Virtual object interaction method and device, equipment, medium and product
By equiping virtual props in virtual games, the problem of virtual objects being unable to move when encountering obstacles is solved, a higher interaction depth and rhythm is achieved, the game process is accelerated, and the waste of computer resources is reduced. .
Patent Information
- Application Number
- CN202310793532.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-29
- Publication Date
- 2024-12-31
AI Technical Summary
In the prior art, virtual objects cannot move when encountering obstacles in virtual game games, resulting in a decrease in the depth of interaction between users and virtual objects and increasing computer data overhead.
The virtual object is equipped with virtual props, which can follow when the main virtual object moves, and automatically launch remote interactive props when it hits an obstacle, and continue to interact with the main virtual object to avoid interaction stagnation.
It improves the depth of interaction between the virtual object and the master object, speeds up the game pace, and saves computer resources.
Smart Images

Figure CN119215419A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of animation generation, and in particular to a method, device, equipment, medium and product for interacting with virtual objects. Background Art
[0002] With the rapid development of computer technology and the diversification of terminals, the application of electronic games has become increasingly widespread. In current competitive games, a virtual scene is usually displayed on the terminal, and the user can control the main virtual object in the virtual scene to compete with other competitive virtual objects.
[0003] In the related art, during a virtual game between a virtual opponent and a master virtual object, the opponent virtual object first walks in the direction of the master virtual object. When the distance between the master virtual object and the opponent virtual object reaches the interaction condition, the opponent virtual object then interacts with the master virtual object.
[0004] However, in the above-mentioned related technologies, since the game format is relatively simple and the game virtual object cannot interact with the main control virtual object when it encounters a virtual obstacle and cannot move, the interaction depth between the user and the game virtual object is reduced. In addition, since the game virtual object needs to readjust its route after encountering a virtual obstacle, the screen rendering resource overhead is increased, thereby increasing the computer's data overhead. Summary of the invention
[0005] The embodiments of the present application provide a virtual object interaction method, device, equipment, medium and product, which can improve the interaction depth between users and virtual objects in the game. The technical solution is as follows.
[0006] According to one aspect of the present application, a virtual object interaction method is provided, the method comprising:
[0007] Displaying a master virtual object and a rival virtual object in a virtual scene, wherein the rival virtual object is used to interact with the master virtual object in a first interactive manner, the rival virtual object is equipped with a first virtual prop, and the first interactive manner is a manner in which the rival virtual object interacts with the master virtual object while following the position of the master virtual object;
[0008] receiving a position movement operation on the master virtual object, wherein the position movement operation is used to control the master virtual object to move in the virtual scene;
[0009] In response to the opponent virtual object colliding with a virtual obstacle in the virtual scene during the process of controlling the movement of the master virtual object, the opponent virtual object is displayed to interact with the master virtual object in a second interactive manner, wherein the second interactive manner is a manner in which the opponent virtual object launches a first virtual prop to the master virtual object for interaction, and the first virtual prop is a remote interactive prop that adjusts the flight trajectory in real time according to the position of the master virtual object.
[0010] According to another aspect of the present application, a virtual object interaction device is provided, the device comprising:
[0011] A display module, used for displaying a master virtual object and a rival virtual object in a virtual scene, wherein the rival virtual object is used to interact with the master virtual object in a first interactive manner, wherein the rival virtual object is equipped with a first virtual prop, and wherein the first interactive manner is a manner in which the rival virtual object interacts with the master virtual object while following the position of the master virtual object;
[0012] A receiving module, used for receiving a position movement operation on the master virtual object, wherein the position movement operation is used for controlling the master virtual object to move in the virtual scene;
[0013] The display module is further used for displaying, in response to the opponent virtual object colliding with a virtual obstacle in the virtual scene during the process of controlling the movement of the master virtual object, that the opponent virtual object interacts with the master virtual object in a second interactive manner, wherein the second interactive manner is a manner in which the opponent virtual object launches a first virtual prop to the master virtual object for interaction, and the first virtual prop is a remote interactive prop that adjusts the flight trajectory in real time according to the position of the master virtual object.
[0014] According to another aspect of the present application, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement an interactive method of a virtual object as described in any of the above-mentioned embodiments of the present application.
[0015] According to another aspect of the present application, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the virtual object interaction method as described in any of the above-mentioned embodiments of the present application.
[0016] According to another aspect of the present application, a computer program product or a computer program is provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the virtual object interaction method described in any of the above embodiments.
[0017] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0018] In the process of the game virtual object moving according to the position of the master virtual object and thus interacting with the master virtual object, the master virtual object is controlled to move in the virtual scene. In the process of controlling the movement of the master virtual object, when the game virtual object collides with a virtual obstacle in the virtual scene, the game virtual object is updated to interact with the master virtual object in a second interactive manner, wherein the second interactive manner refers to a method in which the game virtual object launches a first virtual prop equipped by the master virtual object to the master virtual object, and the first virtual prop is a remote interactive prop that adjusts the flight trajectory in real time according to the position of the master virtual object. That is, when the game virtual object collides with a virtual obstacle and cannot continue to move for a while, the first virtual prop is automatically launched to the master virtual object to continue interacting with the master virtual object, thereby avoiding interaction stagnation between the master virtual object and the game virtual object, improving the interaction between the game virtual object and the master virtual object, and speeding up the game rhythm of the virtual game, avoiding the waste of screen rendering resources, and thus saving computer data overhead. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0020] Figure 1 It is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;
[0021] Figure 2 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application;
[0022] Figure 3 is a flow chart of a virtual object interaction method provided by an exemplary embodiment of the present application;
[0023] Figure 4is a flow chart of a virtual object interaction method provided by another exemplary embodiment of the present application;
[0024] Figure 5 is a schematic diagram of a collision process provided by an exemplary embodiment of the present application;
[0025] Figure 6 is a schematic diagram of prop equipment provided by an exemplary embodiment of the present application;
[0026] Figure 7 is a flow chart of a virtual object interaction method provided by another exemplary embodiment of the present application;
[0027] Figure 8 is a schematic diagram of animation clip detection provided by another exemplary embodiment of the present application;
[0028] Fig. 9 is a flow chart of a virtual object interaction method provided by an exemplary embodiment of the present application;
[0029] Fig.10 is a skill delivery schematic diagram provided by an exemplary embodiment of the present application;
[0030] Fig.11 is a structural diagram of an interactive device for a virtual object provided by an exemplary embodiment of the present application;
[0031] Fig.12 is a structural diagram of an interactive device for a virtual object provided by another exemplary embodiment of the present application;
[0032] Fig.13 It is a terminal structure block diagram provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0033] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0034] Exemplary embodiments will be described in detail herein, examples of which are shown in the accompanying drawings. When the following description refers to the drawings, the same numbers in different drawings represent the same or similar elements unless otherwise indicated. The implementations described in the following exemplary embodiments do not represent all implementations consistent with the present application. Instead, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0035] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards in the relevant regions. For example, the object behaviors such as attack operations involved in this application are all obtained with full authorization.
[0036] It should be understood that although the terms first, second, etc. may be used in the present disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of the present disclosure, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".
[0037] First, the implementation environment of this application is introduced. Figure 1 A schematic diagram of an implementation environment provided by an exemplary embodiment of the present application is given. The implementation environment includes: a terminal 110 , a server 120 and a communication network 130 , wherein the terminal 110 and the server 120 are connected via the communication network 130 .
[0038] The terminal 110 has a target application 111 installed and running, wherein the target application 111 is an application that supports a two-dimensional virtual environment or a three-dimensional virtual environment. The target application 111 may be any one of a virtual reality application, a three-dimensional map program, an auto chess game, a strategy game, a third-person shooting game (TPS), a first-person shooting game (FPS), a multiplayer online tactical competitive game (MOBA), and a multiplayer gunfight survival game. In an achievable manner, the target application 111 may be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.
[0039] Optionally, when the target application is implemented as a stand-alone application, the main control virtual object and the game virtual object in the virtual scene are displayed in the running interface of the current target application. The main control virtual object is a virtual object controlled by the terminal and equipped with target skills, and the game virtual object is a non-player character (NPC).
[0040] During the operation of the target application, the terminal displays the main control virtual object and the opponent virtual object in the virtual scene. The opponent virtual object is equipped with a first virtual prop. The opponent virtual object interacts with the main control virtual object in a first interactive manner. When the terminal receives a position movement operation of the main control virtual object, in the process of controlling the movement of the main control virtual object, the opponent virtual object collides with a virtual obstacle in the virtual scene, and the terminal displays that the opponent virtual object interacts with the main control virtual object in a second interactive manner, wherein the second interactive manner refers to a manner in which the opponent virtual object emits a first virtual prop to the main control virtual object for interaction.
[0041] Optionally, when the target application is implemented as a network-connected application, such as Figure 1 The target application 111 is currently implemented as a game (such as a TPS game, an FPS game). The terminal 110 displays the main control virtual object and the game virtual object in the virtual scene during the operation of the target application 111. The main control virtual object is a virtual object controlled by the terminal, and the main control virtual object is equipped with target skills. The game virtual object can be implemented as an NPC or a virtual object controlled by other terminals. During the process of the game virtual object interacting with the game virtual object in the first interactive mode, the terminal 110 receives a position movement operation, generates a position movement request and sends it to the server 120. The position movement request is used to request the main control virtual object to move.
[0042] When the server 120 receives the position movement request, it obtains the first rendering resource according to the position movement request, wherein the first rendering resource refers to the picture rendering resource for the main virtual object to move in the virtual scene, and is fed back to the terminal 110 as the position movement result.
[0043] In addition, when the server 120 detects that the opponent virtual object collides with a virtual obstacle in the virtual scene, it obtains a second rendering resource, wherein the second rendering resource refers to the screen rendering resource of the first virtual prop equipped by the master virtual object launching to the master virtual object, and it is also fed back to the terminal 110 as a collision result.
[0044] When the terminal 110 receives the position movement result, it renders the screen through the first rendering resource, thereby displaying an animation of controlling the movement of the master virtual object in the virtual scene. When the terminal 110 receives the collision result, it renders the screen according to the second rendering resource, thereby displaying an animation of the opponent virtual object launching the first virtual prop to the master virtual object for interaction.
[0045] The above-mentioned terminal 110 may be optional, and the terminal may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a smart TV, a smart car, and other terminal devices, which are not limited to the embodiments of the present application.
[0046] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Optionally, the server 120 undertakes the main computing work, and the terminal 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal 110 undertakes the main computing work; or, the server 120 and the terminal 110 adopt a distributed computing architecture for collaborative computing.
[0047] It is worth noting that the above-mentioned servers can be independent physical servers, or they can be server clusters or distributed systems composed of multiple physical servers. They can also be cloud servers that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), as well as big data and artificial intelligence platforms.
[0048] Among them, cloud technology refers to a hosting technology that unifies hardware, software, network and other resources within a wide area network or local area network to achieve data computing, storage, processing and sharing.
[0049] In some embodiments, the above server can also be implemented as a node in a blockchain system.
[0050] Figure 2 The electronic device 200 includes an operating system 220 and an application 222 .
[0051] The operating system 220 is the underlying software that provides application programs 222 with secure access to the computer's hardware.
[0052] Application 222 is an application that supports a virtual environment. Optionally, application 222 is an application that supports a three-dimensional virtual environment. The application 222 can be any one of a virtual reality application, a three-dimensional map program, a third-person shooting game (TPS), a first-person shooting game (FPS), a multiplayer online tactical competitive game (MOBA), a multiplayer gunfight survival game, a puzzle game, and a strategy game. The application 222 can be a stand-alone application, such as a stand-alone game program, or a network-connected application.
[0053] In combination with the above introduction, the interactive method of virtual objects provided by the present application is described. The method can be executed by a server or a terminal, or can be executed by a server and a terminal together. In the embodiment of the present application, the method is described by taking the method executed by a terminal as an example. Figure 3 As shown, the method includes the following steps.
[0054] Step 310: Display the master virtual object and the opponent virtual objects in the virtual scene.
[0055] Among them, the game virtual object is used to interact with the main control virtual object in a first interactive manner. The game virtual object is equipped with a first virtual prop. The first interactive manner is a way for the game virtual object to interact with the main control virtual object in the process of following the position of the main control virtual object.
[0056] Schematically, the terminal runs a target application, and the target application can be implemented as any one of a virtual reality application, a three-dimensional map program, an auto chess game, a strategy game, a third-person shooter game (TPS), a first-person shooter game (FPS), a multiplayer online tactical competitive game (MOBA), and a multiplayer gunfight survival game.
[0057] In some embodiments, the virtual scene is a display scene in a running interface corresponding to a target application running in the terminal.
[0058] Illustratively, the main control virtual object refers to the virtual object whose actions are controlled by the first account currently logged in by the terminal.
[0059] Optionally, the game virtual object is implemented as a virtual object whose actions are controlled by a second account logged in by another terminal; or, the game virtual object is implemented as a non-role player, which is not limited.
[0060] In the first case, the virtual scene only includes the master virtual object and the opponent virtual object, so only the master virtual object and the opponent virtual object interact in the virtual scene.
[0061] In the second case, the virtual scene includes a master virtual object, a game virtual object, and other virtual objects, and the game virtual object interacts only with the master virtual object in the virtual scene. The other virtual objects include at least one of virtual objects controlled by other terminals except the first terminal and other non-role players except the game virtual object.
[0062] In the third case, the virtual scene includes a master virtual object, a rival virtual object, and other virtual objects. The rival virtual object interacts not only with the master virtual object but also with other virtual objects in the virtual scene.
[0063] Among them, for the second situation mentioned above, there is an interactive correspondence relationship between the game virtual object and the master virtual object, that is, there is no interactive correspondence relationship between other virtual objects and the game virtual object.
[0064] Illustratively, the interactive correspondence relationship refers to the interaction between the game virtual object and the designated virtual object in the virtual scene.
[0065] Optionally, the interactive correspondence relationship is generated in at least one of the following ways:
[0066] 1. When the opponent virtual object is displayed in the virtual scene, the distance between the position of the main control virtual object and the position of the opponent virtual object reaches the interaction distance threshold;
[0067] 2. When the game virtual objects are displayed in the virtual scene, the account level corresponding to the main virtual object is the highest / lowest among all virtual objects;
[0068] 3. When the game virtual objects are displayed in the virtual scene, the attribute value corresponding to the master virtual object is the highest / lowest among all virtual objects;
[0069] 4. When the main control virtual object attacks the opponent virtual object, there is an interactive correspondence between the main control virtual object and the opponent virtual object.
[0070] It is worth noting that the above-mentioned method for generating the interactive correspondence relationship is only an illustrative example and is not limited to this in the embodiments of the present application.
[0071] Optionally, the first virtual prop is a virtual prop equipped in a virtual backpack of the opponent's virtual object, that is, the first virtual prop is not visible on the first virtual object; or, the first virtual object is a prop directly equipped on the opponent's virtual object, that is, the first virtual prop is visible on the first virtual object.
[0072] Optionally, the first virtual prop is independently owned by the opponent virtual object; or, the first virtual prop is a prop picked up by the opponent virtual object from the virtual scene, which is not limited.
[0073] Optionally, the first interaction method may include at least one of the following interaction methods:
[0074] 1. The opponent virtual object moves as the position of the master virtual object changes in the virtual scene, and interacts with the master virtual object once when the distance between the opponent virtual object and the master virtual object reaches the interaction threshold;
[0075] 2. The opponent's virtual object moves as the position of the master virtual object changes in the virtual scene, and directly interacts with the master virtual object multiple times during the movement;
[0076] 3. The opponent virtual object moves as the position of the master virtual object changes in the virtual scene, and interacts with the master virtual object when the moving distance reaches the moving distance threshold;
[0077] 4. The opponent virtual object moves as the position of the master virtual object in the virtual scene changes, and interacts with the master virtual object when the moving time reaches a moving time threshold.
[0078] It is worth noting that the above-mentioned first interaction method is only an illustrative example and is not limited to this embodiment of the present application.
[0079] Optionally, in the first interactive mode, the opponent virtual object moves in real time with the master virtual object in the virtual scene; or, at specified time intervals, the opponent virtual object adjusts its position and movement direction according to the current position of the master virtual object in the virtual scene.
[0080] Step 320: receiving a position movement operation on the master virtual object.
[0081] The position movement operation is used to control the movement of the master virtual object in the virtual scene.
[0082] Illustratively, the position movement operation refers to an operation of controlling the master virtual object to change its position in the virtual scene.
[0083] Optionally, the operation mode of the position moving operation includes at least one of the following modes:
[0084] 1. By receiving a drag operation on the virtual image of the master virtual object, the master virtual object is controlled to move in the virtual scene according to the drag operation. For example, the user can directly drag the trigger virtual object a to the left side of the terminal display screen, and the virtual object a moves to the left side of the virtual scene according to the drag operation;
[0085] 2. A mobile control is displayed in the virtual scene screen, and a trigger operation on the mobile control is received as a position movement operation;
[0086] 3. By receiving a trigger operation for a specified position in the virtual scene, as a position movement operation, the master virtual object is moved from the current position to the specified position.
[0087] It is worth noting that the above-mentioned operation method for position movement operation is only an illustrative example and is not limited to this in the embodiments of the present application.
[0088] Step 330, in response to the opponent virtual object colliding with a virtual obstacle in the virtual scene during the process of controlling the movement of the master virtual object, displaying the opponent virtual object interacting with the master virtual object in a second interactive manner.
[0089] Among them, the second interactive method is a method in which the opponent virtual object launches a first virtual prop to the main control virtual object for interaction, and the first virtual prop is a remote interactive prop that adjusts the flight trajectory in real time according to the position of the main control virtual object.
[0090] Illustratively, the virtual scene includes multiple virtual obstacles. When the opponent virtual object collides with one or more of the multiple virtual obstacles during movement, the opponent virtual object is displayed to interact with the main control virtual object in the second interactive mode.
[0091] In some embodiments, the second interaction method refers to a method in which the first virtual prop equipped by the opponent virtual object is launched toward the main control virtual object after the opponent virtual object collides with the virtual obstacle.
[0092] Optionally, the first virtual prop equipped by the opponent virtual object is automatically launched toward the master virtual object; or, the opponent virtual object uses the first virtual prop equipped to launch toward the master virtual object.
[0093] Optionally, the first interaction mode and the second interaction mode are performed simultaneously, that is, after the master virtual object collides with the virtual obstacle, the first virtual prop is launched to the master virtual object on the basis of following the position of the master virtual object; or, after the opponent virtual object collides with the virtual obstacle, the virtual opponent object switches from the first interaction mode to the second interaction mode, that is, at this time, the opponent virtual object no longer follows the movement of the master virtual object. In one example, the opponent virtual object starts to interact with other virtual objects except the master virtual object in the first interaction mode, and interacts with the master virtual object in the second interaction mode.
[0094] In some embodiments, the first virtual prop launched by the opponent virtual object is a virtual prop with remote interaction function, for example: at least one of the prop types such as virtual missiles, virtual bows and arrows, virtual artillery, virtual grenades, etc., which is used for interaction when there is a certain distance or obstacle between the opponent virtual object and the main control virtual object.
[0095] Illustratively, after the first virtual prop is launched, during the flight of the first virtual prop, if the master virtual object adjusts its position, the first virtual object will automatically adjust its flight trajectory according to the position of the master virtual object during the flight, that is, the first virtual prop is a virtual prop specifically launched for the master virtual object.
[0096] In summary, the interactive method of virtual objects provided by the embodiment of the present application is to control the master virtual object to move in the virtual scene during the process of the opponent virtual object moving according to the position of the master virtual object to interact with the master virtual object. During the process of controlling the movement of the master virtual object, when the opponent virtual object collides with a virtual obstacle in the virtual scene, the opponent virtual object is updated to interact with the master virtual object in the second interactive mode, wherein the second interactive mode refers to a mode in which the opponent virtual object launches a first virtual prop equipped by the master virtual object to the master virtual object, and the first virtual prop is a remote interactive prop that adjusts the flight trajectory in real time according to the position of the master virtual object. That is, when the opponent virtual object collides with a virtual obstacle and cannot continue to move for a while, the first virtual prop is automatically launched to the master virtual object to continue to interact with the master virtual object, thereby avoiding the interaction stagnation between the master virtual object and the opponent virtual object, improving the interaction between the opponent virtual object and the master virtual object, and accelerating the game rhythm of the virtual game, avoiding the waste of screen rendering resources, and thus saving computer data overhead.
[0097] In some embodiments, after the virtual object collides with the virtual obstacle, a first state will be generated. For example, please refer to Figure 4, which shows a flowchart of a virtual object interaction method provided by an exemplary embodiment of the present application, that is, step 330 includes steps 331, 332, 333 and 334, such as Figure 4 As shown, the method includes the following steps.
[0098] Step 331: In response to the opponent virtual object colliding with a virtual obstacle during the process of controlling the movement of the master virtual object, an obstacle collision animation of the opponent virtual object is displayed.
[0099] Among them, the obstacle collision animation refers to the animation in the first state after the virtual object of the game collides with the virtual obstacle.
[0100] Illustratively, in the process of controlling the movement of the main virtual object through position movement operations, the local virtual object also moves with the main virtual object. When the opponent virtual object moves, since the movement flexibility of the opponent virtual object is lower than that of the main virtual object, the opponent virtual object may collide with virtual obstacles in the virtual scene while following the movement of the main virtual object.
[0101] In some embodiments, when the opponent virtual object follows the movement of the master virtual object, when the distance between the opponent virtual object and the master virtual object reaches an interaction distance threshold, the opponent virtual object collides with the master virtual object, wherein the collision means that the opponent virtual object runs towards the master virtual object at a speed faster than that of following the master virtual object.
[0102] In another feasible situation, when the opponent virtual object determines that there is no virtual obstacle between the straight line between the current opponent virtual object and the main control virtual object, the opponent virtual object triggers a skill to collide with the main control virtual object.
[0103] During the collision process, the opponent virtual object will judge the obstacles on the collision route between itself and the main virtual object. If there is no virtual obstacle between the opponent virtual object and the main virtual object, the collision skill of the opponent virtual object will be triggered, that is, the opponent virtual object will collide with the main virtual object. If there is a virtual obstacle between the opponent virtual object and the main virtual object, the collision skill of the opponent virtual object will not be triggered, and it will continue to move with the main virtual object.
[0104] In this embodiment, when the opponent virtual object determines that there is no virtual obstacle between itself and the main control virtual object, the collision skill of the opponent virtual object is triggered, so that the opponent virtual object collides with the main control virtual object. During the collision, when the position of the main control virtual object changes, the opponent virtual object will adjust the collision direction according to the position change of the main control virtual object, so as to continue to collide with the main control virtual object. Therefore, the main control virtual object can adjust its position in time during the collision process of the opponent virtual object, so that the opponent virtual object collides with the virtual obstacle due to the change of the collision direction during the collision process.
[0105] In this embodiment, when the opponent virtual object collides with a virtual obstacle while colliding with the master virtual object, the opponent virtual object is converted from the second state to the first state, wherein the second state refers to the state when the opponent virtual object collides with the master virtual object, and the first state is a state different from the second state, and the second state can also be called a collision state.
[0106] Optionally, the first state includes at least one of the following state manifestations:
[0107] 1. Dizziness, that is, after the opponent's virtual object collides with a virtual obstacle, it is unable to identify the direction and continue to collide with or follow the main virtual object;
[0108] 2. Deceleration state, that is, after the virtual object collides with the virtual obstacle, its movement speed will be slower than the movement speed in the collision state;
[0109] 3. Acceleration state, that is, after the virtual object collides with the virtual obstacle, the movement speed of the virtual object will be accelerated;
[0110] 4. The falling state, that is, after the virtual object in the game collides with the virtual obstacle, it will be displayed on the virtual field.
[0111] It is worth noting that the state performance of the above-mentioned first state is only an illustrative example and this application does not limit it.
[0112] In some embodiments, when the virtual object in the game collides with a virtual obstacle, it is converted to the first state and lasts for a period of time, and then restored from the first state to the second state.
[0113] For illustration, please refer to Figure 5 , which shows a schematic diagram of a collision process provided by an exemplary embodiment of the present application, such as Figure 5As shown, a virtual scene screen 500 is currently displayed, and the virtual scene screen 500 includes a main control virtual object 510 and an opponent virtual object 520. When the main control virtual object 510 is at position 511, the opponent virtual object 520 determines that there is no virtual obstacle on the straight line between itself and the main control virtual object 510, and thus triggers the collision function to collide with the main control virtual object 510. During the collision, the main control virtual object 510 moves from position 511 to position 512, and thus the opponent virtual object 520 also adjusts the collision direction following the position of the main control virtual object 510. At this time, there is a virtual obstacle 530 between the main control virtual object 510 and the opponent virtual object 520, and thus the opponent virtual object 520 fails to avoid the virtual obstacle 530 and thus collides with the virtual obstacle 530.
[0114] Optionally, the situation where the virtual object collides with the virtual obstacle includes at least one of the following situations:
[0115] 1. During the collision process, the opponent's virtual object changes the collision direction due to the position adjustment of the master virtual object. During the collision process, the opponent's virtual object collides with the virtual obstacle due to the high speed and lacks time to avoid the obstacle.
[0116] 2. The virtual object in the game no longer judges the virtual obstacle during the collision process. Therefore, if the collision direction is changed, it will not avoid the virtual obstacle when encountering it, and will collide with the virtual obstacle.
[0117] It is worth noting that the above-mentioned situation in which a virtual object in the game collides with a virtual obstacle is only an illustrative example and is not limited to this in the embodiments of the present application.
[0118] In some embodiments, when the opponent virtual object collides with a virtual obstacle in the virtual scene, the opponent virtual object will be in a first state, and the first state will last for a period of time (for example: 3 seconds). At this time, the opponent virtual object cannot determine the position of the master virtual object, and after the opponent virtual object collides with the virtual obstacle, the opponent virtual object will also display a back and forth swinging action animation.
[0119] Step 332: When the virtual game object is displayed in the first state, the virtual game object is displayed to interact with the master virtual object in a second interactive manner.
[0120] Illustratively, since the obstacle collision animation is a continuous animation, an animation of the opponent virtual object interacting with the master virtual object in the second interactive mode is displayed during the display of the obstacle collision animation.
[0121] In some embodiments, when displaying the game virtual object in the first state, a prop launch animation of the game virtual object is displayed, and the prop launch animation refers to the first virtual prop automatically launching toward the master virtual object.
[0122] Illustratively, the opponent virtual object is equipped with a first virtual prop. When the opponent virtual object collides with a virtual obstacle, the master virtual object is displayed in a first state. At this time, the first virtual prop equipped on the opponent virtual object is automatically launched toward the position of the master virtual object.
[0123] For illustration, please refer to Figure 6 , which shows a schematic diagram of prop equipment provided by an exemplary embodiment of the present application, such as Figure 6 As shown, a virtual opponent object 600 is currently displayed, and two virtual missiles 601 and 602 are equipped behind the virtual opponent object 600. When the virtual opponent object 600 collides with a virtual obstacle in the first state, the virtual missiles 601 and 602 are automatically launched from behind the virtual opponent object 600 and fly toward the position of the main control virtual object.
[0124] Step 333, displaying the game virtual object placing the equipped second virtual prop at the first position.
[0125] Illustratively, the game virtual object is further equipped with a second virtual prop, and the second virtual prop is a virtual prop of a different type from the first virtual prop.
[0126] In this embodiment, in addition to being equipped with the first virtual prop, the virtual game object is also equipped with a second virtual prop that is different from the first virtual prop.
[0127] In a feasible case, when the virtual object is in the first state and swaying back and forth, the virtual object is shown taking out the second virtual prop of its equipment and placing the second virtual prop at the position of its feet as the first position.
[0128] The second virtual prop is a virtual prop that will not adjust its position automatically after being placed, that is, when there is no virtual object to move its position, the second virtual prop will always be placed in the first position.
[0129] In some embodiments, a prop disassembly operation for a second virtual prop is received, the prop disassembly operation is used to disassemble the second virtual object into multiple virtual components; based on the prop disassembly operation, the master virtual object is displayed to disassemble the second virtual prop into multiple virtual components; in response to receiving an assembling operation for multiple virtual components, a prop assembly animation is displayed, the prop assembly animation is to reassemble multiple virtual components into a third virtual prop, and the third virtual prop is different from the first virtual prop and the second virtual prop; in response to receiving a prop use operation for the third virtual prop, a prop interaction animation is displayed, the prop interaction animation refers to the animation of the master virtual object using the third virtual prop to interact with the opponent virtual object.
[0130] In a feasible situation, the master virtual object can disassemble the second virtual prop placed by the opponent virtual object. When the master virtual object moves to the designated position of the second virtual prop, upon receiving the prop disassembly operation on the second virtual prop, the second virtual prop is disassembled into multiple virtual parts by controlling the master virtual object, and the multiple virtual parts are reassembled into a new third virtual prop, and the third virtual prop is used as the virtual prop equipped by the master virtual object. For example: the second virtual prop is a virtual grenade. After receiving the prop disassembly operation on the virtual grenade, the virtual grenade is disassembled into multiple virtual parts, and the multiple virtual parts are reassembled into a virtual firearm as the third virtual prop owned by the master virtual object. And subsequently, upon receiving the prop use operation on the third virtual prop, the prop interaction animation of the master virtual object using the virtual firearm to interact with the opponent virtual object is displayed.
[0131] In another possible implementation, the opponent virtual object may place a second virtual prop while following the movement of the main control virtual object.
[0132] It is worth noting that the above-mentioned prop disassembly operation needs to be performed before the second virtual prop explodes.
[0133] Step 334 , in response to the placement of the second virtual prop meeting the prop detonation condition, displaying a prop explosion animation.
[0134] The prop explosion animation refers to an animation of the second virtual prop exploding within a specified explosion range.
[0135] Illustratively, the designated explosion range of the second virtual prop refers to the range that will be affected by the explosion of the second virtual prop during the explosion of the second virtual prop, that is, the attribute value of the virtual object / virtual item within the designated explosion range will be affected by the explosion of the second virtual prop. For example, when virtual object a is within the designated explosion range during the explosion of the second virtual prop, the attribute value of virtual object a will decrease, and when virtual item b is within the designated explosion range, virtual item b will be damaged.
[0136] In some embodiments, the prop detonation condition refers to a condition that can cause the second virtual prop to explode within a specified explosion range.
[0137] Optionally, the prop detonation condition includes at least one of the following conditions:
[0138] 1. A detonation time threshold is pre-set. When the placement time of the second virtual prop reaches the detonation time threshold, the second virtual prop meets the prop detonation condition;
[0139] 2. The detonation range threshold is set in advance, and the explosion range of the second virtual prop will continue to expand. When the explosion range of the second virtual prop expands to the detonation range threshold, the second virtual prop meets the prop detonation conditions;
[0140] 3. When there is a target virtual object in the virtual scene to trigger the second virtual prop, the second virtual prop meets the prop detonation conditions, wherein the target virtual object includes the main control virtual object, the opponent virtual object, and other virtual objects except the main control virtual object and the opponent virtual object.
[0141] It is worth noting that the above-mentioned prop detonation conditions are merely illustrative examples and are not limited to this in the embodiments of the present application.
[0142] Optionally, the explosion range of the second virtual prop is fixed; or, the explosion range of the second virtual prop changes with the placement situation.
[0143] Next, the change in the explosion range of the second virtual prop as it is placed will be described in detail.
[0144] In some embodiments, an animation of the explosion range spreading of the second virtual prop is displayed, where the explosion range spreading animation refers to an animation in which the explosion range of the second virtual prop expands as the placement time increases; in response to the placement time of the second virtual prop reaching a detonation duration threshold, a prop explosion animation is displayed.
[0145] Illustratively, during the process of placing the second virtual prop at the first position, an animation of the explosion range of the second virtual prop continuously expanding is displayed as the explosion range spreading animation.
[0146] In some embodiments, with the second virtual prop as the center of the explosion range, as the placement time increases, an animation showing the explosion range continuously spreading outward in a circular shape is displayed.
[0147] In some embodiments, a world coordinate system is established in the virtual scene, and the first coordinate point of the second virtual prop in the world coordinate system is determined according to the first position of the second virtual prop in the virtual scene. The second coordinate point of the master virtual object in the world coordinate system is determined according to the second position of the master virtual object in the virtual scene. The diffusion direction of the explosion range of the second virtual prop is determined according to the directional relationship between the first coordinate point and the second coordinate point. With the second virtual prop as the diffusion starting point and the second position as the diffusion direction, an animation is displayed in which the explosion range of the second virtual prop diffuses toward the second position of the master virtual object. When the placement time of the second virtual prop reaches the detonation time threshold, an animation is displayed in which the first position where the second virtual prop is placed is used as the explosion starting point and an explosion is performed within the explosion range finally formed. That is, obtain the first coordinate point corresponding to the first position of the second virtual prop in the virtual scene; obtain the second coordinate point corresponding to the second position of the main virtual object in the virtual scene; based on the position and orientation relationship between the first coordinate point and the second coordinate point, determine the range diffusion direction of the second virtual prop, the range diffusion direction is the direction from the first position toward the second position; based on the first position and the range diffusion direction, display the explosion range diffusion animation.
[0148] Optionally, the spread of the explosion range of the second virtual prop is unlimited, that is, before the placement time of the second virtual prop reaches the detonation time threshold, the explosion range of the second virtual prop can continue to expand; or, there is an upper limit to the explosion range of the second virtual prop, that is, before the placement time of the second virtual prop reaches the detonation time threshold, when the explosion range of the second virtual prop reaches the upper limit, the explosion range of the second virtual prop will no longer expand.
[0149] In some embodiments, in response to the target virtual object in the virtual scene interacting with the second virtual prop, a prop explosion animation is displayed, and the target virtual object includes any one of the main control virtual object, the opponent virtual object, and other virtual objects except the main control virtual object and the opponent virtual object.
[0150] In this embodiment, in addition to causing the second virtual prop to explode when the placement time of the second virtual prop reaches the detonation time threshold, the prop explosion animation is also displayed when the target virtual object in the virtual scene interacts with the second virtual prop.
[0151] In this embodiment, when a target virtual object in a virtual scene passes by a second virtual prop and triggers the second virtual prop, an animation of the second virtual prop exploding within a specified range is displayed, wherein the specified range at this time refers to the explosion range of the current second virtual prop that expands as the placement time increases.
[0152] Optionally, the target virtual object is any one or more virtual objects in the virtual scene, including a master virtual object, a game virtual object, and other virtual objects except the master virtual object and the game virtual object.
[0153] In some embodiments, the master virtual object is equipped with a fourth virtual prop; in response to receiving a launch operation on the fourth virtual prop during the process of controlling the movement of the master virtual object, the master virtual object is displayed to launch the fourth virtual prop to the opponent virtual object; in response to the fourth virtual prop hitting the first virtual prop equipped by the opponent virtual object, an object explosion animation is displayed, and the object explosion animation refers to the animation of causing the opponent virtual object to explode during the process of the first virtual prop exploding after being hit by the fourth virtual prop.
[0154] In a feasible case, in addition to the second virtual prop being able to be detonated, the opponent virtual object can also be detonated. The master virtual object is also equipped with a fourth virtual prop that is of a different prop type from the first virtual prop, the second virtual prop, and the third virtual prop. In the process of controlling the movement of the master virtual object, when a prop launch operation for the fourth virtual prop is received, an animation of the master virtual object launching the fourth virtual prop to the opponent virtual object is displayed. When the fourth virtual prop hits the first virtual prop equipped on the opponent virtual object, the first virtual prop is detonated, causing the opponent virtual object to explode synchronously.
[0155] It is worth noting that the above steps 331 to 332 and steps 333 to 334 can be implemented as two groups of parallel steps, or as two groups of steps with a chronological relationship, and there is no limitation on this.
[0156] In summary, the interactive method of virtual objects provided by the embodiment of the present application is to control the master virtual object to move in the virtual scene during the process of the opponent virtual object moving according to the position of the master virtual object to interact with the master virtual object. During the process of controlling the movement of the master virtual object, when the opponent virtual object collides with a virtual obstacle in the virtual scene, the opponent virtual object is updated to interact with the master virtual object in the second interactive mode, wherein the second interactive mode refers to a mode in which the opponent virtual object launches a first virtual prop equipped by the master virtual object to the master virtual object, and the first virtual prop is a remote interactive prop that adjusts the flight trajectory in real time according to the position of the master virtual object. That is, when the opponent virtual object collides with a virtual obstacle and cannot continue to move for a while, the first virtual prop is automatically launched to the master virtual object to continue to interact with the master virtual object, thereby avoiding the interaction stagnation between the master virtual object and the opponent virtual object, improving the interaction between the opponent virtual object and the master virtual object, and accelerating the game rhythm of the virtual game, avoiding the waste of screen rendering resources, and thus saving computer data overhead.
[0157] In this embodiment, when the virtual game object collides with a virtual obstacle, the virtual game object is displayed in a first state and then interacts with the main control virtual object in a second interactive manner. This can provide players with an observation gap for observing the interactive manner of the virtual game object and promptly specifying the game strategy, thereby improving the depth of game interaction between the player and the virtual game object.
[0158] In this embodiment, the first virtual prop is automatically launched when the virtual object is in the first state, so that the player will not relax his vigilance during the short-term paralysis of the virtual object, thereby improving the playability of the user and avoiding the waste of screen rendering resources.
[0159] In this embodiment, when the game virtual object is in the first state, the game virtual object is displayed to place the equipped second virtual prop at the first position, so that the second virtual prop can be detonated within the specified explosion range later, thereby improving the game interaction between the player and the game virtual object, speeding up the game rhythm, and avoiding excessive computer data overhead.
[0160] In this embodiment, the explosion range diffusion animation of the second virtual prop is displayed, so that when the placement time of the second virtual prop reaches the detonation time threshold, the second virtual prop is detonated, so that in the process of virtual game, the player does not only need to deal with the game virtual object alone, resulting in the main control virtual object having no game task in the first state of the game virtual object, thereby causing a waste of computer resources.
[0161] In this embodiment, the range diffusion direction of the second virtual prop is determined according to the positional relationship between the main control virtual object and the opponent virtual object, which can improve the accuracy of the impact of the subsequent explosion of the second virtual prop and improve the detonation efficiency.
[0162] In this embodiment, by receiving the prop disassembly operation on the second virtual prop, the second virtual prop is disassembled into the third virtual prop equipped by the user, so that the user does not need to search for the virtual firearm in the virtual scene, thereby improving the efficiency of interpersonal interaction.
[0163] In this embodiment, by launching the fourth virtual prop toward the first virtual prop, if it hits, the virtual object of the game will be directly exploded, so as to speed up the game rhythm.
[0164] In some embodiments, the state of the virtual object in the game is detected to determine whether to trigger the collision function. Please refer to Figure 7 , which shows a flowchart of a virtual object interaction method provided by an exemplary embodiment of the present application, that is, step 330 also includes step 3301 and step 3302, such as Figure 7 As shown, the method includes the following steps.
[0165] Step 3301, in the process of controlling the movement of the master virtual object, an animation segment detection is performed on the interactive state of the opponent virtual object.
[0166] Among them, animation clip detection is used to perform real-time detection of the animation performance status of virtual objects in the game.
[0167] Schematically, animation segment detection refers to segmenting the interactive animation segments corresponding to the interaction process between the opponent virtual object and the master virtual object, and judging the last animation sub-segment among the multiple animation sub-segments after segmentation through specified judgment logic.
[0168] In some embodiments, an interactive animation clip of a rival virtual object is obtained, wherein the interactive animation clip includes an animation clip of the rival virtual object interacting with a master virtual object in a first interactive manner; the interactive animation clip is segmented in order of playback time to obtain n animation sub-segments, where n≥2 and n is a positive integer; and in the process of controlling the movement of the master virtual object, an animation clip detection is performed on the i-th animation sub-segment corresponding to the current moment, where 0<i≤n and i is an integer.
[0169] In this embodiment, firstly, an interactive animation clip of the opponent virtual object from its initial appearance to the current moment is obtained, wherein the interactive animation clip includes an animation of the opponent virtual object following the movement of the master virtual object, and the interactive animation clip is divided into segments according to the order of playback time to obtain n animation sub-segments, and for the i-th animation sub-segment corresponding to the current moment (usually i is n), the interactive state of the current opponent virtual object is judged as animation clip detection.
[0170] Step 3302: In response to detecting that the animation performance state of the virtual object in the game is an obstacle collision state, a second interactive animation is obtained.
[0171] Among them, the second interactive animation is an animation in which the opponent virtual object interacts with the main control virtual object in a second interactive way.
[0172] Illustratively, when the animation segment detects that the animation performance state of the virtual object in the game is an obstacle rush state, the second interactive animation is obtained and played.
[0173] For illustration, please refer to Figure 8 , which shows a schematic diagram of animation clip detection provided by an exemplary embodiment of the present application, such as Figure 8 As shown, an interactive animation clip 800 is currently displayed, and the interactive animation clip 800 includes multiple animation sub-clips 810. An animation clip detection is performed on the last animation sub-clips among the multiple animation sub-clips to determine whether the collision function is triggered. If the animation performance state of the virtual object in the game is a collision with a virtual obstacle in the virtual scene, it is determined to be an obstacle collision state.
[0174] In summary, the interactive method of virtual objects provided by the embodiment of the present application is to control the master virtual object to move in the virtual scene during the process of the opponent virtual object moving according to the position of the master virtual object to interact with the master virtual object. During the process of controlling the movement of the master virtual object, when the opponent virtual object collides with a virtual obstacle in the virtual scene, the opponent virtual object is updated to interact with the master virtual object in the second interactive mode, wherein the second interactive mode refers to a mode in which the opponent virtual object launches a first virtual prop equipped by the master virtual object to the master virtual object, and the first virtual prop is a remote interactive prop that adjusts the flight trajectory in real time according to the position of the master virtual object. That is, when the opponent virtual object collides with a virtual obstacle and cannot continue to move for a while, the first virtual prop is automatically launched to the master virtual object to continue to interact with the master virtual object, thereby avoiding the interaction stagnation between the master virtual object and the opponent virtual object, improving the interaction between the opponent virtual object and the master virtual object, and accelerating the game rhythm of the virtual game, avoiding the waste of screen rendering resources, and thus saving computer data overhead.
[0175] In this embodiment, by performing animation segment detection on the interactive state of the virtual objects in the game, the interactive state of the virtual objects in the game can be timely grasped, which facilitates adjustment of the interactive mode of the virtual objects in the game and improves the fluency of the game.
[0176] In some embodiments, the interactive method of virtual objects is applied to an FPS game scene as an example for illustration. Fig. 9 , which shows a flowchart of a virtual object interaction method provided by an exemplary embodiment of the present application, such as Fig. 9 As shown, the method includes the following steps.
[0177] Step 901, enter the level.
[0178] After the current user enters the level, the game virtual object is displayed in the virtual scene. In addition, the user controls the main virtual object in the virtual scene to conduct a virtual game with the game virtual object.
[0179] Optionally, the game virtual object appears when the virtual game starts; or, the game virtual object appears after the virtual game has been going on for a specified period of time.
[0180] Step 902: Detect virtual objects in the virtual scene and generate interactive matching relationships with the master virtual objects.
[0181] When the opponent virtual object appears in the virtual scene, the server detects the surviving virtual objects (including the master virtual object) in the virtual scene, and determines the master virtual object with the highest attribute value as the virtual object that has an interactive matching relationship with the opponent virtual object based on the current attribute values of each virtual object. In one example, if there are other virtual objects with higher attribute values than the master virtual object, the other virtual objects are regarded as virtual objects that have an interactive matching relationship with the opponent virtual object.
[0182] Step 903: Perform skill detection on the virtual object in the game.
[0183] During the process of mutual attack between the opponent virtual object and the master virtual object, the skill status of the opponent virtual object is detected to decide whether to allow the use of collision skills. When it is detected that the opponent virtual object is in a specific state (for example: crazy state), the collision skill is activated.
[0184] In this embodiment, the skills of the virtual object in the game are configured through the skill configuration system, and the skills assigned to the virtual object in the game are freely determined by the skill configuration system. For example, please refer to Fig.10 , which shows a schematic diagram of skill delivery provided by an exemplary embodiment of the present application, such as Fig.10As shown, a skill configuration interface 1000 is currently displayed, and the skill configuration interface 1000 includes a skill configuration option 1010. The skill configuration option 1010 is used to configure a plurality of different skills and interactive states for the virtual object in the game.
[0185] Step 904: perform obstacle detection.
[0186] After the collision skill is activated, the server detects obstacles between the opponent's virtual object and the main control virtual object. When it is detected that there is a virtual obstacle between the opponent's virtual object and the main control virtual object, the collision state of the opponent's virtual object is not activated. When it is detected that there is no obstacle between the opponent's virtual object and the main control virtual object, the collision state of the opponent's virtual object is activated.
[0187] Step 905: play the collision animation.
[0188] After activating the collision state of the opponent virtual object, a collision animation of the opponent virtual object rushing toward the master virtual object is played, and as the position of the master virtual object changes, the collision direction of the opponent virtual object also changes accordingly.
[0189] Step 906, detonating the second virtual prop.
[0190] When the opponent's virtual object is in a specific state, or when the opponent's virtual object randomly takes out a second virtual prop from the equipped prop list, it will place the second virtual prop under its feet and continue to collide with the main control virtual object. During the collision process, if the opponent's virtual object triggers the second virtual prop it has placed, the second virtual prop will be detonated, affecting the attribute values of virtual objects within the specified explosion range, but the opponent's virtual object will not be affected and can continue to collide.
[0191] The server performs animation segment detection on the interactive state of the opponent virtual object during the collision process. If the opponent virtual object of the animation sub-segment corresponding to the current moment collides with the main control virtual object, step 907 is executed; if it collides with a virtual obstacle, step 908 is executed.
[0192] Step 907, perform a swing attack.
[0193] When the opponent's virtual object collides with the main virtual object, it will swing at the main virtual object to complete this round of skills.
[0194] Step 908: Launch the first virtual prop.
[0195] When the opponent virtual object collides with a virtual obstacle, the opponent virtual object is displayed in a first state, and a first virtual prop is automatically launched to the master virtual object.
[0196] In summary, the interactive method of virtual objects provided by the embodiment of the present application is to control the master virtual object to move in the virtual scene during the process of the opponent virtual object moving according to the position of the master virtual object to interact with the master virtual object. During the process of controlling the movement of the master virtual object, when the opponent virtual object collides with a virtual obstacle in the virtual scene, the opponent virtual object is updated to interact with the master virtual object in the second interactive mode, wherein the second interactive mode refers to a mode in which the opponent virtual object launches a first virtual prop equipped by the master virtual object to the master virtual object, and the first virtual prop is a remote interactive prop that adjusts the flight trajectory in real time according to the position of the master virtual object. That is, when the opponent virtual object collides with a virtual obstacle and cannot continue to move for a while, the first virtual prop is automatically launched to the master virtual object to continue to interact with the master virtual object, thereby avoiding the interaction stagnation between the master virtual object and the opponent virtual object, improving the interaction between the opponent virtual object and the master virtual object, and accelerating the game rhythm of the virtual game, avoiding the waste of screen rendering resources, and thus saving computer data overhead.
[0197] In this solution, the skill of the virtual object in the game includes two stages. The first stage uses a reckless charge as the main performance effect, and at the end of the charge, it is accompanied by a melee swing or a long-range virtual missile attack as the second attack. This skill mainly uses a fast-approaching collision attack as a challenge, requiring players to avoid the collision in time, and also beware of the long-range virtual missile attack that may appear in the second stage of the skill. The first half of this skill is likely to cause the virtual object in the game to hit the wall, thus providing the player with an objective output window period. In other words, the player can make the virtual object in the game hit the wall more often in exchange for output opportunities while dealing with long-range missile attacks.
[0198] Fig.11 is a structural block diagram of a virtual object interaction device provided by an exemplary embodiment of the present application, such as Fig.11 As shown, the device includes the following parts:
[0199] A display module 1110 is used to display a master virtual object and a rival virtual object in a virtual scene, wherein the rival virtual object is used to interact with the master virtual object in a first interactive manner, wherein the rival virtual object is equipped with a first virtual prop, and wherein the first interactive manner is a manner in which the rival virtual object interacts with the master virtual object while following the position of the master virtual object;
[0200] A receiving module 1120 is used to receive a position movement operation on the master virtual object, where the position movement operation is used to control the master virtual object to move in the virtual scene;
[0201] The display module 1110 is also used to display the opponent virtual object interacting with the master virtual object in a second interactive manner in response to the opponent virtual object colliding with a virtual obstacle in the virtual scene during the process of controlling the movement of the master virtual object. The second interactive manner is a manner in which the opponent virtual object launches a first virtual prop to the master virtual object for interaction, and the first virtual prop is a remote interactive prop that adjusts the flight trajectory in real time according to the position of the master virtual object.
[0202] In some embodiments, Fig.12 As shown, the display module 1110 includes:
[0203] A display unit 1111 is configured to display an obstacle collision animation of the opponent virtual object in response to the opponent virtual object colliding with a virtual obstacle during the process of controlling the movement of the master virtual object, wherein the obstacle collision animation refers to an animation of the opponent virtual object being in a first state after colliding with the virtual obstacle;
[0204] The display unit 1111 is further configured to display, during the process of displaying the game virtual object being in the first state, displaying that the game virtual object interacts with the master virtual object in a second interactive manner.
[0205] In some embodiments, the display unit 1111 is further used to display a prop launch animation of the virtual object while displaying the virtual object in the first state, wherein the prop launch animation refers to the first virtual prop being automatically launched toward the master virtual object.
[0206] In some embodiments, the game virtual object is further equipped with a second virtual prop, and the second virtual prop is a virtual prop of a different type from the first virtual prop;
[0207] The display unit 1111 is also used to display the virtual game object placing the equipped second virtual prop at the first position during the process of displaying the virtual game object in the first state, and in response to the placement of the second virtual prop meeting the prop detonation condition, display the prop explosion animation, which refers to the animation of the second virtual prop exploding within the specified explosion range.
[0208] In some embodiments, the display unit 1111 is also used to display an animation of the explosion range spreading of the second virtual prop, wherein the explosion range spreading animation refers to an animation in which the explosion range of the second virtual prop expands as the placement time increases; in response to the placement time of the second virtual prop reaching a detonation duration threshold, the prop explosion animation is displayed.
[0209] In some embodiments, the display unit 1111 is also used to obtain a first coordinate point corresponding to a first position of the second virtual prop in the virtual scene; obtain a second coordinate point corresponding to a second position of the master virtual object in the virtual scene; determine a range diffusion direction of the second virtual prop based on a positional relationship between the first coordinate point and the second coordinate point, the range diffusion direction being a direction from the first position toward the second position; and display the explosion range diffusion animation based on the first position and the range diffusion direction.
[0210] In some embodiments, the display module 1110 is further used to display the prop explosion animation in response to the target virtual object in the virtual scene interacting with the second virtual prop, and the target virtual object includes the master virtual object, the opponent virtual object, and any one of other virtual objects except the master virtual object and the opponent virtual object.
[0211] In some embodiments, the receiving module 1120 is further used to receive a prop disassembly operation on the second virtual prop, wherein the prop disassembly operation is used to disassemble the second virtual object and adjust it into a third virtual prop equipped by the master virtual object, and the third virtual prop is different from the first virtual prop and the second virtual prop;
[0212] The display module 1110 is further used to display a prop interaction animation in response to receiving a prop use operation on the third virtual prop, wherein the prop interaction animation refers to an animation in which the master virtual object uses the third virtual prop to interact with the opponent virtual object.
[0213] In some embodiments, the display module 1110 is further used to perform animation clip detection on the interactive state of the opponent virtual object during the process of controlling the movement of the master virtual object, and the animation clip detection is used to perform real-time detection of the animation performance state of the opponent virtual object; in response to detecting that the animation performance state of the opponent virtual object is an obstacle collision state, a second interactive animation is obtained, and the second interactive animation is an animation of the opponent virtual object interacting with the master virtual object in a second interactive manner.
[0214] In some embodiments, the display module 1110 is further used to obtain interactive animation clips of the opponent virtual object, wherein the interactive animation clips include animation clips of the opponent virtual object interacting with the master virtual object in the first interactive manner; the interactive animation clips are divided into segments in the order of playback time to obtain n animation sub-segments, n ≥ 2 and n is a positive integer; in the process of controlling the movement of the master virtual object, the animation clip detection is performed on the i-th animation sub-segment corresponding to the current moment, 0 < i ≤ n and i is an integer.
[0215] In some embodiments, the master virtual object is equipped with a fourth virtual prop;
[0216] The display module 1110 is further used for displaying, in response to receiving a launch operation for the fourth virtual prop during the process of controlling the movement of the master virtual object, that the master virtual object launches the fourth virtual prop to the opponent virtual object; and for displaying an object explosion animation in response to the fourth virtual prop hitting the first virtual prop equipped by the opponent virtual object, wherein the object explosion animation refers to an animation of causing the opponent virtual object to explode during the process of the first virtual prop exploding after being hit by the fourth virtual prop.
[0217] In summary, the interactive device for virtual objects provided by the embodiment of the present application controls the master virtual object to move in the virtual scene when the opponent virtual object moves according to the position of the master virtual object to interact with the master virtual object. When the opponent virtual object collides with a virtual obstacle in the virtual scene, the opponent virtual object is updated to interact with the master virtual object in the second interactive mode. The second interactive mode refers to a mode in which the opponent virtual object launches a first virtual prop equipped by the master virtual object to the master virtual object, and the first virtual prop is a remote interactive prop that adjusts the flight trajectory in real time according to the position of the master virtual object. That is, when the opponent virtual object collides with a virtual obstacle and cannot continue to move for a while, the first virtual prop is automatically launched to the master virtual object to continue to interact with the master virtual object, thereby avoiding the interaction stagnation between the master virtual object and the opponent virtual object, improving the interaction between the opponent virtual object and the master virtual object, and accelerating the game rhythm of the virtual game, avoiding the waste of screen rendering resources, and thus saving computer data overhead.
[0218] It should be noted that the interactive device for virtual objects provided in the above embodiments is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the interactive device for virtual objects provided in the above embodiments and the interactive method embodiment of virtual objects belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0219] Fig.13 The structure block diagram of a terminal 1300 provided by an exemplary embodiment of the present application is shown. The terminal 1300 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3), an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a laptop computer or a desktop computer. The terminal 1300 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
[0220] Typically, the terminal 1300 includes a processor 1301 and a memory 1302 .
[0221] The processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1301 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1301 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1301 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1301 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0222] The memory 1302 may include one or more computer-readable storage media, which may be non-transitory. The memory 1302 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1302 is used to store at least one instruction, which is used to be executed by the processor 1301 to implement the control method based on virtual games provided in the method embodiment of the present application.
[0223] In some embodiments, the terminal 1300 also includes other components, which can be understood by those skilled in the art. Fig.13 The structure shown in the figure does not constitute a limitation on the terminal 1300, and the terminal 1300 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.
[0224] A person skilled in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructing the relevant hardware through a program, and the program can be stored in a computer-readable storage medium, which can be a computer-readable storage medium contained in the memory in the above embodiments; or a computer-readable storage medium that exists independently and is not assembled in the terminal. The computer-readable storage medium stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, the at least one program, the code set or instruction set is loaded and executed by the processor to implement the interactive method of the virtual object described in any of the above embodiments.
[0225] Optionally, the computer readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0226] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0227] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A virtual object interaction method, characterized in that: The method comprises: Displaying a master virtual object and a rival virtual object in a virtual scene, wherein the rival virtual object is used to interact with the master virtual object in a first interactive manner, the rival virtual object is equipped with a first virtual prop, and the first interactive manner is a manner in which the rival virtual object interacts with the master virtual object while following the position of the master virtual object; receiving a position movement operation on the master virtual object, wherein the position movement operation is used to control the master virtual object to move in the virtual scene; In response to the opponent virtual object colliding with a virtual obstacle in the virtual scene during the process of controlling the movement of the master virtual object, the opponent virtual object is displayed to interact with the master virtual object in a second interactive manner, wherein the second interactive manner is a manner in which the opponent virtual object launches a first virtual prop to the master virtual object for interaction, and the first virtual prop is a remote interactive prop that adjusts the flight trajectory in real time according to the position of the master virtual object.
2. The method according to claim 1, characterized in that In response to the opponent virtual object colliding with a virtual obstacle in the virtual scene during the process of controlling the movement of the master virtual object, displaying the opponent virtual object interacting with the master virtual object in a second interactive manner includes: In response to the opponent virtual object colliding with a virtual obstacle during the process of controlling the movement of the master virtual object, displaying an obstacle collision animation of the opponent virtual object, wherein the obstacle collision animation refers to an animation of the opponent virtual object being in a first state after colliding with the virtual obstacle; In the process of displaying the game virtual object in the first state, the game virtual object is displayed to interact with the master virtual object in a second interactive manner.
3. The method according to claim 2, characterized in that In the process of displaying the game virtual object in the first state, displaying the game virtual object interacting with the master virtual object in a second interactive manner includes: In the process of displaying that the game virtual object is in the first state, a prop launching animation of the game virtual object is displayed, where the prop launching animation refers to the first virtual prop automatically launching toward the master virtual object.
4. The method according to claim 2, characterized in that: The game virtual object is also equipped with a second virtual prop, and the second virtual prop is a virtual prop of a different type from the first virtual prop; The method further comprises: Displaying the second virtual prop equipped by the game virtual object to be placed at the first position; In response to the placement of the second virtual prop meeting the prop detonation condition, a prop explosion animation is displayed, where the prop explosion animation refers to an animation of the second virtual prop exploding within a specified explosion range.
5. The method according to claim 4, characterized in that In response to the placement of the second virtual prop meeting the prop explosion condition, displaying the prop explosion animation comprises: Displaying an animation of the explosion range spreading of the second virtual item, wherein the animation of the explosion range spreading refers to an animation in which the explosion range of the second virtual item expands as the placement time increases; In response to the placement time of the second virtual prop reaching the detonation duration threshold, the prop explosion animation is displayed.
6. The method according to claim 5, characterized in that The step of displaying the explosion range spreading animation of the second virtual prop includes: Acquire a first coordinate point corresponding to a first position of the second virtual prop in the virtual scene; Acquire a second coordinate point corresponding to a second position of the master virtual object in the virtual scene; Based on the position and orientation relationship between the first coordinate point and the second coordinate point, determining a range spreading direction of the second virtual item, wherein the range spreading direction is a direction from the first position toward the second position; The explosion range spread animation is displayed based on the first position and the range spread direction.
7. The method according to claim 5, characterized in that After displaying the explosion range spreading animation of the second virtual prop, the method further includes: In response to the target virtual object in the virtual scene interacting with the second virtual prop, the prop explosion animation is displayed, and the target virtual object includes any one of the main control virtual object, the opponent virtual object, and other virtual objects except the main control virtual object and the opponent virtual object.
8. The method according to claim 4, characterized in that After displaying the second virtual prop equipped by the game virtual object is placed at the first position, the method further includes: receiving a prop disassembly operation on the second virtual prop, wherein the prop disassembly operation is used to disassemble the second virtual object into a plurality of virtual parts; Displaying the master virtual object to disassemble the second virtual prop into the plurality of virtual parts based on the prop disassembly operation; In response to receiving an assembly operation on the plurality of virtual parts, displaying a prop assembly animation, wherein the prop assembly animation reassembles the plurality of virtual parts into a third virtual prop, the third virtual prop being different from the first virtual prop and the second virtual prop; In response to receiving a prop use operation on the third virtual prop, a prop interaction animation is displayed, where the prop interaction animation refers to an animation in which the master virtual object uses the third virtual prop to interact with the opponent virtual object.
9. The method according to any one of claims 1 to 8, characterized in that: In response to the opponent virtual object colliding with a virtual obstacle in the virtual scene during the process of controlling the movement of the master virtual object, displaying the opponent virtual object interacting with the master virtual object in a second interactive manner includes: In the process of controlling the movement of the master virtual object, an animation segment detection is performed on the interactive state of the opponent virtual object, and the animation segment detection is used to perform real-time detection on the animation performance state of the opponent virtual object; In response to detecting that the animation performance state of the game virtual object is an obstacle collision state, a second interactive animation is obtained, where the second interactive animation is an animation in which the game virtual object interacts with the master virtual object in a second interactive manner.
10. The method according to claim 9, characterized in that In the process of controlling the movement of the master virtual object, performing animation segment detection on the interactive state of the opponent virtual object includes: Acquire an interactive animation clip of the opponent virtual object, wherein the interactive animation clip includes an animation clip of the opponent virtual object interacting with the master virtual object in the first interactive manner; Divide the interactive animation clip into segments according to the order of playback time to obtain n animation sub-segments, where n≥2 and n is a positive integer; In the process of controlling the movement of the master virtual object, the animation segment detection is performed on the i-th animation sub-segment corresponding to the current moment, where 0<i≤n and i is an integer.
11. The method according to any one of claims 1 to 8, characterized in that: The master virtual object is equipped with a fourth virtual prop; The method further comprises: In response to receiving a launch operation on the fourth virtual prop during the process of controlling the movement of the master virtual object, displaying the master virtual object launching the fourth virtual prop to the opponent virtual object; In response to the fourth virtual prop hitting the first virtual prop equipped by the opponent virtual object, an object explosion animation is displayed, wherein the object explosion animation refers to an animation that causes the opponent virtual object to explode during the process in which the first virtual prop explodes after being hit by the fourth virtual prop.
12. A virtual object interactive device, characterized in that: The device comprises: A display module, used for displaying a master virtual object and a rival virtual object in a virtual scene, wherein the rival virtual object is used to interact with the master virtual object in a first interactive manner, wherein the rival virtual object is equipped with a first virtual prop, and wherein the first interactive manner is a manner in which the rival virtual object interacts with the master virtual object while following the position of the master virtual object; A receiving module, used for receiving a position movement operation on the master virtual object, wherein the position movement operation is used for controlling the master virtual object to move in the virtual scene; The display module is further used for displaying, in response to the opponent virtual object colliding with a virtual obstacle in the virtual scene during the process of controlling the movement of the master virtual object, that the opponent virtual object interacts with the master virtual object in a second interactive manner, wherein the second interactive manner is a manner in which the opponent virtual object launches a first virtual prop to the master virtual object for interaction, and the first virtual prop is a remote interactive prop that adjusts the flight trajectory in real time according to the position of the master virtual object.
13. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the virtual object interaction method as described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that: The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the virtual object interaction method as described in any one of claims 1 to 11.
15. A computer program product, characterized in that It comprises computer instructions, which, when executed by a processor, implement the virtual object interaction method as described in any one of claims 1 to 11.