Virtual prop control method, device, equipment, storage medium and program product
By projecting virtual props into a virtual scene to create a sensing area that confuses friendly and enemy targets, the problem of rapid endings caused by the power disparity between the interacting parties is solved, improving the efficiency of human-computer interaction and resource utilization, and enhancing the player experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2022-10-31
- Publication Date
- 2026-06-26
Smart Images

Figure CN117982887B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the fields of computer technology and human-computer interaction technology, and in particular to a method, device, equipment, medium and program product for controlling virtual props. Background Technology
[0002] Display technologies based on graphics processing hardware have expanded the channels for perceiving the environment and acquiring information. In particular, multimedia technologies for virtual scenes, with the help of human-computer interaction engine technology, can realize diverse interactions between virtual objects controlled by users or artificial intelligence according to actual application needs. They have various typical application scenarios, such as in game scenarios, where they can simulate the real interaction process between virtual objects.
[0003] In related technologies, during virtual game scenarios, there are situations where the strength of the two interacting parties is significantly different, and one party is unable to resist. In such cases, an interactive game ends quickly, and the player has to start multiple games, resulting in low human-computer interaction efficiency, wasting device hardware processing resources, and causing frustration for the player, leading to low player motivation. Summary of the Invention
[0004] This application provides a method for controlling virtual props, a device for controlling virtual props, an electronic device, a computer-readable storage medium, and a computer program product, which can improve human-computer interaction efficiency and the utilization rate of device processing resources.
[0005] The technical solution of this application embodiment is implemented as follows:
[0006] This application provides a method for controlling virtual props, the method comprising:
[0007] In the virtual scene of the first virtual object, a target virtual prop is displayed, which is used to project virtual sub-props;
[0008] In response to a projection command for the target virtual prop, the target virtual prop is controlled to project the virtual sub-prop to the target location in the virtual scene;
[0009] When a target object exists within the sensing area centered on the target location, the target object is controlled to confuse the second virtual object and the third virtual object;
[0010] In this context, the second virtual object and the first virtual object belong to the first interacting party, the third virtual object and the target object belong to the second interacting party, and the first interacting party and the second interacting party are in an adversarial relationship.
[0011] This application provides a control device for virtual items, the device comprising:
[0012] The display module is used to display a target virtual prop in the virtual scene of the first virtual object, and the target virtual prop is used to project virtual sub-props;
[0013] The first control module is configured to respond to a projection command for the target virtual prop and control the target virtual prop to project the virtual sub-prop to the target position in the virtual scene;
[0014] The second control module is used to control the target object to confuse the second virtual object and the third virtual object when there is a target object in the sensing area formed with the target location as the center;
[0015] In this context, the second virtual object and the first virtual object belong to the first interacting party, the third virtual object and the target object belong to the second interacting party, and the first interacting party and the second interacting party are in an adversarial relationship.
[0016] In the above solution, the display module is also used to display the operation controls of the target virtual prop, and the operation controls are in an inactive state;
[0017] When the operation control is active, in response to a trigger operation on the operation control, the target virtual prop is displayed in the virtual scene of the first virtual object.
[0018] In the above scheme, the display module is also used to display the score of the first virtual object, which is obtained by killing the virtual object in the second interaction party;
[0019] When the score reaches the score threshold, the operation control is activated.
[0020] In the above solution, the display module is further used to display a cooling progress bar corresponding to the operation control. The cooling progress bar is used to indicate the progress of activating the operation control after the operation control has been cooled for a target time.
[0021] When the cooling progress bar indicates that the activation progress of the operation control has reached the target progress value, the operation control is controlled to be in an active state.
[0022] In the above scheme, the display module is further configured to display the operation controls of the target virtual prop in the interface of the virtual scene when the first virtual object is equipped with the target virtual prop;
[0023] Before the operation control for displaying the target virtual item, the method further includes:
[0024] Displays an assembly interface for virtual items, and displays an assembly option for at least one virtual item in the assembly interface, wherein the at least one virtual item includes the target virtual item;
[0025] In response to the selection of an assembly option for the target virtual item, the target virtual item is assembled onto the first virtual object.
[0026] In the above scheme, the display module is also used to respond to the selection operation of the assembly option for the target virtual prop, display the three-dimensional prop model of the target virtual prop in the assembly interface of the virtual prop, and display the functional description information of the target virtual prop;
[0027] The functional description information is used to describe the function of the target virtual item.
[0028] In the above scheme, the display module is further configured to, in response to the selection operation of the assembly option for the target virtual prop, display at least one of the following function items in the assembly interface of the virtual prop: appearance function item and disassembly function item;
[0029] The appearance function item is used to change the appearance skin of the target virtual prop; the disassembly function item is used to remove the target virtual prop from the first virtual object.
[0030] In the above scheme, the first control module is also used to control the virtual sub-prop to explode at the target location and generate virtual smoke;
[0031] The area occupied by the virtual smoke is defined as the sensing area.
[0032] In the above scheme, the first control module is also used to control the virtual sub-prop to emit virtual rays in all directions around the target position;
[0033] The area covered by the virtual light is defined as the sensing area.
[0034] The target object is the virtual autonomous shooting prop of the second interactive party. The virtual autonomous shooting prop is used to automatically detect the virtual object of the first interactive party and shoot the detected virtual object of the first interactive party.
[0035] The second control module is further configured to control the change of the detection attribute of the virtual autonomous shooting prop to the target detection attribute, wherein the target detection attribute is used by the virtual autonomous shooting prop to determine the third virtual object as the virtual object of the first interactive party;
[0036] The display module is also used to display the process of the virtual autonomous shooting prop automatically shooting the third virtual object by changing the detection attributes.
[0037] In the above scheme, the second control module is also used to control the appearance attributes of the virtual autonomous shooting prop to change to the target appearance attributes;
[0038] The target appearance attribute is used to identify changes in the detection attributes of the virtual autonomous shooting prop.
[0039] In the above scheme, the second control module is further configured to control the object recognition attribute of the fourth virtual object to change to the first object recognition attribute or the second object recognition attribute when the target object is the fourth virtual object of the second interaction party;
[0040] Wherein, the first object identification attribute is used by the fourth virtual object to identify the second virtual object and the third virtual object as virtual objects with the same target appearance attribute; the second object identification attribute is used by the fourth virtual object to determine the third virtual object as the virtual object of the first interacting party;
[0041] The target appearance attribute is different from the appearance attribute of the virtual object in the first interaction party, and the target appearance attribute is different from the appearance attribute of the virtual object in the second interaction party.
[0042] In the above scheme, the second control module is further configured to control the object recognition attribute of the fourth virtual object to change to the first object recognition attribute or the second object recognition attribute when the distance between the fourth virtual object and the second virtual object is less than the distance threshold.
[0043] After the object identification attribute of the fourth virtual object is changed to either the first object identification attribute or the second object identification attribute, the method further includes:
[0044] When the distance between the fourth virtual object and the second virtual object is greater than or equal to the distance threshold, the object recognition attribute of the fourth virtual object is controlled to change to the initial object recognition attribute.
[0045] In the above scheme, the second control module is further configured to control the identification attribute of the fourth virtual object to change to the target identification attribute when the target object is the fourth virtual object of the second interaction party;
[0046] The target identifier identification attribute is used by the fourth virtual object to identify the object identifier of the third virtual object in the map of the virtual scene as being the same as the object identifier of the second virtual object.
[0047] In the above scheme, the display module is also used to display obfuscation prompt information, which is used to indicate that the second virtual object is in a state of obfuscating the second virtual object and the third virtual object.
[0048] In the above scheme, the display module is also used to display projection indication information, which indicates the position of the virtual sub-prop in the virtual scene after it is projected.
[0049] In the above scheme, the second control module is further configured to obtain the duration of the target object within the sensing area when the target object is within the sensing area;
[0050] When the duration reaches the duration threshold, the target object is controlled to be able to distinguish between the second virtual object and the third virtual object.
[0051] This application also provides an electronic device, including:
[0052] Memory, used to store executable instructions;
[0053] The processor, when executing executable instructions stored in the memory, implements the virtual prop control method provided in the embodiments of this application.
[0054] This application also provides a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, implement the virtual item control method provided in this application.
[0055] This application also provides a computer program product, including a computer program or computer executable instructions, which, when executed by a processor, implements the virtual prop control method provided in this application.
[0056] The embodiments of this application have the following beneficial effects:
[0057] In this embodiment, a virtual sub-prop is projected onto a target location in a virtual scene using a target virtual prop, forming a sensing area centered on the target location. This causes the target object within the sensing area to confuse the virtual objects in the first and second interaction parties, making it impossible to distinguish between teammates and enemies. As a result, the target object cannot accurately attack, giving the first virtual object time to counterattack. This can prolong the game time when there is a significant difference in strength between the first and second interaction parties, reduce the number of times players start a game, and thus improve human-computer interaction efficiency, device processing resource utilization, and player motivation. Attached Figure Description
[0058] Figure 1 This is a schematic diagram of the architecture of the control system 100 for virtual props provided in this application embodiment;
[0059] Figure 2 This is a schematic diagram of the structure of the electronic device 500 that implements the control method for virtual props according to an embodiment of this application;
[0060] Figure 3 This is a flowchart illustrating the method for controlling virtual props provided in an embodiment of this application;
[0061] Figure 4 This is a schematic diagram of the assembly interface for virtual props provided in the embodiments of this application;
[0062] Figure 5 This is a schematic diagram of the assembly interface for virtual props provided in the embodiments of this application;
[0063] Figure 6 This is a schematic diagram of the display interface corresponding to the cooling progress bar provided in the embodiments of this application;
[0064] Figure 7 This is a schematic diagram of the switching interface for the target virtual item provided in the embodiments of this application;
[0065] Figure 8 This is a schematic diagram of the display interface for projection indication information provided in an embodiment of this application;
[0066] Figure 9 This is a schematic diagram of the interface for the explosion of virtual sub-props provided in an embodiment of this application;
[0067] Figure 10 This is a schematic diagram of the autonomous firing of a virtual killstreak weapon provided in an embodiment of this application;
[0068] Figure 11 This is a schematic diagram of the virtual killstreak weapon provided in this application embodiment in a confused state;
[0069] Figure 12 This is a schematic diagram of the interface after the object recognition attributes of the fourth virtual object provided in the embodiments of this application have changed;
[0070] Figure 13 This is a schematic diagram illustrating the restoration of the fourth virtual object to its initial object identification attributes according to an embodiment of this application;
[0071] Figure 14 This is a schematic map of the virtual scene provided in the embodiments of this application;
[0072] Figure 15 This is a flowchart illustrating the method for controlling virtual props provided in an embodiment of this application;
[0073] Figure 16This is a schematic diagram illustrating the principle of virtual objects killing enemies provided in the embodiments of this application;
[0074] Figure 17 This is a schematic diagram of the firing principle of the virtual killstreak weapon provided in the embodiments of this application;
[0075] Figure 18 This is a schematic diagram illustrating the implementation principle of infecting targets after a virtual projectile explodes upon landing, as provided in an embodiment of this application. Detailed Implementation
[0076] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0077] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0078] In the following description, the terms “first, second, third, fourth, and fifth” are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that “first, second, third, fourth, and fifth” may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.
[0079] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.
[0080] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.
[0081] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.
[0082] 1) Client: An application that runs on a terminal and provides various services, such as virtual social clients, game clients, instant messaging clients, etc.
[0083] 2) In response, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.
[0084] 3) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, the virtual scene may include sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within the virtual scene. In some embodiments, the virtual scene can be a game, such as a multiplayer online battle arena (MOBA) game.
[0085] 4) Virtual objects: These are interactive images of people and things within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people or animals displayed in a virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.
[0086] For example, the virtual object can be a user character controlled through client operations, an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-user character (NPC) set up for interaction in the virtual scene. The number of virtual objects participating in the interaction in the virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.
[0087] 5) Virtual props: In a virtual scene, users can control virtual objects to interact with other virtual objects in a combative manner through virtual props. For example, the virtual props can be throwable virtual props such as grenades, cluster grenades, and sticky grenades, or shooting virtual props such as machine guns, pistols, and rifles (i.e., virtual shooting props).
[0088] 6) Player object: An object used to control virtual objects to interact in the virtual scene (such as fighting in a game). In practical applications, it can be a user or a robot program. One player object can control one or more virtual objects.
[0089] This application provides a control system, method, apparatus, electronic device, computer-readable storage medium, and computer program product for virtual props, which can improve performance. These will be described in detail below.
[0090] Based on the above explanation of the nouns and terms used in the embodiments of this application, and to facilitate a clearer understanding of the virtual item control method provided in the embodiments of this application, the control system for the virtual items provided in the embodiments of this application will first be described. See also Figure 1 , Figure 1 This is a schematic diagram of the architecture of the virtual prop control system 100 provided in the embodiments of this application. In order to support an exemplary application, the terminal (terminal 400-1 is shown as an example) connects to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two, and data transmission is achieved using wireless or wired links.
[0091] The terminal (such as terminal 400-1) is used to send data acquisition requests for the virtual scene to server 200;
[0092] Server 200 is used to respond to the data acquisition request sent by the terminal and return the virtual scene data to the terminal (such as terminal 400-1).
[0093] The terminal (such as terminal 400-1) is also used to display the screen of the virtual scene of the first virtual object when it receives the virtual scene data returned by the server 200, and to display the target virtual prop in the screen of the virtual scene of the first virtual object, which is used to project virtual sub-props;
[0094] In response to a projection command for a target virtual prop, control the target virtual prop to project virtual sub-props to the target location in the virtual scene;
[0095] When a target object exists within the sensing area centered on the target location, the target object is controlled to confuse the second and third virtual objects;
[0096] Among them, the second virtual object and the first virtual object belong to the first interacting party, the third virtual object and the target object belong to the second interacting party, and the first interacting party and the second interacting party are in an adversarial relationship.
[0097] As an example, the terminal runs a client, such as a network-based game client, which connects to a game server (e.g., server 200) to obtain data of the game scene (i.e., virtual scene). Based on the obtained game scene data, it outputs the game scene to enable game interaction between a first virtual object and other virtual objects within the game scene. After outputting the game scene, the terminal can also display a target virtual item (e.g., a target virtual shooting item) in the game scene screen of the first virtual object. This target virtual item is used to project virtual sub-items. In response to a projection command for the target virtual item, the terminal controls the target virtual item to project the virtual sub-items to the target location in the game scene. When a target object exists within the sensing area centered on the target location, the terminal controls the target object to confuse the second and third virtual objects. The second virtual object and the first virtual object belong to the first interacting party (e.g., the first faction, the first team), and the third virtual object and the target object belong to the second interacting party (e.g., the second faction, the second team). The first and second interacting parties are in an adversarial relationship.
[0098] In some embodiments, the virtual item control method provided in this application can be implemented by various electronic devices or computer devices. For example, it can be implemented by a terminal alone, by a server alone, or by a terminal and a server working together. This application can be applied to various scenarios, including but not limited to video playback, instant messaging, cloud technology, artificial intelligence, smart transportation, assisted driving, games, and the metaverse.
[0099] In some embodiments, the present application can be implemented using cloud technology. Cloud technology refers to a hosting technology that unifies hardware, software, network, and other resources within a wide area network (WAN) or local area network (LAN) to achieve data computation, storage, processing, and sharing. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology applied based on the cloud computing business model. It can form resource pools, be used on demand, and is flexible and convenient. Cloud computing technology will become an important support. The backend services of the technology network system require a large amount of computing and storage resources; for example, when the virtual scene is a game scene, the corresponding game is a cloud game, and the virtual scene displayed on the terminal is rendered by the server.
[0100] As an example, the electronic device implementing the virtual prop control method provided in this application embodiment can be various types of terminal devices or servers. The server (e.g., server 200) can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal (e.g., terminal 400-1) can be a smartphone, tablet, laptop, desktop computer, intelligent voice interaction device (e.g., smart speaker), smart home appliance (e.g., smart TV), smartwatch, in-vehicle terminal, wearable device, virtual reality (VR) device, etc., but is not limited to these. The terminal and server can be directly or indirectly connected via wired or wireless communication, and this application embodiment does not impose any limitations on this.
[0101] In some embodiments, the terminal or server can implement the virtual prop control method provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a program that needs to be installed in the operating system to run; it can also be a mini-program, that is, a program that only needs to be downloaded to the browser environment to run; or it can be a mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of application, module or plugin.
[0102] In some embodiments, multiple servers can form a blockchain, with each server being a node on the blockchain. Information connections can exist between each node in the blockchain, allowing for information transmission between nodes. Furthermore, data related to the virtual prop control method provided in this application (e.g., virtual scene image data) can be stored on the blockchain.
[0103] The following describes an electronic device for implementing a control method for virtual props, as provided in an embodiment of this application. See also: Figure 2 , Figure 2 This is a schematic diagram of the electronic device 500 for controlling virtual props according to an embodiment of this application. The electronic device 500 provided in this embodiment includes:
[0104] At least one processor 510, memory 550, at least one network interface 520, and user interface 530 are included. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to implement communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in... Figure 2 The general labeled all buses as Bus System 540.
[0105] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.
[0106] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0107] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.
[0108] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.
[0109] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.
[0110] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;
[0111] The network communication module 552 is used to reach other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.
[0112] Display module 553 is configured to enable the presentation of information (e.g., user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (e.g., display screen, speaker, etc.) associated with user interface 530.
[0113] The input processing module 554 is used to detect and translate one or more user inputs or interactions from one or more input devices 532.
[0114] In some embodiments, the control device for the virtual props provided in this application can be implemented in software. Figure 2 A control device 555 for virtual props stored in memory 550 is shown. It can be software in the form of programs and plug-ins, including the following software modules: display module 5551, first control module 5552 and second control module 5553. These modules are logical and can therefore be arbitrarily combined or further divided according to the functions they implement. The functions of each module will be described below.
[0115] In other embodiments, the virtual prop control device 555 provided in this application embodiment can be implemented in hardware. As an example, the virtual prop control device provided in this application embodiment can be a processor in the form of a hardware decoding processor, which is programmed to execute the virtual prop control method provided in this application embodiment. For example, the processor in the form of a hardware decoding processor can be one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.
[0116] Based on the above description of the control system and electronic device for virtual items in the embodiments of this application, the control method for virtual items provided in the embodiments of this application will be described below. In some embodiments, the control method for virtual items provided in the embodiments of this application may be implemented by a server or a terminal alone, or by a server and a terminal working together. The control method for virtual items provided in the embodiments of this application will be described below using a terminal implementation as an example.
[0117] See Figure 3 , Figure 3 This is a flowchart illustrating the virtual item control method provided in this application embodiment. The virtual item control method provided in this application embodiment includes:
[0118] Step 101: The terminal displays the target virtual prop in the virtual scene of the first virtual object. The target virtual prop is used to project virtual sub-props.
[0119] In practical applications, the terminal may have a client installed that supports virtual scenes (such as a game client), or it may be a client that integrates virtual scene functionality (such as an instant messaging client, a live streaming client, or an educational client). When a user opens the client on the terminal and the client is running, the user can interact with virtual objects based on the virtual scene displayed by the client; for example, when the client is a game client, the user can interact with game characters (virtual objects) in the game scene (such as engaging in virtual battles) based on the game screen displayed by the game client.
[0120] In a game within the virtual scene where the first virtual object is located, there may be multiple virtual objects. These multiple virtual objects belong to at least two interacting parties (or factions). Each interacting party includes at least one virtual object, such as the first interacting party and the second interacting party. The first interacting party and the second interacting party include the same number of virtual objects. The first interacting party and the second interacting party may be adversaries.
[0121] In practical applications, the first virtual object belongs to the first interaction party. The first virtual object can be equipped with virtual props. For example, the first virtual object can be equipped with virtual projection props for projection (i.e., throwing or shooting), such as virtual shooting props (e.g., virtual bows and arrows) and virtual throwing props (e.g., virtual grenades). The player object can control the first virtual object to interact with objects in the second interaction party based on the equipped virtual props.
[0122] The player object can only use the target virtual item when the first virtual object is equipped with it, thereby displaying the target virtual item in the virtual scene. The assembly of the target virtual item is explained here. In some embodiments, the terminal can equip the first virtual object with the target virtual item in the following way: the terminal displays an assembly interface for virtual items, and displays at least one (or at least two) assembly options for virtual items in the assembly interface, where at least one virtual item includes the target virtual item; in response to a selection operation for the assembly option for the target virtual item, the target virtual item is assembled into the first virtual object.
[0123] In practical applications, when the assembly interface can provide players with multiple virtual items to assemble, these virtual items can be categorized into different item categories. Accordingly, the assembly interface can first display the identifiers of each item category, and in response to the trigger operation of the identifier of the target item category, display the assembly options of the virtual items that can be assembled under the target item category. Players can then select and assemble the virtual items.
[0124] In some embodiments, in response to the selection of assembly options for the target virtual prop, the terminal may also display a three-dimensional prop model of the target virtual prop in the virtual prop assembly interface, and display functional description information of the target virtual prop; wherein, the functional description information is used to describe the function of the target virtual prop.
[0125] For example, Figure 4 This is a schematic diagram of the assembly interface for virtual props provided in this application embodiment. See also... Figure 4 In the virtual item assembly interface 41, several virtual items are displayed that can be assembled by the player, such as... Figure 4 The target virtual items, Purifier, War Machine, and Reaper shown include the name and graphic symbol of the corresponding virtual item in the equipment options for each virtual item, such as... Figure 4 In section 42, the state of the player object after triggering the selection operation of the assembly option for the target virtual item is displayed. The identifier shown in section 43 is used to indicate that the target virtual item has been assembled for the first virtual object. In the assembly interface 41, the functional description information 44 of the target virtual item selected by the player object is also displayed. The functional description information 44 is used to describe the function of the target virtual item. At the same time, the three-dimensional item model 45 of the target virtual item is also displayed. When the player object drags the three-dimensional item model 45 in different directions, the panoramic information of the target virtual item can be viewed from multiple perspectives.
[0126] In some embodiments, after the first virtual object is equipped with the target virtual item, at least one of the following function items may be displayed in the virtual item's assembly interface: an appearance function item and a disassembly function item; wherein, the appearance function item is used to change the appearance skin of the target virtual item; and the disassembly function item is used to remove the target virtual item equipped with the first virtual object.
[0127] In practical applications, when a user wants to change the appearance skin of the equipped target virtual prop, the appearance skin of the target virtual prop can be changed based on the appearance function item. Specifically, the terminal can achieve this in the following way: in response to the trigger operation of the appearance function item, the terminal displays at least one (or at least two) selectable appearance skins of the target virtual prop, and in response to the selection operation of the target appearance skin, changes the current appearance skin of the target virtual prop to the target appearance skin.
[0128] For example, Figure 5 This is a schematic diagram of the assembly interface for virtual props provided in this application embodiment. See also... Figure 5 When a user selects a target virtual item on the assembly interface, an appearance function item, namely the appearance button 51, is displayed on the assembly interface for the user to change the appearance skin of the target virtual item. When the user clicks the appearance button 51, multiple appearance skin options for the target virtual item are displayed. When the user clicks the appearance skin option of the target appearance skin, the terminal controls the appearance skin option to be selected. When the user clicks the displayed confirmation button to trigger the confirmation command, the current appearance skin of the target virtual item is changed to the target appearance skin. The assembly interface also displays a disassembly function item, namely the unload button 52. The unload button 52 is used by the player object to unload the target virtual item assembled on the first virtual object. When the user clicks the unload button 52, a disassembly command for the target virtual item is triggered. The terminal responds to the disassembly command and performs the unloading or disassembly operation of the target virtual item assembled on the first virtual object. At the same time, the terminal can also display an indication that the target virtual item has been unloaded.
[0129] In some embodiments, after the first virtual object is equipped with the target virtual item, when the terminal switches the displayed interface from the assembly interface to the virtual scene interface, the operation control of the target virtual item can be displayed in the virtual scene interface. In response to the trigger operation of the operation control, the terminal displays the target virtual item in the screen of the virtual scene of the first virtual object. That is, when the user triggers (such as by clicking or double-clicking) the operation control, the use of the target virtual item is triggered.
[0130] In some embodiments, the target virtual item is initially unusable and requires activation. The target virtual item can only be used when it is activated, that is, when its operation control is activated. Specifically, the terminal can display the target virtual item in the virtual scene of the first virtual object as follows: the terminal displays the operation control of the target virtual item, which is inactive; when the operation control is activated, in response to a trigger operation on the operation control, the target virtual item is displayed in the virtual scene of the first virtual object. This prevents the first virtual object from continuously using the target virtual item, avoiding a situation where the other party is unable to retaliate due to continuous use of the target virtual item, thus maintaining fairness in the game while enhancing the player's motivation.
[0131] In practical applications, the terminal can also display a cooldown progress bar for the corresponding operation control within the virtual scene interface. This progress bar indicates the activation progress of the operation control after it has cooled down. In this way, users can clearly see the activation progress of the target virtual item's operation control, allowing them to plan their interactions and use the target virtual item promptly when the operation control is activated.
[0132] For example, Figure 6 This is a schematic diagram of the display interface corresponding to the cooling progress bar provided in this application embodiment. See also... Figure 6 In the virtual scene interface 60, operation controls 62 for the target virtual item are displayed. Through these controls 62, a corresponding cooldown progress bar 61 is displayed. Based on this cooldown progress bar 61, the user can clearly understand the activation progress of the target virtual item. Simultaneously with displaying the cooldown progress bar, the terminal can also display the numerical value of the progress indicated by the bar, such as... Figure 6 As shown, the current activation progress of the target virtual item is 18%, meaning it needs to wait 78% before the target virtual item can be activated.
[0133] Based on the above Figure 6 See also Figure 7 , Figure 7 This is a schematic diagram of the target virtual prop switching interface provided in the embodiment of this application. In the virtual scene interface 71, the virtual shooting prop 72 currently used by the first virtual object is displayed, and the operation control 73 of the target virtual prop is also displayed. The cooldown progress bar of the operation control can be regarded as the operation control 73 being active. When the user clicks the operation control 73, the target virtual prop 74 is used, that is, the target virtual prop 74 replaces the virtual shooting prop 72 currently used by the first virtual object. The player object can interact with other virtual objects based on the virtual shooting prop 72.
[0134] The activation conditions corresponding to the operation controls of the target virtual prop are explained.
[0135] In some embodiments, the first virtual object can activate the operation control by using the resource value of virtual resources obtained from killing virtual objects in the second interactive party. Specifically, killing a virtual object in the second interactive party can obtain the resource value of a unit number of virtual resources. When the resource value obtained by the first virtual object reaches a resource value threshold, the operation control of the target virtual item controlled by the terminal is activated. In practical applications, virtual resources can be presented in various forms, such as points or virtual economy. Taking points as an example, when the points obtained by the first virtual object reach a points threshold, the operation control of the target virtual item controlled by the terminal is activated. Here, in practical applications, in order to allow players to clearly know the resource value of their own virtual resources, the terminal can display the resource value of the first virtual object's virtual resources.
[0136] In some embodiments, the operation controls of the target virtual item have a corresponding cooldown period, which can be set according to actual needs. Correspondingly, the activation condition of the operation controls of the target virtual item is that the activation condition is met when the cooldown period is reached.
[0137] Step 102: In response to the projection command for the target virtual prop, control the target virtual prop to project the virtual sub-prop to the target location in the virtual scene.
[0138] In practical applications, the target virtual prop is used to project virtual sub-props. This projection operation can be a throwing operation or a shooting operation. Correspondingly, the prop type of the target virtual prop can be a throwing type virtual prop or a shooting type virtual prop. For example, when the target virtual prop is a target virtual shooting prop, the corresponding virtual sub-prop is the virtual bullet of the target virtual shooting prop. When the target virtual prop is a target virtual throwing prop, the corresponding virtual sub-prop is the virtual projectile.
[0139] In some embodiments, the terminal may display projection indication information of the target virtual shooting prop. This projection indication information is used to indicate the position of the virtual sub-prop in the virtual scene after it is projected. Thus, according to the projection position indicated by the projection indication information, the player can adjust the projection direction of the target virtual prop to help the player accurately determine the projection position (target position), that is, the landing position of the virtual sub-prop in the virtual scene.
[0140] In practical applications, the projection indication information can be presented in at least one of the following ways: text or graphics. For example, when the projection indication information is presented in graphics, it can be the throwing line corresponding to the target virtual prop, which indicates the final landing position of the launched virtual sub-prop, i.e., the target position.
[0141] For example, Figure 8 This is a schematic diagram of the display interface for projection indication information provided in an embodiment of this application. See also: Figure 8 In the virtual scene, a target virtual prop is displayed. This target virtual prop is a target virtual shooting prop. Based on the current orientation of the target virtual shooting prop, a corresponding throwing line 81 is displayed. Through the throwing line 81, the player can clearly know the landing position of the virtual sub-prop based on the current throwing direction. If the landing position does not meet the user's needs, the user can adjust the throwing direction. Specifically, in response to the operation of adjusting the orientation of the target virtual shooting prop, the terminal controls the orientation of the target virtual shooting prop to be adjusted in the direction indicated by the adjustment operation, and in response to the throwing command of the target virtual shooting prop after the orientation is adjusted, controls the target virtual prop to throw the virtual sub-prop to the position indicated by the throwing line.
[0142] In some embodiments, after the target virtual prop projects the virtual sub-prop to a target location in the virtual scene, the terminal can control the virtual sub-prop to explode at the target location and generate virtual smoke; and the area occupied by the virtual smoke is defined as the sensing area centered on the target location. That is, after the virtual sub-prop is projected and lands (i.e., comes into contact with virtual objects in the virtual scene, such as virtual ground, virtual items, etc.), it will explode and generate a range of virtual smoke. The area inside the virtual smoke is the sensing area, so that targets within the sensing area are disturbed, i.e., in a state of object confusion.
[0143] It should be noted that the target mentioned here can be either a virtual object in a virtual scene or a virtual autonomous shooting tool in a virtual scene capable of automatically scanning for and shooting virtual objects. For example, Figure 9 This is a schematic diagram of the interface for the explosion of virtual sub-props provided in an embodiment of this application. See also... Figure 9 When the virtual prop is projected and lands, it explodes and produces virtual smoke 91.
[0144] In some embodiments, after the target virtual prop projects the virtual sub-prop to the target location in the virtual scene, the terminal can control the virtual sub-prop to emit virtual rays in all directions centered on the target location; the area covered by the virtual rays is defined as the sensing area. That is to say, in the virtual scene, after the virtual sub-prop is projected and lands, it will emit rays in all directions, and the area illuminated by these rays is the sensing area. Objects of the enemy (second interaction party) within this sensing area will be interfered with, i.e., in an object confusion state.
[0145] Step 103: When a target object exists within the sensing area centered on the target location, control the target object to confuse the second virtual object and the third virtual object.
[0146] Here, the second virtual object and the first virtual object belong to the first interacting party, the third virtual object and the target object belong to the second interacting party, and the first interacting party and the second interacting party are in an adversarial relationship.
[0147] In practical applications, when the target object in the second interaction party is within the sensing area, the terminal controls the target object to be in a confused state. This confused state causes the target object to confuse the second virtual object and the third virtual object, making it unable to distinguish between the second virtual object and the third virtual object, that is, it cannot distinguish between the virtual objects in the first interaction party and the second interaction party.
[0148] In some embodiments, the target object is a virtual autonomous shooting prop of the second interacting party. This virtual autonomous shooting prop is used to automatically detect virtual objects of the first interacting party and shoot at the detected virtual objects of the first interacting party. For example, the virtual autonomous shooting prop is a virtual killstreak weapon in a virtual scene. This virtual killstreak weapon can detect virtual objects of the first interacting party within a certain range, and when a virtual object of the first interacting party is detected, it will fire at the detected virtual object within that range. See [link to documentation]. Figure 10 , Figure 10 This is a schematic diagram of the autonomous firing of a virtual killstreak weapon provided in an embodiment of this application. Figure 10 In the middle, the second interactive party's virtual killstreak skill weapon 11 fires after detecting the first virtual object.
[0149] It should be noted that the first interactive party can also have virtual autonomous shooting props. In some embodiments, the virtual object of the first interactive party obtains corresponding points by killing enemies (the virtual object of the second interactive party). When the points reach the point threshold, the virtual autonomous shooting prop can be obtained.
[0150] When the target object is a virtual autonomous shooting tool belonging to the second interacting party, the terminal controls the detection attribute of the virtual autonomous shooting tool to change to the target detection attribute. The target detection attribute is used by the virtual autonomous shooting tool to identify the third virtual object as a virtual object belonging to the first interacting party. Here, the detection attribute of the virtual autonomous shooting tool is used to indicate the ability of the virtual autonomous shooting tool to identify the virtual object belonging to the first interacting party. When the virtual autonomous shooting tool is not within the sensing area and is not in a confused state, it can distinguish between the virtual objects belonging to the first and second interacting parties based on its default detection attribute. However, when the virtual autonomous shooting tool is within the sensing area and is in a confused state, it will switch from the default detection attribute to the target detection attribute. The virtual autonomous shooting tool will then regard teammates, i.e., virtual objects belonging to the second interacting party, as enemies, i.e., as virtual objects belonging to the first interacting party, and thus cannot distinguish between the second and third virtual objects.
[0151] In practical applications, after the detection attribute of the virtual autonomous shooting prop changes to the target detection attribute, when the virtual autonomous shooting prop detects the third virtual object of the second interacting party, that is, when it detects its own teammate, it will identify the third virtual object as the virtual object of the first interacting party and launch an attack on it. Correspondingly, the terminal can display the process of the virtual autonomous shooting prop automatically shooting the third virtual object after changing the detection attribute.
[0152] In some embodiments, after the detection attribute of the virtual autonomous shooting prop changes to the target detection attribute, the terminal can control the appearance attribute of the virtual autonomous shooting prop to change to the target appearance attribute; wherein, the target appearance attribute is used to indicate that the detection attribute of the virtual autonomous shooting prop has changed. This allows the user to clearly understand that the state of the virtual autonomous shooting prop has changed, i.e., it is in a confused state.
[0153] In practical applications, the appearance attributes of virtual autonomous shooting props can include at least one of the following: color, skin pattern, and special effects. Taking color as an example, when the detection attribute of the virtual autonomous shooting prop changes to the target detection attribute, the terminal can control the color of the virtual autonomous shooting prop to change from the current first color to the second color. This second color is used to indicate that the detection attribute of the virtual autonomous shooting prop has changed. Continuing with special effects as an example, when the detection attribute of the virtual autonomous shooting prop changes to the target detection attribute, the terminal can control the virtual autonomous shooting prop to change from a state without special effects to a state with special effects, that is, to add special effects to the virtual autonomous shooting prop, such as highlighting.
[0154] For example, Figure 11 This is a schematic diagram of a virtual killstreak weapon in an obfuscated state, as provided in an embodiment of this application. See also... Figure 11In the virtual scene, as shown in Figure (1), after the virtual sub-prop is projected to the target location, it explodes and generates virtual smoke 111. The virtual killstreak weapon 112 in the second interaction is in the virtual smoke 111, which causes the detection attribute of the virtual killstreak weapon 112 to change to the target detection attribute. At the same time, the color of the virtual killstreak weapon 112 changes from the default color to red (not shown in the figure). When the virtual killstreak weapon 112 detects its own teammate, that is, when it detects the virtual object in the second interaction, it regards it as an enemy, that is, regards it as the virtual object in the first interaction, and begins to shoot, as shown in Figure (1). Figure 11 As shown in Figure (2).
[0155] In some embodiments, when the target object is a virtual object of the second interacting party, such as a fourth virtual object, the terminal can control the target object to obfuscate the second and third virtual objects in the following way:
[0156] The terminal controls the fourth virtual object to change its object identification attribute to either the first object identification attribute or the second object identification attribute; wherein, the first object identification attribute is used by the fourth virtual object to identify the second virtual object and the third virtual object as virtual objects with the same target appearance attribute; the second object identification attribute is used by the fourth virtual object to determine the third virtual object as a virtual object of the first interaction party; the target appearance attribute is different from the appearance attribute of the virtual object in the first interaction party, and the target appearance attribute is different from the appearance attribute of the virtual object in the second interaction party.
[0157] Here, the object recognition attribute is used to indicate the ability to distinguish virtual objects in the first and second interaction parties. When the fourth virtual object is not in the sensing area and is not in a confused state, it can distinguish virtual objects in the first and second interaction parties based on its default object recognition attribute. When the fourth virtual object is in the sensing area and is in a confused state, it will switch from the default object recognition attribute to the first or second object recognition attribute.
[0158] When the object identification attribute of the fourth virtual object changes to the first object identification attribute, the fourth virtual object will treat all virtual objects in the first and second interacting parties as objects with appearance attributes different from the two parties. For example, if the skin color of the first interacting party is red and the skin color of the second interacting party is blue, the fourth virtual object will treat the skin color of the virtual objects in the first and second interacting parties as the target color, which is neither red nor blue, but yellow. Figure 12 This is a schematic diagram of the interface after the object recognition attributes of the fourth virtual object provided in this application embodiment have changed. See also: Figure 12 , Figure 12The virtual object shown is how it appears from the perspective of the fourth virtual object. When the object recognition attribute of the fourth virtual object changes to the object recognition attribute of the first object, the enemies and teammates seen will all turn into the same color, such as yellow (not shown in the figure).
[0159] When the object recognition attribute of the fourth virtual object changes to the object recognition attribute of the second virtual object, the fourth virtual object will regard its teammates, i.e., the virtual objects in the second interaction party, as enemies, i.e., the virtual objects in the first interaction party.
[0160] In some embodiments, the fourth virtual object within the sensing area will only be unable to identify enemies within a certain range. That is, when the distance between the fourth virtual object and the second virtual object is less than a distance threshold, the object recognition attribute of the fourth virtual object is controlled to change to the first object recognition attribute or the second object recognition attribute. After the object recognition attribute of the fourth virtual object changes to the first object recognition attribute or the second object recognition attribute, when the distance between the fourth virtual object and the second virtual object is greater than or equal to the distance threshold, the object recognition attribute of the fourth virtual object is controlled to change to the initial object recognition attribute. This initial object recognition attribute enables the fourth virtual object to distinguish between the virtual objects in the first and second interacting parties, that is, to identify enemies.
[0161] For example, Figure 13 This is a schematic diagram illustrating the restoration of the fourth virtual object to its initial object identification attributes according to an embodiment of this application. See also... Figure 13 After the object recognition attributes of the fourth virtual object are restored to their initial state, the virtual objects in the first interaction can be recognized, such as... Figure 13 The fourth virtual object identifies virtual object 131 in the first interaction party, and the remaining virtual objects are virtual objects in the second interaction party, which are teammates of the fourth virtual object.
[0162] In some embodiments, in the map of the virtual scene, the object identifiers corresponding to the virtual objects of different interacting parties are different. That is, the virtual objects of the first interacting party have the same object identifier in the map, such as all being the first object identifier. The virtual objects of the second interacting party have the same object identifier in the map, such as all being the second object identifier. The first object identifier is different from the second object identifier.
[0163] If the target object within the sensing area is a virtual object of the second interacting party, and is the fifth virtual object of the second interacting party, the terminal can control the target object to confuse the second virtual object and the third virtual object in the following way: the terminal controls the identification attribute of the fifth virtual object to change to the target identification attribute; wherein, the target identification attribute is used by the fifth virtual object to identify the object identifier of the third virtual object in the map of the virtual scene as being the same as the object identifier of the second virtual object.
[0164] Here, the identification attribute of a virtual object is used to indicate the ability of the virtual object to identify object icons in the map of the virtual scene. When the fifth virtual object is within the sensing area, the identification attribute of the fifth virtual object changes from the initial identification attribute to the target identification attribute. When the fifth virtual object has the initial identification attribute, the fifth virtual object can distinguish the object icons of different interacting parties. However, when the fifth virtual object has the target identification attribute, the fifth virtual object cannot distinguish the object icons of different interacting parties and identifies the object icons of all virtual objects (including teammates) in the virtual scene as the object icons of the enemy. Figure 14 This is a schematic map of the virtual scene provided in the embodiments of this application. See also: Figure 14 When the fifth virtual object in the second interaction is within the sensing area, the object identifier 141 of the third virtual object displayed on the map corresponding to the fifth virtual object is the same as the object identifier 142 of the first virtual object, making it impossible for the fifth virtual object to distinguish between the third virtual object and the first virtual object.
[0165] In some embodiments, after the terminal controls the target object to obfuscate the second and third virtual objects, it can display obfuscation prompt information. This obfuscation prompt information is used to indicate that the second virtual object is in a state of obfuscating both the second and third virtual objects. In this way, the user can clearly know which objects are in an obfuscated state.
[0166] In some embodiments, after the terminal controls the target object to confuse the second and third virtual objects, when the target object is in the sensing area, the terminal obtains the duration for which the target object is in the sensing area. When this duration reaches a duration threshold, the terminal controls the target object to be able to distinguish between the second and third virtual objects. That is, even if the target object is always in the sensing area, it will not be in a confused state indefinitely.
[0167] In some embodiments, the terminal obtains the position of the target object within the sensing area, determines the obfuscation duration corresponding to the target object based on the position, and controls the target object to be able to distinguish between the second virtual object and the third virtual object when the obfuscation duration of the target object reaches the obfuscation duration.
[0168] Here, the sensing area is a circular area centered on the target location and with a preset distance as the radius. Based on the position of the target object within the sensing area, the distance between the target object and the target location is determined, and the ratio between the distance and the radius is calculated. The product of this ratio and the preset duration (T) is used as the confusion duration corresponding to the target object.
[0169] By applying the above embodiments of this application, virtual sub-props are projected onto target locations in a virtual scene using target virtual props, forming a sensing area centered on the target location. This causes the target object within the sensing area to confuse the virtual objects in the first and second interaction parties, making it impossible to distinguish between teammates and enemies. As a result, the target object cannot accurately attack, giving the first virtual object time to counterattack. This can prolong the game time when there is a significant difference in strength between the first and second interaction parties, reduce the number of times players start a game, and thus improve human-computer interaction efficiency, device processing resource utilization, and player motivation.
[0170] The following example uses a virtual game scenario to illustrate an exemplary application of this application in a real-world application scenario. This game scenario can be a shooting game scenario, including first-person shooters, third-person shooters, etc., but not limited to games that use shooting-type virtual props for ranged attacks. In related technologies, the inventors have discovered that players can use various virtual killstreak weapons, which are powerful skills capable of large-scale area attacks. Activating these weapons involves continuously killing enemies to gain enough points. Because these weapons are so powerful, if the stronger player continues to use them, the gap between them will widen further, as the stronger player can activate more killstreak weapons, making it impossible for the other player to resist. This negatively impacts the user's motivation to play. Therefore, a solution to counter virtual killstreak weapons is needed.
[0171] Figure 15 This is a flowchart illustrating the control method for virtual items provided in this application. This method can be implemented by the terminal or server alone, or by the terminal and server working together. Taking terminal implementation as an example, see [link to relevant documentation]. Figure 15 The virtual prop control method provided in this application includes:
[0172] Step 1: Equip the virtual ultimate weapon.
[0173] Here, the virtual ultimate weapon refers to the target virtual item mentioned above. This target virtual item is a shooting virtual item, and the virtual ultimate weapon is a disruptive virtual ultimate weapon. In practical applications, users can... Figure 4 The assembly interface shown allows users to equip the virtual ultimate weapon. In practical applications, based on the assembly interface, users can equip various virtual weapons (i.e., virtual items), such as offensive virtual weapons, defensive virtual weapons, and disruptive virtual weapons.
[0174] Step 2: Determine if the virtual ultimate weapon is activated.
[0175] In practical application, the virtual ultimate weapon is initially unusable and requires activation. Activation involves waiting for a cooldown period, which can be set based on actual needs, such as 30 seconds. The terminal determines whether the cooldown period has been reached. When the cooldown period is reached, the virtual ultimate weapon is activated, and step 3 is executed. When the cooldown period has not been reached, the virtual ultimate weapon is equipped, i.e., inactive.
[0176] Step 3: Highlight the icon for the virtual ultimate weapon.
[0177] Here, when the virtual ultimate weapon is active, its icon is highlighted to indicate that it is active, and players can then click the button (icon) to switch to that virtual ultimate weapon.
[0178] Step 4: Determine whether to click "Use".
[0179] Here, when the virtual ultimate weapon is in an active state, the terminal determines whether the user has performed a trigger operation on the icon of the virtual ultimate weapon, such as whether the user has clicked the icon. If the user has not clicked the icon, the icon will remain highlighted. If the user clicks the icon, then step 5 will be executed.
[0180] Step 5: Switch to the virtual ultimate weapon.
[0181] See Figure 7 When the virtual ultimate weapon is active, the terminal responds to the click operation on the icon and switches the currently used virtual weapon to the virtual ultimate weapon. After the virtual ultimate weapon is switched out, there will be a throwing line, which guides the final landing position of the virtual projectile launched by the virtual ultimate weapon.
[0182] Step 6: Determine whether to launch.
[0183] Here, after switching to the virtual ultimate weapon, the terminal determines in real time whether the user has triggered the launch command. When the user has not triggered the launch command, the terminal remains in the state of switching to the virtual ultimate weapon. When the user triggers the launch command, step 7 is executed.
[0184] Step 7: Launch the virtual projectile, which flies through the air.
[0185] Here, the terminal responds to the user-triggered launch command, and the virtual ultimate weapon launches a virtual projectile, which then flies through the air.
[0186] Step 8: Determine if the object has landed.
[0187] Here, the terminal determines in real time whether the launched virtual projectile has landed. Landing includes landing on virtual ground in the virtual scene and landing on virtual objects in the virtual scene. When it is determined that the virtual projectile has not landed, the virtual projectile is kept in flight. When it is determined that the virtual projectile has landed, step 9 is executed.
[0188] Step 9, an explosion occurs.
[0189] In practical applications, virtual projectiles explode upon landing, creating a smoke field that interferes with targets within that area.
[0190] Step 10: Determine if there is a target within the virtual smoke. If there is a target, it is infected and cannot be distinguished as friend or foe.
[0191] Here, the target includes at least one of the virtual killstreak weapon and virtual object.
[0192] Taking a virtual killstreak weapon as an example, assuming the virtual projectiles are launched by a virtual object in the first interaction party and the virtual killstreak weapon belongs to the second interaction party, when the virtual killstreak weapon is in the virtual smoke, its virtual gun skin will change color, such as turning red. At the same time, when the virtual killstreak weapon is in the virtual smoke, it will not distinguish between friend and foe. When it detects a virtual object in the second interaction party, it will treat it as an enemy and attack it.
[0193] In practical applications, whenever an enemy fires, their position is simultaneously revealed. This is done by displaying a red dot (object marker) on the minimap radar, and the position of the red dot moves with the enemy. When an enemy is hit by this skill (i.e., within the sensing area), a red dot will appear on their radar map. When the target within the virtual smoke is a virtual object, that target will not be able to distinguish between friend and foe. On the map, whether it is an enemy or an ally, it will all be displayed as a red dot, meaning the target cannot be distinguished as friend or foe through the radar map.
[0194] In some embodiments, a target affected by this skill (i.e., within the sensing area) not only cannot distinguish friend from foe on the map, but also experiences a barrier to friend-foe identification. However, this barrier has certain limitations; it only prevents the identification of enemies within a certain range (such as within the sensing area, or within a radius centered on the target and centered on the target). Once the target is far enough away from the enemy, the identification will return to normal. When the target is at close range (i.e., within the aforementioned certain range), enemies and teammates will appear to be the same color, but only their skin color will change. The virtual weapons they hold will not change. Therefore, the target can distinguish friend from foe by the virtual weapons they hold. When the target is far enough away, the identification will return to normal. For example, when the enemy leaves the aforementioned certain range, an indicator on the enemy's skin can be seen, which is used to distinguish between friend and foe.
[0195] The following section explains the principle behind virtual objects killing enemies in the game scene. Figure 16 This is a schematic diagram illustrating the principle of virtual objects killing enemies provided in this application embodiment. See also... Figure 16 When a virtual object fires, a ray is emitted from the muzzle of the virtual object's shooting prop to detect whether it hits the damage detection box on the target. Shooting different parts will cause different damage to the target. The client (terminal) will calculate the damage according to the planning configuration (such as the mapping relationship between the shooting part and the damage size), and then report it to the server. Finally, the server determines whether the virtual object that was shot is dead based on the size of the damage.
[0196] This article explains the spraying principle of the virtual killstreak weapon mentioned in the article. Figure 17 This is a schematic diagram illustrating the firing principle of the virtual killstreak weapon provided in this application embodiment. After placing the virtual killstreak weapon (such as a virtual machine gun) in a location within a virtual scene, the virtual killstreak weapon will continuously detect and rotate. Figure 17 In the game, the virtual killstreak weapon emits rays as it rotates to detect enemy virtual objects. When the ray detects a target, it fires; otherwise, it continues to rotate and detect automatically.
[0197] The principle behind the above-mentioned virtual projectiles (virtual sub-props) infecting targets after landing and exploding is explained. Figure 18 This is a schematic diagram illustrating the implementation principle of the virtual projectile infecting the target after landing and exploding, as provided in an embodiment of this application. See also... Figure 18The terminal obtains the explosion center, which is the landing location of the virtual projectile. Using this location as the center, a circle is constructed according to the configured radius R. Then, the distance between each target and the center point is calculated. When the distance between the target and the explosion center is less than the radius R, it can be determined that the target is within the infection range. Then, the duration of the impact can be calculated according to the formula (RD) / R*T, where T is the preset impact time and D is the distance between the target and the center. It can be seen that when D equals R, the value of (RD) / R is 0, that is, no impact. If D is 0, the value of (RD) / R is 1, and the impact time is the maximum value, which is T. That is, within the time range of T, the targets are in a state of indistinguishable friend from foe.
[0198] By applying the above embodiments of this application, the player can use interference-type virtual ultimate weapons to render the enemy virtual object in a state of indistinguishable friend or foe, preventing the enemy virtual object from accurately attacking and giving the current virtual object time to counterattack. This can prolong the game time and reduce the number of times the player starts a game when there is a large difference in strength between the first and second interacting parties, thereby improving the efficiency of human-computer interaction, the utilization rate of device processing resources, and the enthusiasm of the player.
[0199] The following continues to describe an exemplary structure of the virtual item control device 555 provided in the embodiments of this application, implemented as a software module. In some embodiments, the virtual item control device provided in the embodiments of this application includes:
[0200] The display module is used to display a target virtual prop in the virtual scene of the first virtual object, and the target virtual prop is used to project virtual sub-props;
[0201] The first control module is configured to respond to a projection command for the target virtual prop and control the target virtual prop to project the virtual sub-prop to the target position in the virtual scene;
[0202] The second control module is used to control the target object to confuse the second virtual object and the third virtual object when there is a target object in the sensing area formed with the target location as the center;
[0203] In this context, the second virtual object and the first virtual object belong to the first interacting party, the third virtual object and the target object belong to the second interacting party, and the first interacting party and the second interacting party are in an adversarial relationship.
[0204] In some embodiments, the display module is further configured to display operation controls for the target virtual item, wherein the operation controls are in an inactive state;
[0205] When the operation control is active, in response to a trigger operation on the operation control, the target virtual prop is displayed in the virtual scene of the first virtual object.
[0206] In some embodiments, the display module is further configured to display the score of the first virtual object, the score being obtained by defeating a virtual object in the second interactive party;
[0207] When the score reaches the score threshold, the operation control is activated.
[0208] In some embodiments, the display module is further configured to display a cooling progress bar corresponding to the operation control, the cooling progress bar being used to indicate the progress of activating the operation control after the operation control has been cooled for a target time;
[0209] When the cooling progress bar indicates that the activation progress of the operation control has reached the target progress value, the operation control is controlled to be in an active state.
[0210] In some embodiments, the display module is further configured to display the operation controls of the target virtual prop in the interface of the virtual scene when the first virtual object is equipped with the target virtual prop;
[0211] Before the operation control for displaying the target virtual item, the method further includes:
[0212] Displays an assembly interface for virtual items, and displays an assembly option for at least one virtual item in the assembly interface, wherein the at least one virtual item includes the target virtual item;
[0213] In response to the selection of an assembly option for the target virtual item, the target virtual item is assembled onto the first virtual object.
[0214] In some embodiments, the display module is further configured to, in response to a selection operation of the assembly option for the target virtual prop, display a three-dimensional prop model of the target virtual prop in the assembly interface of the virtual prop, and display functional description information of the target virtual prop;
[0215] The functional description information is used to describe the function of the target virtual item.
[0216] In some embodiments, the display module is further configured to, in response to a selection operation of the assembly options for the target virtual prop, display at least one of the following function items in the assembly interface of the virtual prop: appearance function item and disassembly function item;
[0217] The appearance function item is used to change the appearance skin of the target virtual prop; the disassembly function item is used to remove the target virtual prop from the first virtual object.
[0218] In some embodiments, the first control module is further configured to control the virtual sub-prop to explode at the target location and generate virtual smoke;
[0219] The area occupied by the virtual smoke is defined as the sensing area.
[0220] In some embodiments, the first control module is further configured to control the virtual sub-prop to emit virtual light rays in all directions around the target location;
[0221] The area covered by the virtual light is defined as the sensing area.
[0222] The target object is the virtual autonomous shooting prop of the second interactive party. The virtual autonomous shooting prop is used to automatically detect the virtual object of the first interactive party and shoot the detected virtual object of the first interactive party.
[0223] The second control module is further configured to control the change of the detection attribute of the virtual autonomous shooting prop to the target detection attribute, wherein the target detection attribute is used by the virtual autonomous shooting prop to determine the third virtual object as the virtual object of the first interactive party;
[0224] The display module is also used to display the process of the virtual autonomous shooting prop automatically shooting the third virtual object by changing the detection attributes.
[0225] In some embodiments, the second control module is further configured to control the appearance attributes of the virtual autonomous shooting prop to change to the target appearance attributes;
[0226] The target appearance attribute is used to identify changes in the detection attributes of the virtual autonomous shooting prop.
[0227] In some embodiments, the second control module is further configured to control the object identification attribute of the fourth virtual object to change to a first object identification attribute or a second object identification attribute when the target object is a fourth virtual object of the second interacting party;
[0228] Wherein, the first object identification attribute is used by the fourth virtual object to identify the second virtual object and the third virtual object as virtual objects with the same target appearance attribute; the second object identification attribute is used by the fourth virtual object to determine the third virtual object as the virtual object of the first interacting party;
[0229] The target appearance attribute is different from the appearance attribute of the virtual object in the first interaction party, and the target appearance attribute is different from the appearance attribute of the virtual object in the second interaction party.
[0230] In some embodiments, the second control module is further configured to control the object recognition attribute of the fourth virtual object to change to a first object recognition attribute or a second object recognition attribute when the distance between the fourth virtual object and the second virtual object is less than a distance threshold.
[0231] After the object identification attribute of the fourth virtual object is changed to either the first object identification attribute or the second object identification attribute, the method further includes:
[0232] When the distance between the fourth virtual object and the second virtual object is greater than or equal to the distance threshold, the object recognition attribute of the fourth virtual object is controlled to change to the initial object recognition attribute.
[0233] In some embodiments, the second control module is further configured to control the identification attribute of the fifth virtual object to change to the target identification attribute when the target object is the fifth virtual object of the second interacting party;
[0234] The target identifier identification attribute is used by the fifth virtual object to identify the object identifier of the third virtual object in the map of the virtual scene as being the same as the object identifier of the second virtual object.
[0235] In some embodiments, the display module is further configured to display obfuscation prompt information, which is used to indicate that the second virtual object is in a state of obfuscating the second virtual object and the third virtual object.
[0236] In some embodiments, the display module is further configured to display projection indication information, which indicates the position of the virtual sub-prop in the virtual scene after it is projected.
[0237] In some embodiments, the second control module is further configured to acquire the duration of the target object within the sensing area when the target object is within the sensing area;
[0238] When the duration reaches the duration threshold, the target object is controlled to be able to distinguish between the second virtual object and the third virtual object.
[0239] This application embodiment also provides an electronic device, the electronic device comprising:
[0240] Memory, used to store executable instructions;
[0241] The processor, when executing executable instructions stored in the memory, implements the virtual prop control method provided in the embodiments of this application.
[0242] This application also provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual item control method provided in this application.
[0243] This application also provides a computer-readable storage medium storing executable instructions, which, when executed by a processor, implement the virtual item control method provided in this application.
[0244] In some embodiments, the computer-readable storage medium may be a read-only memory (ROM), random access memory (RAM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory, magnetic surface memory, optical disk, or CD-ROM, etc.; or it may be a device that includes one or any combination of the above-mentioned memories.
[0245] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0246] As an example, executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple collaborative files (e.g., a file that stores one or more modules, subroutines, or code sections).
[0247] As an example, executable instructions can be deployed to execute on a single computing device, or on multiple computing devices located in one location, or on multiple computing devices distributed across multiple locations and interconnected via a communication network.
[0248] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.
Claims
1. A method for controlling virtual props, characterized in that, The method includes: In the virtual scene of the first virtual object, a target virtual prop is displayed, which is used to project virtual sub-props; In response to a projection command for the target virtual prop, the target virtual prop is controlled to project the virtual sub-prop to the target location in the virtual scene; When a target object exists within the sensing area centered on the target location, the detection attribute of the virtual autonomous shooting prop is changed to the target detection attribute. The target detection attribute is used by the virtual autonomous shooting prop to identify the third virtual object as the virtual object of the first interacting party. The appearance attribute of the virtual autonomous shooting prop is changed to the target appearance attribute. The target appearance attribute is used to indicate that the detection attribute of the virtual autonomous shooting prop has changed. The target object is a virtual autonomous shooting prop of the second interacting party. The virtual autonomous shooting prop is used to automatically detect the virtual object of the first interacting party and shoot the detected virtual object of the first interacting party. The process of the virtual autonomous shooting prop automatically shooting at the third virtual object by changing the detection attributes is displayed; Display obfuscation prompt information, which is used to indicate that the second virtual object is in a state of obfuscating the second virtual object and the third virtual object; In this context, the second virtual object and the first virtual object belong to the first interacting party, the third virtual object and the target object belong to the second interacting party, and the first interacting party and the second interacting party are in an adversarial relationship.
2. The method as described in claim 1, characterized in that, The display of the target virtual prop in the virtual scene of the first virtual object includes: The operation controls for displaying the target virtual item are inactive. When the operation control is active, in response to a trigger operation on the operation control, the target virtual prop is displayed in the virtual scene of the first virtual object.
3. The method as described in claim 2, characterized in that, The method further includes: The resource value of the virtual resource of the first virtual object is displayed. The resource value of the virtual resource is obtained by killing the virtual object in the second interaction party. When the resource value of the virtual resource reaches the resource value threshold, the operation control is activated.
4. The method as described in claim 2, characterized in that, The method further includes: Display the cooling progress bar corresponding to the operation control. The cooling progress bar is used to indicate the progress of activating the operation control after it has been cooled down. When the cooling progress bar indicates that the activation progress of the operation control has reached the target progress value, the operation control is controlled to be in an active state.
5. The method as described in claim 2, characterized in that, The operation controls for displaying the target virtual item include: When the first virtual object is equipped with the target virtual prop, the operation controls of the target virtual prop are displayed in the interface of the virtual scene; Before the operation control for displaying the target virtual item, the method further includes: Displays an assembly interface for virtual items, and displays an assembly option for at least one virtual item in the assembly interface, wherein the at least one virtual item includes the target virtual item; In response to the selection of an assembly option for the target virtual item, the target virtual item is assembled onto the first virtual object.
6. The method as described in claim 5, characterized in that, The method further includes: In response to the selection of the assembly option for the target virtual prop, the three-dimensional prop model of the target virtual prop is displayed in the assembly interface of the virtual prop, and the functional description information of the target virtual prop is also displayed. The functional description information is used to describe the function of the target virtual item.
7. The method as described in claim 5, characterized in that, After equipping the first virtual object with the target virtual item, the method further includes: The assembly interface of the virtual prop displays at least one of the following function items: appearance function item and disassembly function item; The appearance function item is used to change the appearance skin of the target virtual prop; the disassembly function item is used to remove the target virtual prop from the first virtual object.
8. The method as described in claim 1, characterized in that, After controlling the target virtual prop to project the virtual sub-prop to the target location in the virtual scene, the method further includes: The virtual sub-prop is controlled to explode at the target location, generating virtual smoke; The area occupied by the virtual smoke is defined as the sensing area.
9. The method as described in claim 1, characterized in that, After controlling the target virtual prop to project the virtual sub-prop to the target location in the virtual scene, the method further includes: Control the virtual sub-prop to emit virtual rays of light in all directions centered on the target location; The area covered by the virtual light is defined as the sensing area.
10. The method as described in claim 1, characterized in that, The method further includes: When the target object is the fourth virtual object of the second interaction party, the object identification attribute of the fourth virtual object is controlled to change to the first object identification attribute or the second object identification attribute; Wherein, the first object identification attribute is used by the fourth virtual object to identify the second virtual object and the third virtual object as virtual objects with the same target appearance attribute; the second object identification attribute is used by the fourth virtual object to determine the third virtual object as the virtual object of the first interacting party; The target appearance attribute is different from the appearance attribute of the virtual object in the first interaction party, and the target appearance attribute is different from the appearance attribute of the virtual object in the second interaction party.
11. The method as described in claim 10, characterized in that, The control of the object identification attribute of the fourth virtual object to change to either the first object identification attribute or the second object identification attribute includes: When the distance between the fourth virtual object and the second virtual object is less than a distance threshold, the object recognition attribute of the fourth virtual object is controlled to change to the first object recognition attribute or the second object recognition attribute. After the object identification attribute of the fourth virtual object is changed to either the first object identification attribute or the second object identification attribute, the method further includes: When the distance between the fourth virtual object and the second virtual object is greater than or equal to the distance threshold, the object recognition attribute of the fourth virtual object is controlled to change to the initial object recognition attribute.
12. The method as described in claim 1, characterized in that, The method further includes: When the target object is the fifth virtual object of the second interaction party, control the identification attribute of the fifth virtual object to change to the target identification attribute; The target identifier identification attribute is used by the fifth virtual object to identify the object identifier of the third virtual object in the map of the virtual scene as being the same as the object identifier of the second virtual object.
13. The method as described in claim 1, characterized in that, The method for controlling the change of the detection attributes of the virtual autonomous shooting prop to the target detection attributes further includes: The projection indication information is used to indicate the position of the virtual sub-prop in the virtual scene after it is projected.
14. The method as described in claim 1, characterized in that, After the detection attributes of the controlled virtual autonomous shooting prop change to the target detection attributes, the method further includes: When the target object is in the sensing area, the duration of the target object in the sensing area is obtained; When the duration reaches the duration threshold, the target object is controlled to be able to distinguish between the second virtual object and the third virtual object.
15. A control device for virtual props, characterized in that, The device includes: The display module is used to display a target virtual prop in the virtual scene of the first virtual object, and the target virtual prop is used to project virtual sub-props; The first control module is configured to respond to a projection command for the target virtual prop and control the target virtual prop to project the virtual sub-prop to the target position in the virtual scene; The second control module is used to control the detection attribute of the virtual autonomous shooting prop to change to the target detection attribute when a target object exists within the sensing area formed with the target location as the center. The target detection attribute is used by the virtual autonomous shooting prop to identify the third virtual object as the virtual object of the first interacting party. The module also controls the appearance attribute of the virtual autonomous shooting prop to change to the target appearance attribute, which is used to indicate that the detection attribute of the virtual autonomous shooting prop has changed. The target object is the virtual autonomous shooting prop of the second interacting party, and the virtual autonomous shooting prop is used to automatically detect the virtual object of the first interacting party and shoot at the detected virtual object of the first interacting party. The display module is also used to display the process of the virtual autonomous shooting prop automatically shooting the third virtual object after changing the detection attributes; and to display obfuscation prompt information, which is used to indicate that the second virtual object is in a state of obfuscating the second virtual object and the third virtual object; In this context, the second virtual object and the first virtual object belong to the first interacting party, the third virtual object and the target object belong to the second interacting party, and the first interacting party and the second interacting party are in an adversarial relationship.
16. An electronic device, characterized in that, The electronic device includes: Memory is used to store executable instructions for a computer; A processor, when executing computer-executable instructions stored in the memory, implements the method of any one of claims 1 to 14.
17. A computer-readable storage medium storing computer-executable instructions, characterized in that, When the computer-executable instructions are executed by a processor, they implement the method described in any one of claims 1 to 14.
18. A computer program product comprising a computer program or computer-executable instructions, characterized in that, When the computer program or computer-executable instructions are executed by a processor, they implement the method described in any one of claims 1 to 14.