Therefore, currently, when users explore the game environment, they spend most of their time simply controlling their character to move around. In other words, under this approach, users are often in a non-interactive state while exploring the game environment, negatively impacting their gaming experience. Summary of the Invention
[0004] This invention provides a method, apparatus, electronic device, and storage medium for interacting with virtual objects. It can add interactive content, namely virtual defense objects, to the user's game scene exploration process without requiring game developers to provide a large amount of effective game content. This allows the user to interact with at least one of virtual summon objects and virtual defense objects while completing game tasks, thereby improving the user's game experience during free exploration.
[0005] This invention provides a method for interacting with virtual objects, providing a game interface for a game session via a terminal. The game interface includes a virtual game scene and a target virtual character controlled by the current user within the virtual scene. The virtual scene contains at least one virtual defense object that players can interact with. The method includes:
[0006] In response to the target virtual character moving into the defense preparation area set based on the virtual defense object, at least one virtual summon object of the virtual defense object is displayed in the defense area formed by the defense layer set based on the virtual defense object. The defense layer is used to prevent attacks reaching the defense layer from penetrating the defense layer. The virtual summon object is configured to attack the virtual character in the virtual scene to protect the virtual defense object and prevent it from moving outside the defense area.
[0007] If the object status of the virtual summoned object meets the preset object replenishment conditions, the weak defense area of the virtual defense object is highlighted on the virtual defense object before the preset summoning time ends, and the newly summoned virtual summoned object is displayed in the game interface.
[0008] After the summoning time ends, the highlighting of the weak defense area is stopped, wherein the defensive capability of the weak defense area is weaker when it is highlighted than when it is not highlighted.
[0009] Accordingly, embodiments of the present invention also provide an interactive device for virtual objects, providing a game interface for a game session via a terminal. The game interface includes a virtual scene of the game and a target virtual character controlled by the current user within the virtual scene. The virtual scene is configured with at least one virtual defense object that can be interacted with by the player. The device includes:
[0010] A summoning object display unit is configured to, in response to the target virtual character moving into a defense preparation area set based on the virtual defense object, display at least one virtual summoning object of the virtual defense object in a defense area formed by a defense layer set based on the virtual defense object, wherein the defense layer is configured to prevent attacks reaching the defense layer from penetrating the defense layer, and the virtual summoning object is configured to attack virtual characters in the virtual scene to protect the virtual defense object and prevent it from moving outside the defense area;
[0011] The object summoning unit is used to highlight the weak defense area of the virtual defense object before the end of the preset summoning time if the object status of the virtual summoning object meets the preset object replenishment conditions, and to display the newly summoned virtual summoning object in the game interface.
[0012] A region stop display unit is used to stop the highlighting of the weak defense region after the summoning time ends, wherein the weak defense region has a weaker defensive capability when highlighted than when it is not highlighted.
[0013] Optionally, the defense layer is configured as a visible virtual shield.
[0014] Optionally, the interactive device for virtual objects provided in this embodiment of the invention further includes an object guidance unit, used to display object guidance information corresponding to at least one of the virtual defense objects on the game interface, the object guidance information being used to indicate the position of the virtual defense object relative to the target virtual character.
[0015] Optionally, the object guidance unit is used to determine the relative orientation between the target virtual character and the virtual defense object in response to the movement of the target virtual character;
[0016] Based on the relative orientation, the object guidance information is updated and displayed in the game interface.
[0017] Optionally, the game interface also includes a game thumbnail map, which includes a character thumbnail location identifier for the target virtual character and an object thumbnail location identifier indicating the position of the virtual defense object relative to the target virtual character.
[0018] Optionally, the interactive device for virtual objects provided in this embodiment of the invention further includes a detailed map display unit, which is used to display a detailed game map corresponding to the virtual scene on the game interface in response to the player's trigger operation on the game thumbnail map. The detailed game map includes the location identifier of the target virtual character in the virtual scene and the location identifier of at least one virtual defense object in the virtual scene.
[0019] Optionally, the interactive device for virtual objects provided in this embodiment of the invention further includes a thumbnail update unit, used to determine the relative orientation relationship between the target virtual character and the virtual defense object in response to the movement of the target virtual character;
[0020] Based on the relative orientation, the object's thumbnail location identifier is updated and displayed in the game thumbnail map.
[0021] Optionally, the summoning object display unit is configured to, in response to the movement of the target virtual character in the virtual environment, display at least one virtual summoning object of the virtual defense object within the defense area set for the virtual defense object when the target virtual character moves into the defense preparation area set for the virtual defense object.
[0022] Optionally, the virtual defense object includes a virtual defense object body and a protective shell disposed outside the virtual defense object body, wherein the protective shell is configured to have stronger defensive capabilities than the virtual defense object body;
[0023] The object summoning unit is used to overlay a prominent display effect of the virtual defense object body on the protective shell of the virtual defense object before the preset summoning time ends;
[0024] The area stop display unit is used to stop the prominent display effect of the virtual defense object body on the protective shell after the summoning time ends.
[0025] Optionally, the virtual summoning object is configured as a virtual character within the attack defense area to protect the virtual defense object, and the defense area is set based on the virtual defense object.
[0026] Optionally, the interactive device for virtual objects provided in this embodiment of the invention further includes an attack target switching unit, which, in response to the target virtual character moving outside the defense area set based on the virtual defense object or the death event of the target virtual character, controls the virtual summoning object whose attack target is the target virtual character to determine a new attack target from other virtual characters in the defense area and attack it.
[0027] Optionally, the interactive device for virtual objects provided in this embodiment of the invention further includes a summoning location determination unit, used to determine a candidate object summoning area corresponding to the virtual defense object in the virtual scene, wherein the candidate object summoning area is located within a defense area set based on the virtual defense object;
[0028] Detect the object obstacle region in the candidate object summoning region, and take the region in the candidate object summoning region other than the object obstacle region as the target object summoning region. The object obstacle region is the region where the virtual summoned object cannot move normally.
[0029] Determine the summoning position corresponding to each of the virtual summoning objects from the target object summoning area;
[0030] The object summoning unit is used to display newly summoned virtual summoning objects at each of the summoning positions in the game interface.
[0031] Optionally, the distance between each position in the candidate object summoning area and the virtual defense object is not less than a preset distance threshold, and the distance between each summoning position is not less than a preset summoning object distance threshold.
[0032] Optionally, the virtual object interaction device provided in this embodiment of the invention further includes an object state detection unit, used to detect the survival status of each virtual summoning object and record the number of virtual summoning objects in a living state;
[0033] The object summoning unit is used to highlight the weak defense area of the virtual defense object before the preset summoning time ends if the number of the virtual summoning objects in the living state is 0.
[0034] Optionally, the interactive device for virtual objects provided in this embodiment of the invention further includes a state switching unit, used to switch the virtual summoning object from a patrol state to an attack state in response to any virtual character moving into a defense area set based on the virtual defense object. The virtual summoning object is configured to attack the virtual character in the defense area to protect the virtual defense object in the attack state, and to move in the defense area according to a preset movement trajectory in the patrol state.
[0035] Optionally, the virtual defense object is configured to attack virtual characters in a virtual scene in order to protect itself.
[0036] Accordingly, embodiments of the present invention also provide an electronic device, including a memory and a processor; the memory stores an application program, and the processor is used to run the application program in the memory to execute the steps in any of the virtual object interaction methods provided in the embodiments of the present invention.
[0037] Accordingly, embodiments of the present invention also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute steps in any of the virtual object interaction methods provided in embodiments of the present invention.
[0038] Furthermore, embodiments of the present invention also provide a computer program product, including a computer program or instructions, wherein when the computer program or instructions are executed by a processor, they implement the steps in any of the virtual object interaction methods provided in the embodiments of the present invention.
[0039] The solution of this invention can, in response to a target virtual character moving into a defense preparation area set based on a virtual defense object, display at least one virtual summoned object of the virtual defense object in the defense area formed by the defense layer set based on the virtual defense object. The defense layer is used to prevent attacks reaching the defense layer from penetrating it. The virtual summoned object is configured to attack virtual characters in the virtual scene to protect the virtual defense object and prevent it from moving outside the defense area. If the object state of the virtual summoned object meets a preset object replenishment condition, its weak defense area is highlighted on the virtual defense object before the preset summoning time ends, and the newly summoned virtual summoned object is displayed in the game interface. After the summoning time ends, the highlighting of the weakly defended area stops. The weakly defended area's defensive capability is weaker when highlighted than when not highlighted. Because virtual defense objects are added to the virtual scene in this embodiment, game developers can place these virtual defense objects at any location within the virtual scene for user interaction. Therefore, without requiring game developers to provide a large amount of effective game content, this embodiment adds virtual defense objects to the user's game scene exploration process, in addition to specific task objectives. This allows users to interact with at least one of the virtual summoning object and the virtual defense object while completing game tasks, improving the user's game experience during free exploration. Attached Figure Description
[0040] To more clearly illustrate the technical solutions in the embodiments of the present invention, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0041] Figure 1 This is a schematic diagram of a scenario illustrating the interaction method of virtual objects provided in an embodiment of the present invention;
[0042] Figure 2 This is a flowchart of the virtual object interaction method provided in the embodiments of the present invention;
[0043] Figure 3 This is a schematic diagram of the game interface provided in an embodiment of the present invention;
[0044] Figure 4 This is another schematic diagram of the game interface provided in an embodiment of the present invention;
[0045] Figure 5 This is another schematic diagram of the game interface provided in an embodiment of the present invention;
[0046] Figure 6 This is another schematic diagram of the game interface provided in an embodiment of the present invention;
[0047] Figure 7 This is a UI interaction diagram illustrating the interaction of virtual objects provided in an embodiment of the present invention;
[0048] Figure 8 This is a schematic diagram illustrating the process of determining the summoning location provided in an embodiment of the present invention;
[0049] Figure 9 This is another flowchart illustrating the interaction method of virtual objects provided in this embodiment of the invention;
[0050] Figure 10 This is a schematic diagram illustrating the technical implementation of the virtual object interaction method provided in this embodiment of the invention;
[0051] Figure 11 This is a schematic diagram of the structure of the virtual object interaction device provided in the embodiments of the present invention;
[0052] Figure 12 This is another structural schematic diagram of the virtual object interaction device provided in the embodiments of the present invention;
[0053] Figure 13 This is a schematic diagram of the structure of the electronic device provided in an embodiment of the present invention. Detailed Implementation
[0054] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0055] This invention provides a method, apparatus, electronic device, and computer-readable storage medium for interacting with virtual objects. Specifically, this invention provides a method for interacting with virtual objects using an interactive apparatus that can be integrated into an electronic device.
[0056] The electronic device can be a terminal or other device, including but not limited to mobile terminals and fixed terminals. For example, mobile terminals include but are not limited to smartphones, smartwatches, tablets, laptops, smart vehicles, etc., while fixed terminals include but are not limited to desktop computers, smart TVs, etc.
[0057] The electronic device can also be a server or other similar device. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but it is not limited to these.
[0058] The virtual object interaction method of this invention can be implemented by a server or by a combination of a terminal and a server.
[0059] The following example illustrates the interaction method of the virtual object implemented jointly by the terminal and the server.
[0060] like Figure 1 As shown, the virtual object interaction system provided in this embodiment of the invention includes a terminal 10 and a server 20, etc.; the terminal 10 and the server 20 are connected through a network, such as through a wired or wireless network, etc., wherein the terminal 10 can exist as a terminal for users to send customer data to be analyzed to the server 20.
[0061] Terminal 10 provides a game interface for game matches. The game interface includes a virtual scene of the game and a target virtual character controlled by the current user in the virtual scene. The virtual scene is configured with at least one virtual defense object that players can interact with.
[0062] Terminal 10 can be used to display at least one virtual summon object of the virtual defense object in the defense area formed by the defense layer set based on the virtual defense object in response to the target virtual character moving into the defense preparation area set based on the virtual defense object. The defense layer is used to prevent attacks reaching the defense layer from penetrating the defense layer. The virtual summon object is configured to attack the virtual character in the virtual scene to protect the virtual defense object and cannot move outside the defense area.
[0063] Server 20 can detect the object status of the virtual summoned object and send the object status of the virtual summoned object to terminal 10.
[0064] If the object status of the virtual summoned object meets the preset object replenishment conditions, the terminal 10 can highlight the weak defense area on the virtual defense object before the preset summoning time ends, and display the newly summoned virtual summoned object in the game interface. After the summoning time ends, the highlighting of the weak defense area stops. The weak defense area has weaker defensive capabilities when it is highlighted than when it is not highlighted.
[0065] It is understood that in some embodiments, the step of detecting the object state of the virtual summoning object performed by the server 20 can also be performed by the terminal 10, and this embodiment of the present invention does not limit this.
[0066] The following sections provide detailed descriptions of each example. It should be noted that the order in which the embodiments are described is not intended to limit the preferred order of the embodiments.
[0067] This invention will be described from the perspective of an interaction device for a virtual object, which can be integrated into a terminal and / or a server.
[0068] like Figure 2 As shown, this embodiment of the invention provides a game interface for game matches through a terminal. The game interface includes a virtual game scene and a target virtual character controlled by the current user within the virtual scene. The virtual scene is configured with at least one virtual defense object that players can interact with. The specific flow of the virtual object interaction method in this embodiment can be as follows:
[0069] 201. In response to the target virtual character moving into the defense preparation area set based on the virtual defense object, at least one virtual summon object of the virtual defense object is displayed in the defense area formed by the defense layer set based on the virtual defense object.
[0070] The defense layer is used to prevent attacks that reach the defense layer from penetrating it. The virtual summoned object is configured to attack virtual characters in the virtual scene to protect the virtual defense object and prevent it from moving outside the defense area.
[0071] In other words, if a virtual character attacks from outside the defense layer to inside, or from inside the defense layer to outside, the attack effect can be weakened or completely eliminated. Conversely, if a virtual summoned object attacks a virtual character outside the defense layer, the attack effect can also be weakened or completely eliminated.
[0072] For example, a virtual defense object can generate a defense layer with a radius of R centered on itself. Any projectile launched from either side of the defense layer (including bullets, fireballs, etc. in the game) cannot penetrate the defense layer to reach the other side.
[0073] By configuring the defense layer, users can be prevented from remotely altering the defense value of virtual defense objects through game items, thus affecting the interaction mechanism between virtual defense objects and virtual characters.
[0074] In this embodiment of the invention, the game can be an action game, a role-playing game, a simulation game, etc. For example, in some examples, the game can be a shooting game, including but not limited to first-person shooter games, third-person shooter games, etc.
[0075] Specifically, first-person shooter games are shooting games from the player's subjective perspective; third-person shooter games are shooting games from the perspective of an in-game camera positioned a certain distance behind the player character, showing the character and all combat elements in the surrounding environment.
[0076] The game interface can be the graphical user interface (GUI) when the game is running. The GUI interface refers to the computer operation user interface that is displayed in a graphical way. In the GUI interface, the user sees and operates graphical objects, and computer graphics technology is applied.
[0077] For example, the game interface may include the login screen displayed by the game client when the user logs into the game, the main game interface, the battle interface, and so on.
[0078] In this embodiment of the invention, the virtual defense object is a virtual game element that the user can choose to interact with in a virtual scene. Game developers can set up several virtual defense objects in the virtual scene according to the size of the virtual scene, the distribution of task-related elements in the virtual scene, etc.
[0079] By configuring virtual defense objects, users can select any virtual defense object to interact with at any time while searching for task-related elements in the virtual scene. This enhances the richness of interactive content within the virtual scene, preventing users from feeling monotonous and bored during exploration, and improving the user's gaming experience.
[0080] Specifically, the target virtual character can be an object that represents the current user in the game's virtual scene and can be controlled by the current user. The target virtual character can be a person, an animal, or any object, etc., and this embodiment of the invention does not limit this.
[0081] In some optional embodiments, in order to guide the user to control the target virtual character to find the virtual defense object in the virtual scene, the virtual object interaction method provided in this embodiment of the invention may further include:
[0082] The game interface displays object guidance information corresponding to at least one virtual defense object, which is used to indicate the position of the virtual defense object relative to the target virtual character.
[0083] The object guidance information is used to indicate at least one of the following location data: direction, distance, etc., of the virtual defense object relative to the target virtual character. For example, if the virtual defense object is 240 meters to the left and in front of the target virtual character in the virtual environment, the object guidance information in the game interface will then display something like this. Figure 3 As shown in 301.
[0084] To provide users with more accurate object guidance information, the position and content of the object guidance information displayed in the game interface can be updated in real time based on the relative positions between the virtual defense object and the target virtual character. In other words, the step "displaying object guidance information corresponding to at least one virtual defense object in the game interface" includes:
[0085] In response to the movement of the target virtual character, determine the relative orientation between the target virtual character and the virtual defense object;
[0086] Based on relative orientation, update the display object guidance information in the game interface.
[0087] The relative orientation relationship refers to the distance and direction relationship between the virtual defense object and the target virtual character. For example, the relative orientation relationship could be that the virtual defense object is located 30 degrees northwest of the target virtual character and is 300 meters away, etc.
[0088] Specifically, updating the display of object guidance information may include updating at least one of the following: the display of object guidance information as highlighted and the displayed content.
[0089] For example, if, as the target virtual character moves, the relative position between the target virtual character and the virtual defense object changes from the virtual defense object being 30 degrees northwest of the target virtual character and 240 meters away to the virtual defense object being due north of the target virtual character and 185 meters away, then the object guidance information can be changed as follows: Figure 3The display position and content shown in 301 become as follows: Figure 3 The display position and content are shown in 302.
[0090] Optionally, when updating object guidance information, the color, size, etc. of the object guidance information can also be updated, and this embodiment of the invention does not limit this. For example, if the distance between the target virtual character and the virtual defense object is less than a preset threshold, the color of the object guidance information can be changed to a more eye-catching color.
[0091] In some optional embodiments, to indicate the location of the virtual defense object to the user, the defense layer of the virtual defense object can be configured as a visible virtual defense shield. For example, the virtual object interaction method provided in this embodiment of the invention may further include: in response to the movement of the target virtual character in the virtual environment, when the target virtual character moves to a visible location corresponding to the virtual defense object, highlighting the virtual defense shield of the defense area set based on the virtual defense object in the game interface.
[0092] For example, when the target virtual character is far from the virtual defense object, the user can find the virtual defense object through object guidance information. After controlling the target virtual character to reach a certain distance from the virtual defense object, such as... Figure 4 As shown, the virtual defense shield of the virtual defense object can be displayed in the game interface.
[0093] Specifically, the shape, color, texture, etc. of the virtual shield can be set by the game developers themselves, and this embodiment of the invention does not limit this.
[0094] In some examples, to help users quickly understand the game environment, the game interface may also include a game thumbnail map, which includes a thumbnail location marker of the target virtual character and a thumbnail location marker of the object indicating the position of the virtual defense object relative to the target virtual character.
[0095] The character thumbnail location identifier is used to represent the target virtual character in the game thumbnail map; its form and color are not limited. The object thumbnail location identifier is used to represent the virtual defense object in the game thumbnail map; its form and color are not limited.
[0096] For example, such as Figure 3 As shown in 301, the game thumbnail map may also include character thumbnail location markers and object thumbnail location markers.
[0097] The game thumbnail map can be generated with the location of the target virtual character as the center. In other words, the character's thumbnail location marker can always be located in the center area of the game thumbnail map.
[0098] It is understood that, in addition to character and object location markers, the game thumbnail map may also include markers of other virtual characters in the same game team as the target virtual character, virtual environment elements around the target virtual character, etc. This embodiment of the invention does not limit this.
[0099] To provide users with more accurate guidance, the location and content of the object thumbnail location marker displayed in the game interface can be updated in real time based on the relative positions between the virtual defense object and the target virtual character. In other words, the virtual object interaction method provided in this embodiment of the invention may further include:
[0100] In response to the movement of the target virtual character, determine the relative orientation between the target virtual character and the virtual defense object;
[0101] Based on relative orientation, update the display object thumbnail location markers in the game thumbnail map.
[0102] For example, if, as the target virtual character moves, the relative position between the target virtual character and the virtual defense object changes from the virtual defense object being 30 degrees northwest of the target virtual character and 240 meters away to the virtual defense object being due north of the target virtual character and 185 meters away, then the object's abbreviated location identifier can be changed as follows: Figure 3 The display position and content shown in 301 become as follows: Figure 3 The display position and content are shown in 302.
[0103] To provide users with a more detailed understanding of the virtual environment within the game, the game can offer a detailed game map. Users can view this detailed map by triggering controls within the game interface. For example, users can trigger a game thumbnail to display the detailed game map. Therefore, the virtual object interaction method provided in this embodiment of the invention may further include:
[0104] In response to the player's triggering action on the game thumbnail map, the game interface displays the detailed game map corresponding to the virtual scene. The detailed game map includes the location marker of the target virtual character in the virtual scene and the location marker of at least one virtual defense object in the virtual scene.
[0105] For example, such as Figure 5 This is a schematic diagram of the detailed game map, which may include location markers for the target virtual character and several virtual defensive objects. The detailed game map may also include markers for other elements in the game, etc.
[0106] It is understood that triggering the game thumbnail to display the game detailed map is only one optional way to display the game detailed map. The game detailed map can also be displayed by triggering specific controls in the game interface, by specific gesture operations, by triggering buttons on the terminal, etc. This embodiment of the invention does not limit this.
[0107] Specifically, the defense preparation area is the area that the virtual defense object can detect if a virtual character is approaching. For example, the defense preparation area can be a non-overlapping area between a circular area 1 with a radius of 50m centered on the location of the virtual defense object and a circular area 2 with a radius of 100m centered on the location of the virtual defense object.
[0108] To increase the diversity of interactions in the game, this embodiment of the invention sets up a virtual summoning object for the virtual defense object. The current user can control the target virtual character to engage in combat interaction with at least one of the virtual defense object and the virtual summoning object.
[0109] In some optional embodiments, the virtual summoned object can be summoned within a certain area to better protect the virtual defense object and increase the difficulty for the target virtual character to attack the virtual defense object. That is, the step "in response to the target virtual character moving to the defense preparation area set based on the virtual defense object, displaying at least one virtual summoned object of the virtual defense object in the defense area formed by the defense layer set based on the virtual defense object" can specifically include:
[0110] In response to the movement of the target virtual character in the virtual environment, when the target virtual character moves into the defense preparation area set based on the virtual defense object, at least one virtual summoning object of the virtual defense object is displayed in the defense area formed by the defense layer set based on the virtual defense object.
[0111] The defense zone can be an area defined based on a virtual defense object. The defense zone can be the same as or different from the defense preparation area. For example, the defense zone can be a circular area with a radius of 50m centered on the location of the virtual defense object.
[0112] It should be noted that before the target virtual character moves into the defense preparation area set based on the virtual defense object, the defense area may already contain the virtual summon object corresponding to the virtual defense object. In this case, the defense area already contains the virtual summon object of the virtual defense object even before the target virtual character moves into the defense preparation area set based on the virtual defense object.
[0113] Alternatively, if there are no virtual summoned objects in the defense area before the target virtual character moves into the defense preparation area set based on the virtual defense object, then the virtual defense object can begin summoning virtual summoned objects (i.e., the game application begins generating virtual summoned objects) when the target virtual character moves into the defense preparation area set based on the virtual defense object. The virtual defense object can then complete the summoning of the virtual summoned objects and display them in the defense area while the target virtual character is still within the defense preparation area.
[0114] In other examples, game developers can also configure the virtual summoning object to only be displayed in the defense zone after the target virtual character moves into the defense preparation zone set based on the virtual defense object.
[0115] Optionally, to avoid excessive difficulty in interaction and affect the user's gaming experience, and to allow the user to prepare for interaction before interacting with the virtual defense object and / or virtual summoning object, in this embodiment of the invention, the virtual summoning object can be configured as a virtual character within the attack defense area to protect the virtual defense object.
[0116] In other words, the virtual summoning object will only attack the target virtual character if the target virtual character currently controlled by the user enters the defense zone of the virtual defense object.
[0117] In related technologies, when a player triggers a battle in an open world but wants to quit midway due to mismatch in strength or other reasons, they can only truly quit by continuously escaping for a long time until the enemy breaks free from the battle due to being unable to catch up with the player. This is very costly.
[0118] To reduce the difficulty for game users to detach from interaction, the virtual object interaction method provided in this embodiment of the invention may further include:
[0119] In response to the target virtual character moving outside the defense zone, control the virtual summoned object not to attack the target virtual character.
[0120] In other words, in this embodiment of the invention, if the current user wants to break away from the interaction with the virtual summoned object, they only need to control the target virtual character to leave the defense area, which greatly reduces the time and effort cost for the user to break away from the interaction.
[0121] For virtual summoned objects, if the current attack target has died or left the defense area, a new attack target can be selected from other virtual characters that are still alive in the defense area. The interaction method for virtual objects provided in this embodiment of the invention may further include:
[0122] In response to the target virtual character moving outside the defense zone or the target virtual character dying, the virtual summon object that controls the target virtual character to identify a new attack target from other virtual characters in the defense zone and launch an attack.
[0123] If there are no other surviving virtual characters in the defense zone, the virtual summoned object can be hidden or shown in the game interface, remain stationary, or move randomly within the defense zone, etc.
[0124] 202. If the object status of the virtual summoned object meets the preset object replenishment conditions, highlight its weak defense area on the virtual defense object before the preset summoning time ends, and display the newly summoned virtual summoned object in the game interface.
[0125] Specifically, the conditions for supplementing the target can be that the health of all virtual summoned objects summoned by the virtual defense target is less than 50%, or that more than 70% of the virtual summoned objects have no ability to attack the virtual character that needs to be attacked (e.g., they are already dead or unable to move), etc.
[0126] In some optional embodiments, the object replenishment condition may be that all virtual summoned objects summoned by the virtual defense object have died. To determine whether the object state of a virtual summoned object meets the object replenishment condition, each virtual summoned object can be detected. That is, before the step "if the object state of a virtual summoned object meets the preset object replenishment condition, highlight its weak defense area on the virtual defense object before the preset summoning time ends," the virtual object interaction method provided in this embodiment of the invention may further include:
[0127] Detect the survival status of each virtual summoned object and record the number of virtual summoned objects that are alive.
[0128] In this case, if the number of surviving virtual summoned objects is 0, it means that all virtual summoned objects summoned by the virtual defense object have died. The step "If the object status of the virtual summoned object meets the preset object replenishment conditions, highlight its weak defense area on the virtual defense object before the preset summoning time ends" can specifically include:
[0129] If the number of virtual summoned objects in a living state is 0, highlight the weak defense area on the virtual defense object before the preset summoning time ends.
[0130] The summoning time is the time required for the virtual defense object to summon the virtual summoned object. The summoning time for each virtual summoned object can be the same. However, it can also vary depending on factors such as the number of virtual summoned objects the virtual defense object needs to summon and their attack capabilities.
[0131] Among them, the weak defense area can be several areas of the virtual defense object, which will cause the defense value of the virtual defense object to drop more if it receives the same attack.
[0132] In some alternative embodiments, the virtual defense object may have only one area, which is the weak defense area when highlighted.
[0133] For example, such as Figure 6 As shown in section 601, when the virtual defense object does not summon a virtual summoning object, the weak defense area may not be highlighted; for example... Figure 6 As shown in 602, when a virtual defense object summons a virtual summoned object, the weak defense area can be highlighted.
[0134] In some alternative embodiments, the virtual defense object may include a virtual defense object body and a protective shell disposed outside the virtual defense object body, the protective shell being configured to have stronger defensive capabilities than the virtual defense object body. The step "highlighting its weak defense area on the virtual defense object before the preset summoning time ends" may specifically include:
[0135] Before the preset summoning time ends, a highlighting effect of the virtual defense object itself is overlaid on the protective shell of the virtual defense object.
[0136] For example, such as Figure 7 As shown in 702, the highlighted effect of overlaying the virtual defense object itself onto the protective shell of the virtual defense object can be achieved by overlaying only a portion of the protective shell; or, as shown in... Figure 6 As shown in 602, the protective shell is hidden, and only the virtual defense object itself is displayed.
[0137] Accordingly, the step "Stop highlighting weak defense areas after the summoning time ends" may include:
[0138] After the summoning time ends, the highlighting effect of the virtual defense object on the protective shell will stop.
[0139] For example, such as Figure 7 As shown in 701, the virtual defense object itself can be hidden from the protective shell of the virtual defense object.
[0140] Optionally, to avoid the virtual summoned object being displayed in a location where the virtual character cannot be attacked, before the step "displaying the newly summoned virtual summoned object in the game interface", the interaction method for virtual objects provided in this embodiment of the invention may further include:
[0141] In the virtual scene, determine the candidate object summoning area corresponding to the virtual defense object. The candidate object summoning area is located within the defense area set based on the virtual defense object.
[0142] Detect the object obstacle area in the candidate object summoning area, and take the area in the candidate object summoning area other than the object obstacle area as the target object summoning area. The object obstacle area is the area where the virtual summoned object cannot move normally.
[0143] Determine the summoning position corresponding to each virtual summoning object from the target object summoning area.
[0144] In other words, if the candidate object summoning area contains an object obstacle area that does not allow the generation of virtual summoning objects (such as... Figure 7 If the Block area is selected, the entire area is skipped, which can prevent the virtual summoned object from being stuck in some areas where it cannot fight or move normally after it is generated.
[0145] There can be one or more candidate object summoning regions. For example, such as Figure 8 As shown, when determining the summoning location, the virtual defense object itself can be used as the center, and three triangular regions with distances R0, R1, and R2 as the height and α as the apex angle can be detected in sequence (with the direction of the perceived virtual character as the orientation). The included angle α can be customized.
[0146] Optionally, the region between R0 and R1 (i.e., the candidate object summoning region) can be searched first. If the region is very flat and has no obstacles, several position points can be calculated directly in the region (region 1 in the figure) as the summoning positions for generating virtual summoning objects.
[0147] If all coordinates meeting the criteria cannot be found in region 1, the search scope needs to be expanded to the region between R1 and R2. The summoning location of the virtual summoned object should be determined in regions 2 and 3 between R1 and R2 as shown in the diagram above. At this point, the candidate object summoning region includes not only the region between R0 and R1, but also the region between R1 and R2.
[0148] Correspondingly, a virtual summoned object can be displayed at the summoning location. The step "Display the newly summoned virtual summoned object in the game interface" can specifically include:
[0149] The newly summoned virtual summoned objects are displayed in each summoning position on the game interface.
[0150] Understandably, the number of summoning positions can be the same as or greater than the number of virtual summoned objects. When displaying virtual summoned objects, they can be randomly displayed in each summoning position without repetition.
[0151] In this embodiment of the invention, to avoid problems such as virtual summoning objects demolding or model overlap due to the distance between virtual summoning objects being too close, or the distance between virtual summoning objects and virtual defense objects being too close, when determining the summoning position of the virtual summoning object, the distance between each position in the candidate object summoning area and the virtual defense object can be not less than a preset distance threshold, and the distance between each summoning position can be not less than a preset summoning object distance threshold.
[0152] In some optional embodiments, if no virtual character attacks and a virtual summoned object is alive, the virtual summoned object can move within the defense area. Before the step "if the object state of the virtual summoned object meets the preset object replenishment conditions, highlight its weak defense area on the virtual defense object before the preset summoning time ends," the virtual object interaction method provided in this embodiment of the invention may further include:
[0153] In response to any virtual character moving into the defense area set based on the virtual defense object, the virtual summoned object is switched from patrol state to attack state. In the attack state, the virtual summoned object is configured to attack the virtual characters in the defense area to protect the virtual defense object, and in the patrol state, it moves within the defense area according to a preset movement trajectory.
[0154] In other words, virtual summoned objects can have patrol and attack states. Virtual summoned objects can continuously monitor whether any virtual characters enter the defense zone. If a virtual character enters the defense zone, the virtual summoned object will enter attack state and attack the virtual character that has entered the defense zone. As long as there are no virtual characters in the defense zone, the virtual summoned object will continue to patrol the defense zone.
[0155] 203. After the summoning time ends, stop highlighting the weak defense area. The weak defense area is weaker when it is highlighted than when it is not highlighted.
[0156] For example, when not highlighted, a weakly defended area can be protected by a protective shell. This protective shell can provide immunity to all or some attacks from the virtual character. Alternatively, when not highlighted, the weakly defended area itself can be immune to all or some attacks from the virtual character, and so on.
[0157] In some alternative embodiments, the virtual defense object can be configured to only accept attacks from virtual characters, etc. In other embodiments, the virtual defense object can also be configured to attack virtual characters in a virtual scene to protect itself.
[0158] For example, a virtual defense object can be configured with several game attack skills, such as periodically or irregularly firing offensive rays into the defense area, or randomly dropping bombs into a certain location within the defense area.
[0159] In this embodiment of the invention, a user can continuously attack a virtual defense object to obtain rewards such as game items. The interaction method for virtual objects provided in this embodiment of the invention may further include: responding to a user's attack operation, controlling a target virtual character to attack a virtual summoning object and / or a virtual defense object until the virtual defense object is in a defense failure state.
[0160] It is understandable that whenever the object state of a virtual summoning object meets the object replenishment condition, the virtual defense object can replenish and summon virtual summoning objects.
[0161] Each time a virtual summoned object is summoned, an object identifier can be set for each summoned virtual object, facilitating the management of virtual summoned objects belonging to the same virtual defense object. For example, virtual summoned objects with a specific ID can be recycled. If a virtual summoned object corresponding to a certain identifier dies, the stored record of that identifier can be cleared.
[0162] As can be seen from the above, in response to a target virtual character moving into a defense preparation area set based on a virtual defense object, at least one virtual summoned object of the virtual defense object is displayed in the defense area formed by the defense layer set based on the virtual defense object. The defense layer is used to prevent attacks reaching the defense layer from penetrating it. The virtual summoned object is configured to attack virtual characters in the virtual scene to protect the virtual defense object and prevent it from moving outside the defense area. If the object state of the virtual summoned object meets the preset object replenishment conditions, its weak defense area is highlighted on the virtual defense object before the preset summoning time ends, and the newly summoned virtual summoned object is displayed in the game interface. After the timeout period ends, the highlighting of the weakly defended area is stopped. The weakly defended area's defensive capability is weaker when highlighted than when not highlighted. Because virtual defense objects are added to the virtual scene in this embodiment, game developers can place these virtual defense objects at any location within the virtual scene for user interaction. Therefore, without requiring game developers to provide a large amount of effective game content, this embodiment adds virtual defense objects to the user's game scene exploration process, in addition to specific task objectives. This allows users to interact with at least one of the virtual summoning objects and virtual defense objects while completing game tasks, improving the user's game experience during free exploration.
[0163] Based on the methods described in the preceding embodiments, the following examples will provide further detailed explanations.
[0164] In this embodiment, the combination Figure 1 The system will be explained.
[0165] like Figure 9 As shown, the interaction method of the virtual object in this embodiment can be described in the following specific process:
[0166] 901. The terminal displays the game interface of the game match. The game interface includes the virtual scene of the game and the target virtual character controlled by the current user in the virtual scene. The virtual scene is configured with at least one virtual defense object that can be interacted with by the player.
[0167] The game in this embodiment of the invention can be a third-person perspective shooting game with an open-world gameplay. Specifically, this means that the combat scene in the game is completely free and open, and players can freely move and explore in any direction. The distance between the boundaries of each direction is very large, and there can be various optional challenge objectives in the level. Each player can freely choose whether to accept a specific challenge.
[0168] 902. The terminal displays object guidance information corresponding to at least one virtual defense object on the game interface. The object guidance information is used to indicate the position of the virtual defense object relative to the target virtual character.
[0169] In related technologies, because players are allowed to explore freely, there are generally no linear or strongly indicated objectives. This can lead to players feeling a lack of clear goals on the large map, causing them to drop out. The lack of directional guidance for finding various random quests can easily result in repetitive and meaningless map exploration, or even missing out on quest objectives altogether.
[0170] By setting up object guidance information, players can enhance their sense of direction when exploring the open world and improve their gaming experience.
[0171] 903. When the target virtual character moves to the defense preparation area set based on the virtual defense object, the terminal detects whether there is a virtual summoning object of the surviving virtual defense object in the defense area. If not, a virtual summoning object is generated and displayed.
[0172] In related technologies, due to a lack of sufficient game content, the game time ends prematurely when players quickly find and kill in-game targets, causing the game content to be consumed faster than expected. In addition, the actual in-game missions are generally monotonous experiences such as dialogue and collection, lacking certain packaging and the creation of an immersive open-world atmosphere.
[0173] The game content can be enriched by setting up virtual defense objects and their virtual summoning objects.
[0174] The virtual defense target generates a virtual shield with a radius of R centered on itself. Projectiles (including bullets, fireballs, etc.) launched from either side of the virtual shield cannot penetrate it to reach the other side. Players can locate the virtual defense target by clicking on its icon when they are far away. Once they reach a certain distance, they can directly see the virtual shield of the virtual defense target.
[0175] When a player approaches a virtual defense object to a certain distance a (a > R, where R is the radius of the virtual shield), that is, when the target virtual character moves into the defense preparation area set based on the virtual defense object, the virtual defense object will detect it. When the virtual defense object detects that there is a player nearby, it will start to enter the monster summoning chanting phase. During this phase, the virtual defense object will expose its own weakness (weakness opened).
[0176] After the summoning chant lasts for a certain period of time, several virtual summoned objects of a specified type and number will be generated within a radius r around the virtual defense object to protect it.
[0177] like Figure 10 As shown, when a target is detected within range, the virtual defense object will enter the summoning state. After the summoning is completed, the IDs of all summoned virtual objects need to be stored.
[0178] At certain time intervals, iterate through the survival status of all summoned virtual objects and record the number of live virtual objects in real time.
[0179] If the number of surviving virtual summoned objects is greater than 0, then wait for the next time step and continue to execute the steps of iterating through the survival status of all summoned virtual summoned objects at certain time intervals and recording the number of surviving virtual summoned objects in real time; if the number of surviving virtual summoned objects is greater than 0, then monitor the status of each virtual summoned object to see if it is in an alert patrol state.
[0180] If the stored virtual summoned objects are in a vigilant patrol state, they need to continuously monitor whether any players enter the virtual protective shield radius R. If a target player is found, all virtual summoned objects will be immediately notified to enter combat state and target that player.
[0181] As long as there are no players within the virtual protective shield, the virtual summoned objects will continue to patrol.
[0182] Return to the execution step of iterating through the survival status of all summoned virtual summon objects at certain time intervals and recording the number of live virtual summon objects in real time. If the number of live virtual summon objects detected is 0, then notify the crystal to enter the summoning state and clear the stored IDs of the summoned virtual summon objects.
[0183] 904. When the target virtual character moves into the defense area set based on the virtual defense object, the terminal controls the virtual summoning object to attack the target virtual character.
[0184] Once players enter the virtual protective shield, the virtual defense targets summoned monsters, evenly distributed according to the number of players, to attack each player individually. During the battle, each summoned monster can freely switch its aggro target based on its own logic.
[0185] Once the virtual summoned object enters combat, it will freely switch combat targets in real time based on the target's situation, such as when the current target dies, or when the distance is too far while another attackable target is nearby.
[0186] Once a virtual summoned object enters combat, it will be continuously detected by all virtual summoned objects unless the target escapes the defensive area formed by the virtual shield. Once the target player escapes the virtual shield, the virtual summoned objects will immediately remove it from their list of aggro targets and then search for other players in the virtual shield at the current moment as aggro targets.
[0187] If all players exit the virtual shield or die, the virtual summoned object will immediately teleport back to the summoning point around the crystal, and its status will be fully restored, entering a patrol alert state.
[0188] 905. The terminal responds to the user's attack operation and controls the target virtual character to attack the virtual summoned object and / or the virtual defense object.
[0189] 906. If the object status of the virtual summoned object meets the preset object replenishment conditions, the terminal will highlight the weak defense area on the virtual defense object before the preset summoning time ends, and display the newly summoned virtual summoned object in the game interface.
[0190] If the player defeats all the summoned monsters, the virtual defense target will re-enter the summoning phase and reveal its weakness. If the player chooses to leave the virtual shield, the summoned monsters will immediately teleport back to the virtual defense target and begin searching for other target players within the virtual shield.
[0191] When the crystal senses a player intrusion or that all its summoned virtual objects have been killed, it will enter a summoning incantation state. After the incantation ends, it will summon a specified type and number of virtual objects around itself.
[0192] When summoned, such as Figure 8As shown, with the crystal itself as the center, the angle α between the three triangular regions of distances R0, R1, and R2 (with the perceived target as the orientation) can be customized. First, in the defined R0 region, virtual summoning objects are not allowed to be generated to avoid them getting too close to the crystal itself.
[0193] Search the region between R0 and R1. If the region is very flat and has no obstacles, calculate several location points in the region directly as coordinate points for generating virtual summon objects (region 1 in the figure). These coordinate points must meet the preset requirement that the distance between each pair of points is greater than or equal to r to avoid them being crowded together and overlapping after generation.
[0194] If there are obstacle zones (block zones) within the area that do not allow the generation of virtual summoned objects, then that area is completely skipped. This is mainly to avoid the virtual summoned objects being stuck in areas where they cannot fight or move normally after they are generated. If all the coordinates that meet the conditions cannot be found in area 1, then the search range needs to be expanded to the area between R1 and R2. In areas 2 and 3 between R1 and R2 shown in the figure above, continue to calculate the coordinates that satisfy the above conditions and that the distance between each pair of points is greater than or equal to r, and use them as the spawn coordinates of the virtual summoned objects.
[0195] After all searches are successful, generate the specified virtual summoning objects according to each coordinate.
[0196] 907. After the call time ends, the terminal stops highlighting the weak defense area. The weak defense area is weaker when it is highlighted than when it is not highlighted.
[0197] By default, virtual defense objects conceal all weaknesses under a hard exterior, significantly reducing the effectiveness of player attacks.
[0198] In this embodiment of the invention, the duration of the virtual defense object summoning chant can be configured. By adjusting this parameter, the rhythm of the battle between the player and the virtual defense object can be flexibly controlled.
[0199] Players can receive in-game rewards if they successfully defeat the virtual defense target.
[0200] As can be seen from the above, the embodiments of the present invention can provide users with object guidance information for virtual defense objects, so as to guide users to move in a targeted manner in the virtual scene of the game. By adding virtual defense objects to the virtual scene, game developers can place virtual defense objects at any location in the virtual scene for users to interact with. Therefore, without the need for game developers to provide a large amount of effective game content, the embodiments of the present invention can add virtual defense objects in addition to specific task objectives to the user's game scene exploration process, and guide the user to the location of the virtual defense objects to interact with them, which can improve the user's game experience during free exploration.
[0201] To better implement the above methods, please refer to the relevant documentation. Figure 11 This invention also provides an interactive device for virtual objects, which provides a game interface for game matches via a terminal. The game interface may include a virtual scene of the game and a target virtual character controlled by the current user within the virtual scene. The virtual scene is configured with at least one virtual defense object that players can interact with. The device may include:
[0202] The summoning object display unit 1101 can be used to display at least one virtual summoning object of the virtual defense object in the defense area formed by the defense layer set based on the virtual defense object in response to the target virtual character moving into the defense preparation area set based on the virtual defense object. The defense layer is used to prevent attacks reaching the defense layer from penetrating the defense layer. The virtual summoning object is configured to attack the virtual character in the virtual scene to protect the virtual defense object and cannot move outside the defense area.
[0203] The object summoning unit 1102 can be used to highlight the weak defense area of the virtual defense object before the end of the preset summoning time if the object status of the virtual summoned object meets the preset object replenishment conditions, and to display the newly summoned virtual summoned object in the game interface.
[0204] The area stop display unit 1103 can be used to stop the highlighting of weak defense areas after the summoning time ends, wherein the defensive capability of the weak defense area is weaker when it is highlighted than when it is not highlighted.
[0205] In some alternative embodiments, the defense layer is configured as a visible virtual shield.
[0206] Optionally, the interactive device for virtual objects provided in this embodiment of the invention further includes an object guidance unit 1104, which is used to display object guidance information corresponding to at least one of the virtual defense objects on the game interface, wherein the object guidance information is used to indicate the position of the virtual defense object relative to the target virtual character.
[0207] In some optional embodiments, the object guidance unit 1104 can be used to determine the relative orientation between the target virtual character and the virtual defense object in response to the movement of the target virtual character;
[0208] Based on relative orientation, update the display object guidance information in the game interface.
[0209] In some optional embodiments, the game interface may also include a game thumbnail map, which may include a character thumbnail location identifier for the target virtual character and an object thumbnail location identifier indicating the position of the virtual defense object relative to the target virtual character.
[0210] In some alternative embodiments, such as Figure 12 As shown, the interactive device for virtual objects provided in this embodiment of the invention may further include a detailed map display unit 1105, which can be used to display a detailed game map corresponding to the virtual scene on the game interface in response to the player's trigger operation on the game thumbnail map. The detailed game map may include the location marker of the target virtual character in the virtual scene and the location marker of at least one virtual defense object in the virtual scene.
[0211] In some optional embodiments, the interactive device for virtual objects provided in this embodiment of the invention may further include a thumbnail update unit 1106, which can be used to determine the relative orientation relationship between the target virtual character and the virtual defense object in response to the movement of the target virtual character.
[0212] Based on relative orientation, update the display object thumbnail location markers in the game thumbnail map.
[0213] In some optional embodiments, the summoning object display unit 1101 can be used to display at least one virtual summoning object of the virtual defense object in the defense area set for the virtual defense object when the target virtual character moves in the virtual environment and moves into the defense preparation area set for the virtual defense object.
[0214] In some optional embodiments, the virtual defense object may include a virtual defense object body and a protective shell disposed outside the virtual defense object body, the protective shell being configured to have stronger defensive capabilities than the virtual defense object body;
[0215] The object summoning unit 1102 can be used to overlay a prominent display effect of the virtual defense object body on the protective shell of the virtual defense object before the preset summoning time ends;
[0216] The area stop display unit 1103 can be used to stop the highlighting effect of the virtual defense object body on the protective shell after the summoning time ends.
[0217] In some alternative embodiments, the virtual summoned object is configured as a virtual character within an attack defense zone to protect the virtual defense object, the defense zone being set based on the virtual defense object.
[0218] In some optional embodiments, the virtual object interaction device provided in this embodiment of the invention may further include an attack target switching unit 1107, which can be used to control the virtual summon object of the target virtual character to determine a new attack target from other virtual characters in the defense area and attack in response to the target virtual character moving outside the defense area set based on the virtual defense object or the death event of the target virtual character.
[0219] In some optional embodiments, the interactive device for virtual objects provided in this embodiment of the invention may further include a summoning location determination unit 1108, which can be used to determine the candidate object summoning area corresponding to the virtual defense object in the virtual scene, wherein the candidate object summoning area is located within the defense area set based on the virtual defense object.
[0220] Detect the object obstacle area in the candidate object summoning area, and take the area in the candidate object summoning area other than the object obstacle area as the target object summoning area. The object obstacle area is the area where the virtual summoned object cannot move normally.
[0221] Determine the summoning position corresponding to each virtual summoning object from the target object summoning area;
[0222] The object summoning unit can be used to display newly summoned virtual objects at various summoning locations in the game interface.
[0223] In some optional embodiments, the distance between each position in the candidate object summoning area and the virtual defense object is not less than a preset distance threshold, and the distance between each summoning position is not less than a preset summoning object distance threshold.
[0224] In some optional embodiments, the virtual object interaction device provided in this embodiment of the invention may further include an object state detection unit 1109, which can be used to detect the survival status of each virtual summoning object and record the number of virtual summoning objects in the living state.
[0225] The object summoning unit can be used to highlight the weak defense area of the virtual defense object before the preset summoning time ends if the number of virtual summoning objects in the living state is 0.
[0226] In some optional embodiments, the interactive device for virtual objects provided in this embodiment of the invention may further include a state switching unit 1110, which can be used to switch the virtual summoning object from patrol state to attack state in response to any virtual character moving into the defense area set based on the virtual defense object. The virtual summoning object is configured to attack the virtual character in the defense area to protect the virtual defense object in the attack state, and to move in the defense area according to a preset movement trajectory in the patrol state.
[0227] In some alternative embodiments, the virtual defense object is configured to attack virtual characters in a virtual scenario in order to protect itself.
[0228] As can be seen from the above, virtual defense objects can be added to the virtual scene through the interaction device of virtual objects. Game developers can place virtual defense objects at any position in the virtual scene for users to interact with. Therefore, without the need for game developers to provide a large amount of effective game content, the embodiments of the present invention add virtual defense objects to the user's game scene exploration process in addition to specific task objectives, so that users can interact with at least one of virtual summon objects and virtual defense objects during the process of completing game tasks, which can improve the user's game experience during free exploration.
[0229] Furthermore, embodiments of the present invention also provide an electronic device, which may be a terminal or a server, etc. Figure 13 As shown, it illustrates a structural schematic diagram of the electronic device involved in an embodiment of the present invention, specifically:
[0230] The electronic device may include a radio frequency (RF) circuit 1301, a memory 1302 including one or more computer-readable storage media, an input unit 1303, a display unit 1304, a sensor 1305, an audio circuit 1306, a wireless fidelity (WiFi) module 1307, a processor 1308 including one or more processing cores, and a power supply 1309, etc. Those skilled in the art will understand that... Figure 13 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements. Wherein:
[0231] RF circuit 1301 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and hands it over to one or more processors 1308 for processing; additionally, it transmits uplink data to the base station. Typically, RF circuit 1301 includes, but is not limited to, an antenna, at least one amplifier, a tuner, one or more oscillators, a Subscriber Identity Module (SIM) card, a transceiver, a coupler, a low-noise amplifier (LNA), a duplexer, etc. Furthermore, RF circuit 1301 can also communicate wirelessly with networks and other devices. Wireless communication can use any communication standard or protocol, including but not limited to GSM, GPRS, CDMA, WCDMA, LTE, email, and SMS.
[0232] The memory 1302 can be used to store software programs and modules. The processor 1308 executes various functional applications and data processing by running the software programs and modules stored in the memory 1302. The memory 1302 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, application programs required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the electronic device (such as audio data, telephone directory, etc.). In addition, the memory 1302 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device. Accordingly, the memory 1302 may also include a memory controller to provide access to the memory 1302 for the processor 1308 and the input unit 1303.
[0233] The input unit 1303 can be used to receive input digital or character information, and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control. Specifically, in one embodiment, the input unit 1303 may include a touch-sensitive surface and other input devices. The touch-sensitive surface, also known as a touch display or touchpad, can collect user touch operations on or near it (e.g., user operations using fingers, styluses, or any suitable object or accessory on or near the touch-sensitive surface), and drive corresponding connection devices according to a pre-set program. Optionally, the touch-sensitive surface may include a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, transmitting the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to the processor 1308, and can receive and execute commands from the processor 1308. Furthermore, various types of touch-sensitive surfaces, such as resistive, capacitive, infrared, and surface acoustic wave, can be used. In addition to the touch-sensitive surface, the input unit 1303 may also include other input devices. Specifically, other input devices may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc.
[0234] Display unit 1304 can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of electronic devices. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Display unit 1304 may include a display panel, optionally configured as a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar form. Furthermore, a touch-sensitive surface may cover the display panel. When the touch-sensitive surface detects a touch operation on or near it, it transmits the information to processor 1308 to determine the type of touch event. Subsequently, processor 1308 provides corresponding visual output on the display panel according to the type of touch event. Although in Figure 13 In this context, the touch-sensitive surface and the display panel are two separate components for implementing input and output functions. However, in some embodiments, the touch-sensitive surface and the display panel can be integrated to achieve both input and output functions.
[0235] The electronic device may also include at least one sensor 1305, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel according to the ambient light level, and the proximity sensor can turn off the display panel and / or backlight when the electronic device is moved to the ear. As a type of motion sensor, a gravity acceleration sensor can detect the magnitude of acceleration in various directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc. Other sensors that may be configured in the electronic device, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.
[0236] Audio circuitry 1306, a speaker, and a microphone provide an audio interface between the user and the electronic device. Audio circuitry 1306 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 1306, converted back into audio data, and processed by processor 1308. The audio data is then transmitted via RF circuitry 1301 to, for example, another electronic device, or output to memory 1302 for further processing. Audio circuitry 1306 may also include an earphone jack to facilitate communication between external headphones and the electronic device.
[0237] WiFi is a short-range wireless transmission technology. Electronic devices using the WiFi module 1307 can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 13 WiFi module 1307 is shown, but it is understood that it is not a necessary component of an electronic device and can be omitted as needed without changing the nature of the invention.
[0238] The processor 1308 is the control center of the electronic device, connecting various parts of the phone via various interfaces and lines. It executes software programs and / or modules stored in the memory 1302, and calls data stored in the memory 1302 to perform various functions and process data. Optionally, the processor 1308 may include one or more processing cores; preferably, the processor 1308 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 1308.
[0239] The electronic device also includes a power supply 1309 (such as a battery) that supplies power to various components. Preferably, the power supply can be logically connected to the processor 1308 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. The power supply 1309 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0240] Although not shown, the electronic device may also include a camera, Bluetooth module, etc., which will not be described in detail here. Specifically, in this embodiment, the processor 1308 in the electronic device loads the executable files corresponding to the processes of one or more applications into the memory 1302 according to the following instructions, and the processor 1308 runs the applications stored in the memory 1302 to realize various functions, as follows:
[0241] The game interface provided by the terminal includes a virtual game scene and a target virtual character controlled by the current user within the virtual scene. The virtual scene contains at least one virtual defense object that the player can interact with. The interaction method for this virtual object provided in this embodiment of the invention may include:
[0242] In response to a target virtual character moving into a defense preparation area set based on a virtual defense object, at least one virtual summon object of the virtual defense object is displayed in the defense area formed by the defense layer set based on the virtual defense object. The defense layer is used to prevent attacks reaching the defense layer from penetrating the defense layer. The virtual summon object is configured to attack the virtual character in the virtual scene to protect the virtual defense object and prevent it from moving outside the defense area.
[0243] If the object status of the virtual summoned object meets the preset object replenishment conditions, the weak defense area of the virtual defense object will be highlighted on the virtual defense object before the preset summoning time ends, and the newly summoned virtual summoned object will be displayed in the game interface.
[0244] After the summoning time ends, the highlighting of weak defense areas will stop. The defensive capabilities of weak defense areas are weaker when they are highlighted than when they are not highlighted.
[0245] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0246] To this end, embodiments of the present invention provide a computer-readable storage medium storing a plurality of instructions that can be loaded by a processor to execute steps in any of the virtual object interaction methods provided in the embodiments of the present invention. For example, the instructions can execute the following steps:
[0247] The game interface provided by the terminal includes a virtual game scene and a target virtual character controlled by the current user within the virtual scene. The virtual scene contains at least one virtual defense object that the player can interact with. The interaction method for this virtual object provided in this embodiment of the invention may include:
[0248] In response to a target virtual character moving into a defense preparation area set based on a virtual defense object, at least one virtual summon object of the virtual defense object is displayed in the defense area formed by the defense layer set based on the virtual defense object. The defense layer is used to prevent attacks reaching the defense layer from penetrating the defense layer. The virtual summon object is configured to attack the virtual character in the virtual scene to protect the virtual defense object and prevent it from moving outside the defense area.
[0249] If the object status of the virtual summoned object meets the preset object replenishment conditions, the weak defense area of the virtual defense object will be highlighted on the virtual defense object before the preset summoning time ends, and the newly summoned virtual summoned object will be displayed in the game interface.
[0250] After the summoning time ends, the highlighting of weak defense areas will stop. The defensive capabilities of weak defense areas are weaker when they are highlighted than when they are not highlighted.
[0251] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0252] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0253] Since the instructions stored in the computer-readable storage medium can execute the steps in any of the virtual object interaction methods provided in the embodiments of the present invention, the beneficial effects that any of the virtual object interaction methods provided in the embodiments of the present invention can achieve can be realized, as detailed in the preceding embodiments, and will not be repeated here.
[0254] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.
[0255] The foregoing has provided a detailed description of the virtual object interaction method, apparatus, electronic device, and storage medium provided by the embodiments of the present invention. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of the present invention. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of the present invention. Therefore, the content of this specification should not be construed as a limitation of the present invention.
Claims
1. A method for interacting with virtual objects, characterized in that, The method provides a game interface for the game through a terminal. The game interface includes a virtual game scene and a target virtual character controlled by the current user within the virtual scene. The virtual scene is configured with at least one virtual defense object that the player can interact with. In response to the target virtual character moving into the defense preparation area set based on the virtual defense object, at least one virtual summon object of the virtual defense object is displayed in the defense area formed by the defense layer set based on the virtual defense object. The defense layer is used to prevent attacks reaching the defense layer from penetrating the defense layer. The virtual summon object is configured to attack the virtual character in the virtual scene to protect the virtual defense object and cannot move outside the defense area. If the object status of the virtual summoned object meets the preset object replenishment conditions, the weak defense area of the virtual defense object is highlighted on the virtual defense object before the preset summoning time ends, and the newly summoned virtual summoned object is displayed in the game interface. After the summoning time ends, the highlighting of the weak defense area is stopped, wherein the defensive capability of the weak defense area is weaker when it is highlighted than when it is not highlighted.
2. The virtual object interaction method according to claim 1, characterized in that, The method further includes: The game interface displays object guidance information corresponding to at least one of the virtual defense objects, which is used to indicate the position of the virtual defense object relative to the target virtual character.
3. The virtual object interaction method according to claim 2, characterized in that, The step of displaying object guidance information corresponding to at least one of the virtual defense objects on the game interface includes: In response to the movement of the target virtual character, determine the relative orientation between the target virtual character and the virtual defense object; Based on the relative orientation, the object guidance information is updated and displayed in the game interface.
4. The virtual object interaction method according to claim 2, characterized in that, The game interface also includes a game thumbnail map, which includes a character thumbnail location marker for the target virtual character and an object thumbnail location marker indicating the position of the virtual defense object relative to the target virtual character.
5. The virtual object interaction method according to claim 4, characterized in that, The method further includes: In response to the player's triggering operation on the game thumbnail map, a detailed game map corresponding to the virtual scene is displayed on the game interface. The detailed game map includes the location marker of the target virtual character in the virtual scene and the location marker of at least one virtual defense object in the virtual scene.
6. The virtual object interaction method according to claim 4, characterized in that, The method further includes: In response to the movement of the target virtual character, determine the relative orientation between the target virtual character and the virtual defense object; Based on the relative orientation, the object's thumbnail location identifier is updated and displayed in the game thumbnail map.
7. The virtual object interaction method according to claim 1, characterized in that, The virtual defense object includes a virtual defense object body and a protective shell disposed outside the virtual defense object body, wherein the protective shell is configured to have a stronger defensive capability than the virtual defense object body; The step of highlighting the weak defense area of the virtual defense object before the preset summoning time ends includes: Before the preset summoning time ends, a prominent display effect of the virtual defense object itself is superimposed on the protective shell of the virtual defense object; The step of stopping the highlighting of the weak defense area after the summoning time ends includes: After the summoning time ends, the highlighting effect of the virtual defense object on the protective shell will cease.
8. The virtual object interaction method according to claim 1, characterized in that, The method further includes: In response to the target virtual character moving outside the defense zone or the death of the target virtual character, the virtual summon object whose attack target is the target virtual character determines a new attack target from other virtual characters in the defense zone and attacks it.
9. The virtual object interaction method according to claim 1, characterized in that, Before displaying the newly summoned virtual object in the game interface, the method further includes: In the virtual scene, a candidate object summoning region corresponding to the virtual defense object is determined, and the candidate object summoning region is located within the defense region; Detect the object obstacle region in the candidate object summoning region, and take the region in the candidate object summoning region other than the object obstacle region as the target object summoning region. The object obstacle region is the region where the virtual summoned object cannot move normally. Determine the summoning position corresponding to each of the virtual summoning objects from the target object summoning area; The display of the newly summoned virtual summon object in the game interface includes: The newly summoned virtual summoned object is displayed at each of the summoning positions in the game interface.
10. The virtual object interaction method according to claim 9, characterized in that, The distance between each position in the candidate object summoning area and the virtual defense object is not less than a preset distance threshold, and the distance between each summoning position is not less than a preset summoning object distance threshold.
11. The virtual object interaction method according to claim 1, characterized in that, If the object state of the virtual summoned object meets the preset object replenishment conditions, before highlighting its weak defense area on the virtual defense object before the preset summoning time ends, the method further includes: Detect the survival status of each virtual summoned object and record the number of virtual summoned objects that are alive; If the object state of the virtual summoned object meets the preset object replenishment conditions, the weak defense area of the virtual defense object will be highlighted on the virtual defense object before the preset summoning time ends, including: If the number of virtual summoned objects in the living state is 0, the weak defense area of the virtual defense object is highlighted before the preset summoning time ends.
12. The virtual object interaction method according to claim 1, characterized in that, If the object state of the virtual summoned object meets the preset object replenishment conditions, before highlighting its weak defense area on the virtual defense object before the preset summoning time ends, the method further includes: In response to any virtual character moving into the defense area, the virtual summoned object is switched from patrol state to attack state. The virtual summoned object is configured to attack the virtual character in the defense area to protect the virtual defense object in the attack state, and to move in the defense area according to a preset movement trajectory in the patrol state.
13. The method for interacting with virtual objects according to any one of claims 1-12, characterized in that, The virtual defense object is configured to protect itself by attacking virtual characters in a virtual scenario.
14. An interactive device for virtual objects, characterized in that, The device provides a game interface for game matches via a terminal. The game interface includes a virtual game scene and a target virtual character controlled by the current user within the virtual scene. The virtual scene contains at least one interactive virtual defense object. The device includes: A summoning object display unit is configured to, in response to the target virtual character moving into a defense preparation area set based on the virtual defense object, display at least one virtual summoning object of the virtual defense object in a defense area formed by a defense layer set based on the virtual defense object, wherein the defense layer is configured to prevent attacks reaching the defense layer from penetrating the defense layer, and the virtual summoning object is configured to attack virtual characters in the virtual scene to protect the virtual defense object and prevent it from moving outside the defense area; If the object status of the virtual summoned object meets the preset object replenishment conditions, the weak defense area of the virtual defense object is highlighted on the virtual defense object before the preset summoning time ends, and the newly summoned virtual summoned object is displayed in the game interface. A region stop display unit is used to stop the highlighting of the weak defense region after the summoning time ends, wherein the weak defense region has a weaker defensive capability when highlighted than when it is not highlighted.
15. An electronic device, characterized in that, It includes a memory and a processor; the memory stores an application program, and the processor is used to run the application program within the memory to perform the steps in the interaction method of the virtual object according to any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform steps in the interaction method of the virtual object according to any one of claims 1 to 13.
17. A computer program product comprising a computer program or instructions, characterized in that, When the computer program or instructions are executed by a processor, they implement the steps of the interaction method of the virtual object as described in any one of claims 1 to 13.