Virtual scene interaction method and device, equipment, storage medium and program product
By providing scene props in the virtual scene and responding to the skill operation of the virtual object, the problem of low effectiveness of skill application in the virtual scene is solved, the efficiency and experience of interactive confrontation are improved, and the utilization of hardware resources is optimized.
Patent Information
- Application Number
- CN202310867948.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-07-14
- Publication Date
- 2025-01-14
AI Technical Summary
In virtual scenarios, the degree of effectiveness of skills is limited, resulting in low control efficiency of interactive confrontation and waste of hardware processing resources.
By providing scene props in a virtual scene, responding to the skill triggering operation of the virtual object, controlling the scene props to leave the target scene area, so as to collaborate with the virtual objects for interactive confrontation, and improving the application efficiency and interactive experience of skills.
It improves the effectiveness of the application of skills in virtual scenarios, improves the control efficiency of interactive confrontation, optimizes the utilization rate of hardware processing resources, and enriches the diversity of skills and application strategy.
Smart Images

Figure CN119303293A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of virtualization and human-computer interaction, and in particular to a method, device, equipment, storage medium and program product for interacting with a virtual scene. Background Art
[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially multimedia technology for virtual scenes. With the help of human-computer interaction engine technology, it can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs. It has various typical application scenarios. For example, in game scenarios, it can simulate the real interaction process between virtual objects.
[0003] In the related art, when controlling a virtual object in a virtual scene to release skills for interactive confrontation, the interactive confrontation is often achieved through the skill effects generated by the skills themselves, which limits the effectiveness of the application of skills in the virtual scene, reduces the control efficiency of the interactive confrontation, and causes a waste of hardware processing resources. Summary of the invention
[0004] The embodiments of the present application provide a virtual scene interaction method, device, electronic device, computer-readable storage medium and computer program product, which can improve the effectiveness of skill application in virtual scenes and the utilization rate of hardware processing resources.
[0005] The technical solution of the embodiment of the present application is implemented as follows:
[0006] The present application provides a virtual scene interaction method, including:
[0007] In the virtual scene, a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area are displayed, and the first virtual object has a first skill;
[0008] In response to a first trigger operation for the first skill of the first virtual object, the scene props are controlled to leave the target scene area to cooperate with the first virtual object to interact and confront the second virtual object.
[0009] The embodiment of the present application also provides an interactive device for a virtual scene, including:
[0010] A display module, configured to display, in the virtual scene, a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area, wherein the first virtual object has a first skill;
[0011] A control module is used to control the scene props to leave the target scene area in response to a first trigger operation of the first skill of the first virtual object, so as to cooperate with the first virtual object to interact and confront with the second virtual object.
[0012] The present application also provides an electronic device, including:
[0013] A memory for storing computer executable instructions;
[0014] The processor is used to implement the virtual scene interaction method provided in the embodiment of the present application when executing the computer executable instructions stored in the memory.
[0015] An embodiment of the present application also provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the virtual scene interaction method provided in the embodiment of the present application is implemented.
[0016] An embodiment of the present application also provides a computer program product, including computer executable instructions or a computer program. When the computer executable instructions or the computer program are executed by a processor, the virtual scene interaction method provided in the embodiment of the present application is implemented.
[0017] The embodiments of the present application have the following beneficial effects:
[0018] Applying the above-mentioned embodiments of the present application, in a virtual scene, a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area are displayed. When a first trigger operation for a first skill of the first virtual object is received, the scene props are controlled to leave the target scene area, so as to coordinate the first virtual object and the second virtual object to perform interactive confrontation through the scene props. Here, scene props are provided in the target scene area of the virtual scene. If the first virtual object triggers the first skill in the interactive confrontation, the scene props in the target scene area can be called to coordinate the first virtual object to perform interactive confrontation. In this way, 1) the target scene area of the virtual scene provides scene props for the first skill to call, which can improve the effectiveness of the application of skills in the virtual scene, improve the control efficiency of the interactive confrontation, and thus improve the utilization rate of hardware processing resources; 2) it can enrich the diversity of skills and increase the strategic application of skills, thereby improving the interactive experience of the virtual scene. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] Figure 1A It is a schematic diagram of an application mode of the virtual scene interaction method provided in an embodiment of the present application;
[0020] Figure 1B It is a schematic diagram of an application mode of the virtual scene interaction method provided in an embodiment of the present application;
[0021] Figure 2 is a structural diagram of an electronic device 500 for implementing a virtual scene interaction method provided in an embodiment of the present application;
[0022] Figure 3 It is a flowchart of a virtual scene interaction method provided in an embodiment of the present application;
[0023] Figure 4 is a schematic diagram of displaying virtual props provided in an embodiment of the present application;
[0024] Figure 5 is a schematic diagram of launching a virtual prop provided in an embodiment of the present application;
[0025] Figure 6 is a schematic diagram of displaying skill props provided in an embodiment of the present application;
[0026] Figure 7 is a schematic diagram of the merging process of skill props and scene props provided in an embodiment of the present application;
[0027] Figure 8 is a schematic diagram of launching a virtual prop provided in an embodiment of the present application;
[0028] Fig. 9 is a schematic diagram of the conversion of the virtual scene area provided in the embodiment of the present application;
[0029] Fig.10 It is a flowchart of the interactive method of the virtual scene provided in the embodiment of the present application. DETAILED DESCRIPTION
[0030] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.
[0031] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0032] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described here can be implemented in an order other than that illustrated or described here.
[0033] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meanings as those commonly understood by those skilled in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0034] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0035] 1) Client: an application running in the terminal to provide various services, such as a client that supports virtual scenes (such as a game client).
[0036] 2) In response, it is used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order of execution of the multiple operations executed.
[0037] 3) Virtual scene is a virtual scene displayed (or provided) when the application is running on the terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.
[0038] For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user may control the virtual object to perform activities in the virtual scene, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. The virtual scene may be displayed from a first-person perspective (for example, the user plays the role of a virtual object in the game from his own perspective); it may also be displayed from a third-person perspective (for example, the user chases the virtual object in the game to play the game); it may also be displayed from a bird's-eye view perspective, and the above perspectives may be switched arbitrarily.
[0039] 4) Scene data, which represents the characteristic data of the virtual scene, for example, the position of the virtual object in the virtual scene, the position of the virtual building in the virtual scene, and the area occupied by the virtual building, etc. Of course, different types of characteristic data may be included according to the type of virtual scene; for example, in the virtual scene of the game, the scene data may include the waiting time required for various functions configured in the game (depending on the number of times the same function can be used within a specific time), and may also represent the attribute values of various states of the game character, for example, health value (also called red volume), magic value (also called blue volume), status value, blood volume, etc.
[0040] 5) Virtual objects, images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, stones, etc. displayed in a virtual scene. The virtual object can be a virtual image in the virtual scene that represents the user. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0041] For example, the virtual object may be a user character controlled by an operation on the client, an artificial intelligence (AI) trained to fight in a virtual scene, or a non-player character (NPC) set in an interactive virtual scene. The number of virtual objects participating in the interaction in the virtual scene may be preset or dynamically determined according to the number of clients participating in the interaction.
[0042] 6) Skill props, virtual props generated by releasing the first skill; skill props may include a) shooting props, such as virtual bullets, virtual bows and arrows, virtual flying swords, etc.; b) throwing props, such as virtual darts, virtual grenades, virtual throwing knives, etc.; c) landing props, such as virtual lightning, virtual snowfall, virtual hail, virtual rainfall, etc.
[0043] 7) Scene props: When skill props stay in the target scene area in the virtual scene, they can be called scene props.
[0044] The embodiments of the present application provide a virtual scene interaction method, device, electronic device, computer-readable storage medium and computer program product, which can improve the application effectiveness of skills in virtual scenes and the utilization rate of hardware processing resources.
[0045] It should be noted that the collection and processing of relevant data in this application should be strictly in accordance with the requirements of relevant laws and regulations when applied in examples, and the informed consent or separate consent of the personal information subject should be obtained, and subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the personal information subject.
[0046] To facilitate easier understanding of the virtual scene interaction method provided in the embodiments of the present application, an exemplary implementation scenario of the virtual scene interaction method provided in the embodiments of the present application is described below. The virtual scene in the virtual scene interaction method provided in the embodiments of the present application can be completely based on the terminal device output, or based on the collaborative output of the terminal device and the server.
[0047] In some embodiments, the virtual scene can be an environment for game characters to interact. For example, it can be an environment for game characters to fight in the virtual scene. By controlling the actions of virtual objects, both parties can interact in the virtual scene, allowing users to experience the virtual scene in the game.
[0048] In one implementation scenario, see Figure 1A , Figure 1A It is a schematic diagram of the application mode of the interactive method of the virtual scene provided by the embodiment of the present application, which is applicable to some application modes that completely rely on the computing power of the terminal 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and the output of the virtual scene is completed through the terminal 400 such as a smart phone, a tablet computer and a virtual reality / augmented reality device. When forming the visual perception of the virtual scene 100, the terminal 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and the graphics output hardware outputs the video frame that can form the visual perception of the virtual scene, for example, presenting a two-dimensional video frame on the display screen of a smart phone, or projecting a video frame on the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect; in addition, in order to enrich the perception effect, the device can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.
[0049] As an example, terminal 400 runs a client (e.g., a stand-alone game client), and during the operation of the client, a virtual scene is output based on scene data of the virtual scene, where the virtual scene is an environment for game characters to interact, such as a plain, street, valley, etc. for game characters to fight against each other; after outputting the virtual scene, a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area can also be displayed in the virtual scene, where the first virtual object has a first skill; in response to a first trigger operation for the first skill of the first virtual object, the scene props are controlled to leave the target scene area to coordinate the first virtual object to interact and confront the second virtual object.
[0050] In another implementation scenario, see Figure 1B , Figure 1B 1 is a schematic diagram of an application mode of the interactive method of a virtual scene provided in an embodiment of the present application, which is applied to a terminal 400 and a server 200. Generally, it is applicable to an application mode that relies on the computing power of the server 200 to complete the calculation of the virtual scene and outputs the virtual scene at the terminal 400. Taking the visual perception of the virtual scene 100 as an example, the server 200 calculates the display data related to the virtual scene and sends it to the terminal 400. The terminal 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception, for example, a two-dimensional video frame can be presented on the display screen of a smart phone, or a video frame that realizes a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal can be used, for example, using a microphone output to form an auditory perception, using a vibrator output to form a tactile perception, and so on.
[0051] As an example, the terminal 400 runs a client (e.g., a network version of a game client), obtains scene data of a virtual scene by connecting to a game server (i.e., server 200), and outputs a virtual scene based on the obtained scene data, so as to interact with other users in the virtual scene. After outputting the virtual scene, the terminal 400 may also display a first virtual object, a second virtual object, a target scene area, and a scene prop located in the target scene area in the virtual scene, wherein the first virtual object has a first skill; in response to a first trigger operation for the first skill of the first virtual object, the scene prop is controlled to leave the target scene area, so as to coordinate the first virtual object to interact and confront with the second virtual object.
[0052] In some embodiments, the server (e.g., server 200) may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. The terminal (e.g., terminal 400-1) may be a laptop, a tablet computer, a desktop computer, a smart phone, an intelligent voice interaction device (e.g., an intelligent speaker), a smart home appliance (e.g., a smart TV), a smart watch, a vehicle-mounted terminal, a wearable device, a virtual reality (VR) device, etc., but is not limited thereto. The terminal and the server may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
[0053] In some embodiments, the interactive method of the virtual scene provided in the embodiment of the present application can be implemented with the aid of cloud technology (Cloud Technology). Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network in a wide area network or a local area network to realize the calculation, storage, processing, and sharing of data. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the application of cloud computing business model, which can form a resource pool, which is used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background service of the technical network system requires a large amount of computing resources and storage resources. As an example, the server (such as server 200) can also be a cloud server that provides 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 distribution networks (Content Delivery Network, CDN), and big data and artificial intelligence platforms.
[0054] In some embodiments, multiple servers may form a blockchain, and the servers are nodes on the blockchain. Information connections may exist between each node in the blockchain, and information may be transmitted between nodes through information connections. Among them, data related to the interactive method of the virtual scene provided in the embodiment of the present application (such as scene data of the virtual scene) may be stored on the blockchain.
[0055] In some embodiments, the terminal or server can implement the interactive method of the virtual scene provided by the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (Application, APP), that is, a program that needs to be installed in the operating system to run, such as a game APP; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.
[0056] The following describes an electronic device for implementing a virtual scene interaction method provided by an embodiment of the present application. Figure 2 , Figure 2It is a structural diagram of an electronic device 500 for implementing an interactive method for a virtual scene provided in an embodiment of the present application. The electronic device 500 provided in an embodiment of the present application may be a terminal or a server. The electronic device 500 provided in an embodiment of the present application includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together through a bus system 540. It can be understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, in Figure 2 Various buses are labeled as bus system 540 .
[0057] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0058] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0059] The memory 550 may be removable, non-removable, or a combination thereof. The memory 550 may include one or more storage devices physically located away from the processor 510. The memory 550 includes a volatile memory or a non-volatile memory, and may also include both a volatile memory and a non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
[0060] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.
[0061] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0062] A network communication module 552, used to reach other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB), etc.;
[0063] a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., display screen, speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripherals and displaying content and information);
[0064] The input processing module 554 is used to detect one or more user inputs or interactions from one of the one or more input devices 532 and translate the detected inputs or interactions.
[0065] In some embodiments, the virtual scene interaction device provided in the embodiments of the present application can be implemented in a software manner. Figure 2 An interactive device 555 of a virtual scene stored in a memory 550 is shown, which may be software in the form of a program or plug-in, including the following software modules: a display module 5551 and a control module 5552. These modules are logical and therefore may be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.
[0066] The following describes the interactive method of the virtual scene provided by the embodiment of the present application. In some embodiments, the interactive method of the virtual scene provided by the embodiment of the present application can be implemented by various electronic devices, for example, it can be implemented by a terminal alone, it can also be implemented by a server alone, or it can be implemented by a terminal and a server in collaboration. Figure 3 , Figure 3 : is a flowchart of a virtual scene interaction method provided in an embodiment of the present application. The virtual scene interaction method provided in an embodiment of the present application includes:
[0067] Step 101: The terminal displays a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area in a virtual scene.
[0068] Among them, the first virtual object has a first skill.
[0069] Here, the terminal may run a client (such as a game client) that supports a virtual scene, and the terminal outputs a virtual scene (such as a shooting game scene, a role-playing game scene, etc.) during the operation of the client. For example, the terminal may obtain scene data of the virtual scene from the server, and then render the scene data to output the virtual scene. In an embodiment of the present application, the terminal may display a first virtual object in the output virtual scene, and the first virtual object may be a virtual character controlled by a user entering the virtual scene. The first virtual object has a first skill, and when the first virtual object releases the first skill, a skill prop may be generated, for example, the skill prop may be a virtual flying sword, a virtual bullet, a virtual arrow, a virtual bomb, etc. In actual applications, the first skill may be possessed by the first virtual object itself, or may be obtained by completing a target task (such as reaching a score threshold for the interaction score, defeating a virtual monster, collecting virtual resources, etc.), which is not limited here.
[0070] In addition, the terminal also displays a second virtual object in the virtual scene, which can be a virtual character controlled by other users entering the virtual scene, or a virtual object controlled by a robot program (such as a virtual monster, a virtual character, etc.). The user can control the first virtual object and the second virtual object to interact and confront each other. In an embodiment of the present application, there is a target scene area in the virtual scene, and there are scene props in the target scene area. When the first virtual object releases the first skill, the terminal can control the scene props to detach from the target scene area. In actual applications, the types of target scene areas include but are not limited to the following types: ground (such as mud, swamp, asphalt, etc.), buildings, natural objects (such as mountains, stones), waters, ice, snow, air, etc.
[0071] In some embodiments, the terminal may generate scene props in the following manner: in response to a second trigger operation for a first skill of a first virtual object, a scene prop is generated in a target scene area. Here, the first virtual object may release the first skill by triggering a second trigger operation for the first skill, and generate scene props in the target scene area. For example, the terminal generates a skill prop (such as a virtual flying sword) of the first skill in response to the first virtual object releasing the first skill. When the skill prop collides with the target scene area, the skill prop is controlled to stay in the target scene area, which is equivalent to generating a scene prop in the target scene area.
[0072] In some embodiments, the target object in the virtual scene can also generate the scene props. For example, the target object can be not only the first virtual object itself, but also the virtual characters of other users entering the virtual scene (such as the second virtual object, the teammate of the first virtual object, etc.), or a specific first virtual object controlled by a robot program in the virtual scene (such as a virtual monster, NPC, etc.).
[0073] In some embodiments, the scene props of the target scene area may also be generated by a second skill, which is different from the first skill.
[0074] As an example, the virtual prop can stay in a virtual scene area in the virtual scene, and the virtual scene area can be the ground, ice surface, river surface, mountain surface, building surface, etc. For example, see Figure 4 , Figure 4 This is a display diagram of the virtual props provided in an embodiment of the present application. Here, the target object releases the first skill in the virtual scene, thereby generating a skill prop through the first skill (the skill prop shown in 4 is a virtual flying sword). The skill prop stays in the target scene area of the virtual scene by being inserted into the ground, generating a scene prop (i.e., a virtual flying sword) in the target scene area.
[0075] Step 102: In response to a first trigger operation for a first skill of a first virtual object, control a scene prop to leave a target scene area to coordinate the first virtual object with the second virtual object to perform interactive confrontation.
[0076] Here, the terminal receives a first trigger operation for a first skill of a first virtual object, and the first trigger operation may be a release operation (used to control the first virtual object to release the first skill), which may be triggered by a control of the first skill. In response to the first trigger operation, the terminal controls the scene props to leave the target scene area, so that when controlling the first virtual object to interact with the second virtual object, the scene props can be controlled to interact with the first virtual object and the second virtual object.
[0077] In some embodiments, after controlling the scene props to leave the target scene area, the terminal may further perform the following operations: controlling the scene props to be launched toward the second virtual object; and when the scene props hit the second virtual object, reducing the attribute value of the object attribute of the second virtual object.
[0078] Here, when the scene props leave the target scene area, the terminal can also control the scene props to be launched toward the second virtual object to control the first virtual object to interact and confront the second virtual object. When the scene props hit the second virtual object, the attribute value of the object attribute of the second virtual object can be reduced. Among them, the object attribute can include health, speed, recovery ability, attack power, etc.
[0079] In some embodiments, after controlling the scene props to leave the target scene area, the terminal can also perform the following operations: control the scene props to be arranged around the first virtual object in a formation of the target shape; when the first virtual object is attacked by the second virtual object, control the scene props to eliminate the negative impact of the attack on the first virtual object; wherein the target number of scene props can eliminate the negative impact of one attack on the first virtual object.
[0080] Here, when the scene props leave the target scene area, the terminal can control the scene props to be arranged around the first virtual object in a formation of a target shape. The target shape includes but is not limited to a circle, a square, a triangle, etc. In the process of interaction and confrontation between the first virtual object and the second virtual object, the scene props can be used to eliminate the negative impact of the attack of the second virtual object on the first virtual object. For example, a target number of scene props can eliminate the negative impact of an attack on the first virtual object. The target number can be preset, such as 1.
[0081] In some embodiments, the terminal may perform the following processing: displaying skill release prompt information corresponding to the scene props; wherein the skill release prompt information is used to prompt that there are scene props in the virtual scene that can escape from the target scene area.
[0082] Here, the terminal can display skill release prompt information, and the skill release prompt information is used to prompt that there are scene props in the virtual scene that can be separated from the target scene area. In actual applications, the skill release prompt information can be displayed at least one of the following times: time 1) when there are scene props in the virtual scene; time 2) when there are skill props within the sensing range of the first virtual object; time 3) when the skill props generated by the target virtual object that has a target relationship with the first virtual object and releases the first skill exist in the virtual scene. It should be noted that the target relationship may include at least one of the following: 1) the target virtual object and the first virtual object are in the same camp; 2) the target virtual object is an auxiliary object of the first virtual object, such as an NPC such as a character or animal that follows the actions of the first virtual object; 3) the player account of the target virtual object and the player account of the first virtual object have a social relationship such as friends.
[0083] In some embodiments, there are multiple scene props; the terminal can receive a release instruction for the first skill in the following manner: receiving a pressing operation on the skill control for the first skill; during the execution of the pressing operation, adjusting the number of scene props to be separated from the multiple scene props; in response to the pressing operation being released, receiving a first trigger operation for the first skill of the first virtual object, and determining the target number of scene props to be separated after the adjustment when the pressing operation is released, the target number is less than or equal to the number of scene props; accordingly, the terminal can control the scene props to separate from the target scene area in the following manner: controlling the target number of scene props to separate from the target scene area.
[0084] Here, the terminal is provided with a skill control for releasing the first skill. By pressing the skill control, the number of scene props to be separated from the virtual scene can be adjusted. It should be noted that the adjustment process is the accumulation process. As the pressing operation is executed, the number of scene props to be separated is constantly accumulating, and the accumulation speed can be preset, such as accumulating 2 per second. The terminal can also display the accumulation process of the scene props to be separated. When the pressing operation for the skill control is released, the first trigger operation for the first skill of the first virtual object is received, and the target number of scene props to be separated after the adjustment when the pressing operation is released is determined, that is, when the pressing operation is released, the number of scene props to be separated is accumulated to how much. Based on this, the terminal can control the target number of scene props to be separated from the target scene area. The execution process of the above-mentioned pressing operation can be understood as the charging stage of the first skill, that is, the number of scene props to be separated called from the virtual scene is accumulated.
[0085] It should be noted that the above-mentioned skill control has an activation state and a cooling state. When the skill control is in the activation state, the skill control is available, and the release instruction of the first skill can be triggered through the skill control. When the skill control is in the cooling state, the skill control is not available. The cooling state has a corresponding cooling time threshold. When the cooling time of the skill control in the cooling state reaches the cooling time threshold, the skill control is controlled to switch from the cooling state to the activation state. In actual applications, the activation of the skill control can also be achieved by controlling the first virtual object to complete the target task (such as the interaction score reaches the score threshold, defeating the virtual monster, collecting virtual resources, etc.).
[0086] In some embodiments, the terminal can control the scene props to leave the target scene area in the following manner: when there are multiple scene props, determine the scene props to be left in the sensing area of the first virtual object, and the multiple scene props include the scene props to be left; control the scene props to be left to leave the target scene area. It should be noted that the sensing area of the first virtual object can be: a two-dimensional plane area of a target shape (such as a circle, square, rectangle, triangle, etc.) centered on the first virtual object, and a three-dimensional space of a target three-dimensional structure (such as a spherical structure, a cubic structure, etc.) centered on the first virtual object.
[0087] In some embodiments, the terminal can control the scene props to leave the target scene area in the following manner: when there are multiple scene props, determine the scene props to be left by the target virtual object by releasing the first skill; wherein the multiple scene props include the scene props to be left, and there is a target relationship between the target virtual object and the first virtual object; control the scene props to be left to leave the target scene area. It should be noted that the target relationship may include at least one of the following: 1) the target virtual object and the first virtual object are in the same camp; 2) the target virtual object is an auxiliary object of the first virtual object, such as an NPC such as a character or an animal that follows the actions of the first virtual object; 3) the player account of the target virtual object and the player account of the first virtual object have a social relationship such as friends.
[0088] In some embodiments, the terminal can also generate skill props in response to a first trigger operation for a first skill of a first virtual object (i.e., when the first virtual object releases the above-mentioned first skill). Therefore, after controlling the scene props to leave the target scene area, the terminal can control the scene props and cooperate with the first virtual object to launch the skill props generated by releasing the first skill, so that both the scene props and the skill props are used to coordinate the interactive confrontation between the first virtual object and the second virtual object. In practical applications, the effect of the first skill can be positively correlated with the number of virtual props (including scene props and skill props) launched. Therefore, through the embodiments of the present application, the maximum number of virtual props launched by the first skill at one time can be increased, thereby enhancing the effect of the first skill.
[0089] As an example, see Figure 5 , Figure 5 Schematic diagram of the launch of virtual props provided in the embodiment of the present application. Here, the virtual props (including scene props and skill props) are virtual flying swords. Figure 5 As shown in (1), the scene props are inserted on the ground of the virtual scene; Figure 5As shown in (2), when the first virtual object releases the first skill, the scene props leave the ground of the virtual scene, and the scene props are launched together with the skill props generated by the first virtual object when releasing the first skill.
[0090] In some embodiments, the terminal can also display the skill props generated by the first virtual object by releasing the first skill; accordingly, after controlling the scene props to leave the target scene area, the terminal can display the process of merging the scene props and the skill props; when the merging of the scene props and the skill props is completed, the scene props are controlled and the skill props generated by the first virtual object by releasing the first skill are launched.
[0091] Here, the terminal can also generate skill props in response to the first trigger operation for the first skill of the first virtual object (i.e., when the first virtual object releases the above-mentioned first skill), so the terminal can display the skill props generated by the first virtual object by releasing the first skill. In some embodiments, the terminal can display the skill props generated by the first virtual object by releasing the first skill in the following manner: when the number of skill props is multiple, display the multiple skill props generated by the first virtual object by releasing the first skill and arranged in a formation of the target shape. It should be noted that the target shape can be a square, a circle, a rectangle, a triangle, a semicircle, etc. The multiple skill props arranged in formation can be located around the first virtual object. The first virtual object can be surrounded by multiple skill props arranged in formation, and the first virtual object can also be located on one side of the multiple skill props arranged in formation, such as the left side, the right side, the top, the bottom, etc.
[0092] See for example Figure 6 , Figure 6 : is a schematic diagram of the display of the skill props provided in the embodiment of the present application. Here, the skill props are virtual flying swords. Figure 6 As shown in (1), multiple skill props are arranged in a circular formation, and the first virtual object is surrounded by the multiple skill props arranged in a circular formation; Figure 6 As shown in (2), multiple skill props are arranged in a 3*3 square array, and the first virtual object is located on one side (i.e., the left side) of the multiple skill props arranged in the square array.
[0093] Then the terminal displays the process of merging the scene props with the skill props, that is, the process of the scene props moving from the target scene area to the vicinity of the position of the skill props. When the merging of the scene props with the skill props is completed, the first virtual object can be controlled to launch the scene props in coordination with the skill props generated by the first skill released by the first virtual object. In some embodiments, the terminal can display the process of merging the scene props with the skill props in the following manner: according to the formation joining rules, the process of adding the scene props to the formation of the target shape is displayed to merge the scene props with the skill props.
[0094] Here, the formation joining rule can be pre-set. For example, if the skill props are arranged in an M*N square array, the formation joining rule can be to increase columns without increasing rows, first left then right, first top then bottom; or it can be to increase rows without increasing columns, first top then bottom, first left then right; if the skill props are arranged in a circular formation, the formation joining rule can be to expand outward to increase the circle layer, and start from the target position and join in sequence in a clockwise (or counterclockwise) direction. As an example, see Figure 7 , Figure 7 is a schematic diagram of the merging process of skill props and scene props provided in the embodiment of the present application. Figure 7 As shown in (1), the skill props are arranged in a square array of 3 (rows) * 3 (columns); the 5 scene props to be merged (such as Figure 7 The virtual flying sword shown by the bold line in the middle) will be merged into the upper left ① (as shown in the figure below) Figure 7 (2) in the middle), left middle②(as shown Figure 7 (3) in the middle), lower left ③ (as shown Figure 7 (4) in the middle), upper right ④ (as shown Figure 7 (5) in the middle), right middle ⑤ (as shown Figure 7 The method shown in (6) is merged into the square array formation.
[0095] In some embodiments, the terminal may perform the following processing: display the target merging time for merging scene props and skill props; accordingly, when the target merging time reaches the merging time threshold, it is determined that the merging of scene props and skill props is completed. Here, the merging time threshold can be pre-set, such as 3 seconds. When the target merging time of scene props and skill props reaches the merging time threshold, it is determined that the merging of scene props and skill props is completed.
[0096] In some embodiments, the terminal may perform the following processing: obtaining the prop movement parameters set for the first skill; controlling the launched scene props and skill props to move in the virtual scene according to the prop movement parameters. Here, the prop movement parameters may include the trajectory of movement (or flight) (such as a straight line, a line segment, a Bezier curve, etc.), speed, duration, etc. After the scene props and skill props are launched, the scene props and skill props move according to the prop movement parameters.
[0097] As an example, see Figure 8 , Figure 8 Schematic diagram of the launch of virtual props provided in the embodiment of the present application. Here, virtual props (including scene props and skill props) are all virtual flying swords. Figure 8 As shown in (1), the scene props and skill props are combined and displayed around the first virtual object; Figure 8 As shown in (2), scene props and skill props are launched together; Figure 8 As shown in (3), scene props and skill props fly in the virtual scene.
[0098] In some embodiments, the terminal may perform the following processing: determining a collision target of a launched target virtual prop in a virtual scene, the target virtual props including scene props and skill props; when the collision target is a first type of virtual scene area, controlling the target virtual prop to stay in the first type of virtual scene area; wherein the target virtual prop staying in the first type of virtual scene area is used to control the target virtual prop to leave the virtual scene area when a first trigger operation for a first skill is received.
[0099] Here, when the terminal controls the target virtual props (including scene props and skill props) to move in the virtual scene, it will collide with the target in the virtual scene. When the target virtual prop collides with the target in the virtual scene, the collision target of the target virtual prop in the virtual scene is determined. If the collision target is a first type of virtual scene area, the target virtual prop is controlled to stay in the first type of virtual scene area. For example, the virtual scene area can be the ground (mud, swamp, asphalt, etc.), water, building, natural objects (such as mountains, stones), ice, snow, air, etc. The types of virtual scene areas include but are not limited to the following types: ground (such as mud, swamp, asphalt, etc.), buildings, natural objects (such as mountains, stones), water, ice, snow, air, etc. The first type can be at least one of the above types.
[0100] It should be noted that the target virtual props staying in the first type of virtual scene area can control the target virtual props to leave the virtual scene area when receiving the first trigger operation for the first skill. It should be noted that when the target virtual props stay in the first type of virtual scene area, it can be achieved by inserting, suspending, pasting, etc.
[0101] In some embodiments, after controlling the target virtual prop to stay in the first type of virtual scene area, the terminal may perform the following processing: controlling the first type of virtual scene area to be converted into a second type of virtual scene area; wherein the second type of virtual scene area is used to adjust the attribute values of the object attributes of the target virtual object in the second type of virtual scene area.
[0102] Here, after the target virtual prop is controlled to stay in the first type of virtual scene area, the first type of virtual scene area can also be converted into a second type of virtual scene area. The second type can be a type different from the first type in the types of the above virtual scene areas. Among them, the second type of virtual scene area can also adjust the attribute value of the object attribute of the target virtual object in the second type of virtual scene area. For example, when the target virtual object is located in the second type of virtual scene area, the attribute value of the object attribute of the target virtual object can be adjusted, and the adjustment includes positive adjustment and negative adjustment. When the target virtual object and the first virtual object belong to the same camp, the adjustment can be a positive adjustment, such as increasing blood volume, increasing speed, increasing attack power, etc.; when the target virtual object and the first virtual object belong to the opposing camp, the adjustment can be a negative adjustment, such as reducing blood volume, reducing speed, weakening attack power, etc. Here, object attributes can include blood volume, speed, recovery ability, attack power, etc.
[0103] In some embodiments, the terminal may perform the following processing: when the target virtual prop stays in the virtual scene area for a duration that reaches a duration threshold, the target virtual prop is controlled to disappear from the virtual scene, and the second type of virtual scene area is controlled to be converted into the first type of virtual scene area. Here, the duration threshold may be pre-set, and when the target virtual prop stays in the virtual scene area for a duration that reaches the duration threshold, the target virtual prop is controlled to disappear from the virtual scene, and the second type of virtual scene area is also controlled to be converted into the first type of virtual scene area. Of course, in some embodiments, the target virtual prop that stays in the virtual scene area may not be limited by the duration threshold, for example, it may always exist in the virtual scene to a certain extent (such as an interactive round of the virtual scene).
[0104] In some embodiments, the terminal may perform the following processing: when the target virtual prop leaves the virtual scene area, the second type of virtual scene area is controlled to be converted into the first type of virtual scene area. Similarly, when the target virtual prop leaves the virtual scene area, the second type of virtual scene area may also be converted into the first type of virtual scene area.
[0105] As an example, see Fig. 9 , Fig. 9 is a schematic diagram of the conversion of the virtual scene area provided in the embodiment of the present application. Fig. 9 As shown in (1), the virtual scene area is a muddy ground surface, and the target virtual prop (i.e., virtual flying sword) is not stopped; Fig. 9 As shown in (2), a virtual flying sword is inserted into the virtual scene area, and the virtual scene area is transformed from a muddy ground surface to a swampy ground surface; Fig. 9 As shown in (3), the virtual flying sword inserted into the virtual scene area disappears, that is, the virtual flying sword leaves the virtual scene area. At this time, the virtual scene area is transformed from a swamp surface to a muddy ground surface.
[0106] In some embodiments, the terminal may perform the following processing: determining the collision target of the launched target virtual prop in the virtual scene, the target virtual prop includes scene props and skill props; when the collision target is a third type of virtual scene area, controlling the target virtual prop to disappear from the virtual scene. It should be noted that the third type is a type of the above virtual scene area that is different from the second type and the first type.
[0107] In some embodiments, the terminal may perform the following processing: determining a collision target of the launched target virtual props in the virtual scene, the target virtual props including scene props and skill props; when the collision target is a target virtual object, adjusting the attribute value of the object attribute of the target virtual object.
[0108] Here, when the terminal controls the target virtual props (including scene props and skill props) to move in the virtual scene, it will collide with the target in the virtual scene. When the target virtual prop collides with the target in the virtual scene, the collision target of the target virtual prop in the virtual scene is determined. If the collision target is the target virtual object, the attribute value of the object attribute of the target virtual object is adjusted. The adjustment here includes positive adjustment and negative adjustment. When the target virtual object and the virtual object belong to the same camp, the adjustment can be a positive adjustment, such as increasing blood volume, increasing speed, increasing attack power, etc.; when the target virtual object and the first virtual object belong to the opposing camp, the adjustment can be a negative adjustment, such as reducing blood volume, reducing speed, weakening attack power, etc. Here, object attributes may include blood volume, speed, recovery ability, attack power, etc.
[0109] In some embodiments, after adjusting the attribute value of the object attribute of the target virtual object, the terminal may perform the following processing: control the target virtual prop to penetrate the target virtual object, and control the target virtual prop to continue to move; when the moving target virtual prop collides with the scene target of the virtual scene again, execute the processing logic matching the scene target on the scene target.
[0110] Here, after adjusting the attribute value of the object attribute of the target virtual object, the terminal can also control the target virtual prop to penetrate the target virtual object and control the target virtual prop to continue to move. When the moving target virtual prop collides with the scene target in the virtual scene again, the processing logic matching the scene target is executed on the scene target. Specifically, the scene target can be a virtual scene area of the first type, a virtual scene area of the third type, and a target virtual object. Then, the processing logic provided in the above embodiment for the virtual scene area of the first type as the collision target, the virtual scene area of the third type as the collision target, and the target virtual object as the collision target can be used to process the corresponding scene target, which will not be repeated here.
[0111] In some embodiments, the collision target may also be a virtual scene area that has been transformed into the second type. In this case, the target virtual prop may be controlled to also stay in the virtual scene area of the second type.
[0112] In some embodiments, the target virtual prop includes multiple sub-virtual props, and the terminal can adjust the properties of the object properties of the target virtual object in the following manner: obtain an adjustment value for the property value of a sub-virtual prop and a target number of sub-virtual props; based on the target number and the adjustment value, adjust the property value of the object property of the target virtual object. Here, a sub-virtual prop is set with an adjustment value of the corresponding property value. When a target number of sub-virtual props collides with the target virtual object, the property value of the object property of the target virtual object can be adjusted by the following amount: total adjustment value = adjustment value * target number.
[0113] In some embodiments, the terminal may perform the following processing: when the target virtual prop stays in the virtual scene for a time that reaches a time threshold, the target virtual prop is controlled to disappear from the virtual scene, and the target virtual prop includes a scene prop and a skill prop. In actual applications, regardless of whether the target virtual prop collides with the target in the virtual scene, when the target virtual prop stays in the virtual scene for a time that reaches a time threshold, the target virtual prop may also be controlled to disappear from the virtual scene.
[0114] Next, an exemplary application of the embodiment of the present application in an actual application scenario is described. Here, the virtual scene is a massively multiplayer online role-playing game (MMORPG) scene, and the first virtual object controlled by the player, the third virtual object controlled by the teammate, the second virtual object controlled by the interactive opponent, and the monster virtual object (controlled by a robot program) can all fly in the air of the virtual scene.
[0115] In actual application, the terminal corresponding to the player account controlling the first virtual object can display a virtual screen corresponding to the virtual scene, which includes multiple different virtual scene areas (such as mud, rivers, swamps, mountains, etc.); all virtual objects in the virtual scene can have the skill of "physical flying sword" (the above-mentioned first skill); the terminal interface also displays the first skill corresponding to the first skill control. When it is detected that a single-click operation is performed on the first skill control (the above-mentioned second trigger operation), when the first virtual object is controlled to release the skill, the flying sword (the above-mentioned skill prop) can be launched in the air; after the flying sword hits the target in the virtual scene, the corresponding operation can be performed, for example: when the flying sword penetrates the virtual object of the opponent, it can cause damage to the virtual object of the opponent; when the flying sword hits the virtual scene area, if the virtual scene area is of the first type (such as mud), the flying sword can be controlled to be inserted into the virtual scene area, and a physical flying sword (the above-mentioned scene prop) is formed in the virtual scene area. At this time, the virtual scene area is changed from the first type to the second type (such as swamp), and the corresponding scene effect is displayed; if the virtual scene area is of the third type (such as a mountain), the flying sword is controlled to disappear from the virtual scene.
[0116] Continuing, taking the virtual scene area as the ground as an example, when the number of physical flying swords inserted into the ground is greater than the number threshold, a prompt effect of the flying sword charging can be displayed on the first skill control, and the number of physical flying swords can also be displayed on the first skill control. Through this prompt effect, it can be prompted that the player can release the physical flying sword skill to call the physical flying sword inserted into the ground to charge the number of flying swords launched by the physical flying sword skill. When it is detected that the first skill control is pressed for a long time, the first virtual object is controlled to charge, and the duration of the charge can be determined according to the number of physical flying swords. When the charge is completed and the release operation of the first skill control is detected (the long press operation combined with the release operation is the above-mentioned first trigger operation), the physical flying sword on the ground and the flying sword generated by the first virtual object releasing the physical flying sword skill will be controlled to be launched together to interact with the opponent virtual object. Here, the more the number of flying swords launched, the higher the damage caused to the opponent virtual object. In some embodiments, the physical flying sword on the ground can disappear after the attack ends, and the flying sword generated by the player releasing the physical flying sword skill can also fall on the ground to generate a physical flying sword for subsequent release of the physical flying sword skill.
[0117] Applying the above-mentioned embodiments of the present application, in a virtual scene, a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area are displayed. When a first trigger operation for a first skill of the first virtual object is received, the scene props are controlled to leave the target scene area, so as to coordinate the first virtual object and the second virtual object to perform interactive confrontation through the scene props. Here, scene props are provided in the target scene area of the virtual scene. If the first virtual object triggers the first skill in the interactive confrontation, the scene props in the target scene area can be called to coordinate the first virtual object to perform interactive confrontation. In this way, 1) the target scene area of the virtual scene provides scene props for the first skill to call, which can improve the effectiveness of the application of skills in the virtual scene, improve the control efficiency of the interactive confrontation, and thus improve the utilization rate of hardware processing resources; 2) it can enrich the diversity of skills and increase the strategic application of skills, thereby improving the interactive experience of the virtual scene.
[0118] The following will take the virtual scene as an example of a game scene to illustrate the exemplary application of the embodiment of the present application in an actual application scene. In the game scene of the related art, when the player controls the virtual object to release the first skill, if the first skill is released at a certain scene position in the virtual scene, the first skill can only make a one-way change to the virtual scene and then the skill effect disappears. For example, when the freezing skill is released, freezing is only achieved at the corresponding scene position in the virtual scene. As a result, the application scenario of the first skill is limited.
[0119] Based on this, the embodiment of the present application provides a first skill of ballistic type (i.e., capable of generating skill props (such as virtual flying swords, virtual flying knives, virtual lightning, virtual arrows, etc.)) at the level of linkage between the virtual scene and the first skill. When such a first skill is released, corresponding skill props (such as virtual flying swords, virtual flying knives, virtual lightning, virtual arrows, etc.) can be generated. Figure 4 As shown, the skill prop is a virtual flying sword), which can be moved to the corresponding target along a specific trajectory; if the final landing point of the skill prop is a virtual scene area of the first type (such as muddy land), the skill prop can be inserted into the virtual scene area of the first type in the virtual scene to obtain the scene prop, and the virtual scene area of the first type is changed to a virtual scene area of the second type (such as a swamp); at the same time, when a virtual object releases this type of first skill, the scene props on the virtual scene area within the target range (for example, within the sensing area of the virtual object) can be linked to be launched together, thereby amplifying the original skill effect of the first skill (such as the attack effect against the target virtual object). In this way, through this type of first skill, in addition to being able to make the first skill affect the virtual scene, the virtual scene can also affect the first skill in turn. Based on this, a richer game interaction strategy can be generated, providing a more three-dimensional interactive experience of the virtual scene.
[0120] (I) Explain the impact of the first skill on the virtual scene.
[0121] 1. The impact of the first skill released by the player controlling the virtual object on the virtual scene includes:
[0122] a) The player controls the virtual object to release the first skill, generate the corresponding skill props and launch them, and the launched skill props fly along a specific trajectory, such as Figure 4 As shown, the specific trajectory of the skill prop is a falling trajectory from top to bottom. If the target (or landing point) of the skill prop is the target virtual object, the target virtual object can be caused corresponding gain or damage. For example, when the target virtual object and the virtual object belong to the opposing camp, the skill prop can cause damage to the target virtual object.
[0123] b) If the target of the skill prop is a virtual scene area of the first type (such as muddy land), the skill prop can be transformed into a physical state and inserted into the first type of virtual scene area to obtain a scene prop. In actual applications, the scene props inserted into the first type of virtual scene area may not disappear all the time, or they may disappear after a set period of time. At the same time, the first type of virtual scene area where the scene props are inserted can be transformed into a second type of virtual scene area (such as a swamp); and when the target virtual object is located in the second type of virtual scene area, the target virtual object will receive corresponding gains or damage. For example, when the target virtual object and the virtual object belong to the opposing camp, the second type of virtual scene area can cause damage to the target virtual object.
[0124] c) If the target of the skill item is a virtual scene area of the third type (such as rocks, mountains, etc., which are not muddy surfaces), the skill item may disappear directly.
[0125] 2. The impact of a specific virtual object (such as a monster controlled by a robot program in a game scene) releasing its first skill on the virtual scene, including:
[0126] a) If a specific virtual object releases the first skill, and the target (or landing point) of the launched skill prop is the virtual object, damage may be caused to the virtual object.
[0127] b) If a specific virtual object releases the first skill, and the target of the skill prop launched is a virtual scene area of the first type (such as muddy land), the skill prop can be transformed into a physical state and inserted into the virtual scene area of the first type to obtain a scene prop. At the same time, the virtual scene area of the first type where the scene prop is inserted can be transformed into a virtual scene area of the second type (such as swamp); and when the virtual object is in the virtual scene area of the second type, the virtual object will be damaged.
[0128] 3. Restoration of virtual scenes, including:
[0129] a) After the scene props inserted into the virtual scene area are absorbed and launched by the released first skill, the second type of virtual scene area is restored to the first type of virtual scene area.
[0130] b) When the existence duration of the scene props inserted into the virtual scene area reaches a duration threshold, the scene props may disappear to restore the virtual scene.
[0131] (2) Explain the impact of virtual scenes on the first skill.
[0132] 1. When the virtual object releases the first skill, the scene props inserted in the virtual scene area within the sensing area of the virtual object can be linked and launched together with the skill props generated when the first skill is released, thereby enhancing the skill effect of the first skill.
[0133] 2. The release process of the first skill includes:
[0134] a) Scene props attraction: such as Figure 5 As shown, when the virtual object releases the first skill, the scene props inserted in the sensing area of the virtual object will be called.
[0135] b) Scene props gathering: Figure 5As shown, in the charging and launching phase of the first skill, the indexed scene props can all be gathered around the virtual object along a preset trajectory (such as an arc trajectory) within a preset time (such as 0.2 seconds).
[0136] c) Scene prop launch: Figure 8 As shown, during the launch phase of the first skill, in addition to the skill props generated when the first skill is released, the scene props attracted in the virtual scene will also be launched along the same trajectory to enhance the skill effect of the first skill. For example, the more the number of virtual props (including skill props and scene props) launched, the higher the damage caused to the target.
[0137] Next, combine Fig.10 , the interactive method of the virtual scene provided by the embodiment of the present application is described in detail. The interactive method of the virtual scene provided by the embodiment of the present application includes:
[0138] 1. Release the first skill; 2. Is the releaser a player? If so, execute 3, if not, execute 4; 3. Are there any scene props generated when the first skill is released in the releaser's sensing area? If so, execute 5, if not, execute 4; 4. During the charging phase, the releaser summons skill props according to the skill configuration; 5. During the charging phase, the releaser additionally absorbs scene props in the virtual scene; 6. During the launching phase, all props (including skill props and scene props) fly along the predetermined trajectory; 7. Does the prop collide with the virtual scene during flight? If so, execute 8, if not, execute 10; 8. Is the collision surface mud? If so, execute 9, if not, execute 10; 9. The prop is inserted into the mud of the virtual scene to provide the scene props in the virtual scene; 10. The flight time of the prop reaches the upper limit; 11. The prop disappears.
[0139] Next, the above-mentioned first skill will be described in detail.
[0140] 1. The basic logic of the first skill.
[0141] 1. The definition of the first skill includes: a) Added special effects for launching skill props: ID 1000; b) The skill trajectory calls ID 1000, then this first skill is the first skill of the skill prop launching category; c) The number and flight trajectory of skill props launched when the first skill is released are independently configured through the skill editor (such as timeline); d) The damage of a single skill prop can be fixed. The more the number of hits of the skill props, the higher the damage caused by the first skill.
[0142] 2. The first skill release process includes:
[0143] a) Start releasing.
[0144] When the releasing subject releases the first skill, it is first determined whether the releasing subject is the player's virtual object or a specific virtual object (such as a monster controlled by a robot program in a game scene).
[0145] a1) If the releasing subject is a specific virtual object, the conventional power storage logic is executed;
[0146] a2) If the releasing subject is the player's virtual object, a special effect search of the scene props is performed to determine whether there is a special effect of the scene prop with ID 1000 within the spherical range of a radius of X meters (X is the configuration value of the first skill) with the player's virtual object as the center.
[0147] a2.1) If not, execute the normal charging logic.
[0148] a2.2) If yes, the scene prop absorption logic is executed first, and then the normal power storage logic is executed.
[0149] Among them, the scene prop absorption logic is: pull the scene prop indexed by ID 1000 to the player's virtual object within Y seconds (Y is the configuration value of the first skill). The distribution shape of the scene prop after it is pulled to the player's virtual object is based on the formation in the charging stage.
[0150] b) Accumulation phase.
[0151] b1) After the aforementioned scene prop absorption logic is executed, the normal power accumulation logic is entered;
[0152] b2) Under the normal charging logic, the player's virtual object will summon X skill props (X is the configuration value of the first skill) and arrange them around the virtual object in a specific formation. The formation logic includes:
[0153] b2.1) The formation defaults to an M*N square array (M and N are the configuration values of the first skill), which can support absorbing scene props inserted in the virtual scene to expand the formation arrangement; in actual applications, the formation can be expanded and can be arranged in various ways such as square array, circular array, semicircular array, etc.
[0154] b2.2) The absorbed scene props can be arranged into the formation by adding columns without adding rows, first left then right, first top then bottom;
[0155] b2.3) Taking a 3 (row) * 3 (column) square matrix as an example, the first five scene props absorbed will be merged into the upper left, middle left, lower left, upper right, and middle right in sequence; and they will be arranged in this way.
[0156] c) Launch phase.
[0157] c1) After the above conventional charging logic is executed, all props (including skill props summoned by the first skill + scene props absorbed from the virtual scene) are launched forward along the predetermined flight trajectory;
[0158] c2) The configuration items of the various parameters of the props after launch can be as follows: c2.1) trajectory (straight line, line segment, Bezier curve, etc.); c2.2) locking logic (launching along the front, along the point where the target is when launching, etc.); c2.3) flight speed; c2.4) flight time (disappears when the flight time limit is reached); c2.5) damage (this configuration item is the damage of a single prop, and the total damage is calculated by adding up the number of prop hits).
[0159] d) Hit phase. When the prop is flying, if it collides with any target, the following judgment is made:
[0160] d1) When the collision unit is an opposing character target (characters are classified by separate IDs), the corresponding damage will be caused to the target, and the prop will continue to fly along the original trajectory without disappearing until the flight time reaches the upper limit;
[0161] d2) If the collision unit is a scene target (scenes have separate ID classifications), then determine the classification of the scene target:
[0162] d2.1) If the scene target is a first type of virtual scene area (such as mud, scene object ID 2001), the prop is inserted into the scene target. After the prop is inserted into the scene target, it will continue to exist until the duration reaches the configured flight duration limit; at the same time, the successfully inserted prop can be absorbed by the first skill released by the virtual object during the charging stage.
[0163] d2.2) The first type of virtual scene area (such as muddy land) becomes the second type of virtual scene area (swamp, scene object ID 2002). The second type of virtual scene area will cause continuous damage of X points of blood per second to the opposing character target that steps into it until the prop disappears and recovers.
[0164] e) Disappearance phase: Regardless of whether the props hit or collide in the virtual scene, they will disappear when the configured flight time limit is reached, and the first skill ends.
[0165] By using the above embodiment of the present application, in addition to being able to make the first skill affect the virtual scene, the virtual scene can also affect the first skill in turn, thereby generating richer game interaction strategies and providing a more three-dimensional interactive experience of the virtual scene. For example, the opposing virtual object (such as a monster virtual object) can be guided to release the first skill to change the scene, and the player can then go to the vicinity of the scene and use the scene props in the scene to strengthen his own skills to counterattack the opponent, thereby increasing the fun of the strategy.
[0166] The following is a description of an exemplary structure of a virtual scene interaction device 555 provided in an embodiment of the present application implemented as a software module. In some embodiments, Figure 2 As shown, the software modules in the interactive device 555 of the virtual scene stored in the memory 550 may include: a display module 5551, used to display a first virtual object, a second virtual object, a target scene area and scene props located in the target scene area in the virtual scene, wherein the first virtual object has a first skill; a control module 5552, used to control the scene props to leave the target scene area in response to a first trigger operation for the first skill of the first virtual object, so as to coordinate the first virtual object to interact and confront with the second virtual object.
[0167] In some embodiments, the display module 5551 is further used to generate the scene props in the target scene area in response to a second trigger operation on the first skill of the first virtual object.
[0168] In some embodiments, the control module 5552 is further used to control the scene props to be launched toward the second virtual object; when the scene props hit the second virtual object, the attribute value of the object attribute of the second virtual object is reduced.
[0169] In some embodiments, the control module 5552 is also used to control the scene props to be arranged in a target-shaped formation around the first virtual object; when the first virtual object is attacked by the second virtual object, the scene props are controlled to eliminate the negative impact of the attack on the first virtual object; wherein the target number of scene props can eliminate the negative impact of one attack on the first virtual object.
[0170] In some embodiments, the control module 5552 is also used to determine the scene props to be separated that are located in the sensing area of the first virtual object when there are multiple scene props, and the multiple scene props include the scene props to be separated; and control the scene props to be separated to separate from the target scene area.
[0171] In some embodiments, the control module 5552 is also used to determine, when there are multiple scene props, the scene props to be separated that are launched by the target virtual object through the release of the first skill; wherein, the multiple scene props include the scene props to be separated, and there is a target relationship between the target virtual object and the first virtual object; and control the scene props to be separated to separate from the target scene area.
[0172] In some embodiments, the display module 5551 is also used to display the skill props generated by the first virtual object by releasing the first skill; the control module 5552 is also used to display the process of merging the scene props with the skill props; when the merging of the scene props with the skill props is completed, the scene props are controlled to cooperate with the first virtual object to launch the skill props generated by releasing the first skill.
[0173] In some embodiments, the display module 5551 is also used to display multiple skill props generated by the first virtual object through the release of the first skill and arranged in a formation of a target shape when the number of the skill props is multiple; the control module 5552 is also used to display the process of adding the scene props to the formation of the target shape according to the formation joining rules, so as to merge the scene props with the skill props.
[0174] In some embodiments, the display module 5551 is also used to display the target merging time for merging the scene props and the skill props; the control module 5552 is also used to determine that the merging of the scene props and the skill props is completed when the target merging time reaches a merging time threshold.
[0175] In some embodiments, the control module 5552 is further used to obtain prop movement parameters set for the first skill; and control the launched scene props and the skill props to move in the virtual scene according to the prop movement parameters.
[0176] In some embodiments, the control module 5552 is also used to determine the collision target of the launched target virtual prop in the virtual scene, and the target virtual prop includes the scene prop and the skill prop; when the collision target is a first type of virtual scene area, the target virtual prop is controlled to stay in the first type of virtual scene area; wherein the target virtual prop staying in the first type of virtual scene area is used to control the target virtual prop to leave the virtual scene area when a first trigger operation for the first skill is received.
[0177] In some embodiments, the control module 5552 is also used to control the conversion of the first type of virtual scene area into a second type of virtual scene area; wherein the second type of virtual scene area is used to adjust the attribute values of the object attributes of the target virtual object in the second type of virtual scene area.
[0178] In some embodiments, the control module 5552 is also used to control the target virtual prop to disappear from the virtual scene and control the second type of virtual scene area to be converted into the first type of virtual scene area when the target virtual prop stays in the virtual scene area reaches a time threshold; or, when the target virtual prop leaves the virtual scene area, control the second type of virtual scene area to be converted into the first type of virtual scene area.
[0179] In some embodiments, the control module 5552 is also used to determine the collision target of the launched target virtual prop in the virtual scene, and the target virtual prop includes the scene prop and the skill prop; when the collision target is a third type of virtual scene area, the target virtual prop is controlled to disappear from the virtual scene.
[0180] In some embodiments, the control module 5552 is also used to determine the collision target of the launched target virtual props in the virtual scene, and the target virtual props include the scene props and the skill props; when the collision target is a target virtual object, adjust the attribute value of the object attribute of the target virtual object.
[0181] In some embodiments, the control module 5552 is also used to control the target virtual prop to penetrate the target virtual object and control the target virtual prop to continue moving; when the moving target virtual prop collides with the scene target of the virtual scene again, the processing logic matching the scene target is executed on the scene target.
[0182] In some embodiments, the target virtual prop includes multiple sub-virtual props, and the control module 5552 is further used to obtain an adjustment value of the sub-virtual prop for the attribute value and a target number of the sub-virtual props; based on the target number and the adjustment value, adjust the attribute value of the object attribute of the target virtual object.
[0183] In some embodiments, the display module 5551 is also used to display skill release prompt information corresponding to the scene props; wherein, the skill release prompt information is used to prompt that there are scene props in the virtual scene that can be separated from the target scene area.
[0184] In some embodiments, there are multiple scene props; the control module 5552 is also used to receive a press operation on the skill control for the first skill; during the execution of the press operation, the number of scene props to be separated from the multiple scene props is adjusted; in response to the press operation being released, a first trigger operation of the first skill for the first virtual object is received, and the target number of scene props to be separated after the press operation is released is determined, and the target number is less than or equal to the number of scene props; the control module 5552 is also used to control the target number of scene props to leave the target scene area.
[0185] Applying the above-mentioned embodiments of the present application, in a virtual scene, a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area are displayed. When a first trigger operation for a first skill of the first virtual object is received, the scene props are controlled to leave the target scene area, so as to coordinate the first virtual object and the second virtual object to perform interactive confrontation through the scene props. Here, scene props are provided in the target scene area of the virtual scene. If the first virtual object triggers the first skill in the interactive confrontation, the scene props in the target scene area can be called to coordinate the first virtual object to perform interactive confrontation. In this way, 1) the target scene area of the virtual scene provides scene props for the first skill to call, which can improve the effectiveness of the application of skills in the virtual scene, improve the control efficiency of the interactive confrontation, and thus improve the utilization rate of hardware processing resources; 2) it can enrich the diversity of skills and increase the strategic application of skills, thereby improving the interactive experience of the virtual scene.
[0186] The embodiment of the present application also provides a computer program product, which includes computer executable instructions or computer programs, and the computer executable instructions or computer programs are stored in a computer-readable storage medium. The processor of the electronic device reads the computer executable instructions or computer programs from the computer-readable storage medium, and the processor executes the computer executable instructions or computer programs, so that the electronic device performs the virtual scene interaction method provided in the embodiment of the present application.
[0187] An embodiment of the present application also provides a computer-readable storage medium, which stores computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the virtual scene interaction method provided in the embodiment of the present application.
[0188] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.
[0189] In some embodiments, computer executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
[0190] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).
[0191] As an example, computer executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.
[0192] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. A virtual scene interaction method, characterized in that: The method comprises: In the virtual scene, a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area are displayed, and the first virtual object has a first skill; In response to a first trigger operation for the first skill of the first virtual object, the scene props are controlled to leave the target scene area to cooperate with the first virtual object to interact and confront the second virtual object.
2. The method according to claim 1, characterized in that The method further comprises: In response to a second triggering operation on the first skill of the first virtual object, the scene props are generated in the target scene area.
3. The method according to claim 1, characterized in that After controlling the scene props to leave the target scene area, the method further includes: Controlling the scene prop to be launched toward the second virtual object; When the scene prop hits the second virtual object, the attribute value of the object attribute of the second virtual object is reduced.
4. The method according to claim 1, characterized in that After controlling the scene props to leave the target scene area, the method further includes: Controlling the scene props to be arranged around the first virtual object in a formation of a target shape; When the first virtual object is attacked by the second virtual object, the scene props are controlled to eliminate the negative impact of the attack on the first virtual object; wherein each of the scene props can eliminate the negative impact of the attack on the first virtual object once.
5. The method according to claim 1, characterized in that The controlling the scene prop to leave the target scene area includes: When there are multiple scene props, determining a scene prop to be separated that is located in the sensing area of the first virtual object, wherein the multiple scene props include the scene prop to be separated; Control the scene prop to be separated to separate from the target scene area.
6. The method according to claim 1, characterized in that The controlling the scene prop to leave the target scene area includes: When there are multiple scene props, determining the scene props to be detached that is launched by the target virtual object through releasing the first skill; The plurality of scene props include the scene prop to be separated, and there is a target relationship between the target virtual object and the first virtual object; Control the scene prop to be separated to separate from the target scene area.
7. The method according to claim 1, characterized in that The method further comprises: Displaying the skill props generated by the first virtual object releasing the first skill; After controlling the scene props to leave the target scene area, the method further includes: Displaying the process of merging the scene props with the skill props; When the merging of the scene props and the skill props is completed, the scene props are controlled to cooperate with the first virtual object to launch the skill props generated by releasing the first skill.
8. The method according to claim 7, characterized in that The displaying of the skill prop generated by the first virtual object releasing the first skill includes: When there are multiple skill props, displaying multiple skill props generated by the first virtual object releasing the first skill and arranged in a target shape formation; The process of displaying the scene props and merging the skill props includes: According to the formation joining rule, the process of adding the scene props to the formation of the target shape is displayed to merge the scene props with the skill props.
9. The method according to claim 7, characterized in that The method further comprises: Display the target merging time for merging the scene props with the skill props; The method further comprises: When the target merging time reaches the merging time threshold, it is determined that the merging of the scene props and the skill props is completed.
10. The method according to claim 7, characterized in that The method further comprises: Obtaining the prop movement parameters set for the first skill; According to the prop movement parameters, the launched scene props and the skill props are controlled to move in the virtual scene.
11. The method according to claim 7, characterized in that The method further comprises: Determine a collision target of the launched target virtual prop in the virtual scene, wherein the target virtual prop includes the scene prop and the skill prop; When the collision target is a first type of virtual scene area, controlling the target virtual prop to stay in the first type of virtual scene area; Among them, the target virtual prop staying in the first type of virtual scene area is used to control the target virtual prop to leave the virtual scene area when a first trigger operation for the first skill is received.
12. The method according to claim 11, characterized in that After controlling the target virtual prop to stay in the first type of virtual scene area, the method further includes: Controlling the first type of virtual scene area to be converted into a second type of virtual scene area; The second type of virtual scene area is used to adjust the attribute value of the object attribute of the target virtual object in the second type of virtual scene area.
13. The method according to claim 12, characterized in that The method further comprises: When the duration for which the target virtual prop stays in the virtual scene area reaches a duration threshold, controlling the target virtual prop to disappear from the virtual scene, and controlling the second type of virtual scene area to be converted into the first type of virtual scene area; Alternatively, after the target virtual prop leaves the virtual scene area, the second type of virtual scene area is controlled to be converted into the first type of virtual scene area.
14. The method according to claim 7, characterized in that The method further comprises: Determine a collision target of the launched target virtual prop in the virtual scene, wherein the target virtual prop includes the scene prop and the skill prop; When the collision target is a third type of virtual scene area, the target virtual prop is controlled to disappear from the virtual scene.
15. The method according to claim 7, characterized in that The method further comprises: Determine a collision target of the launched target virtual prop in the virtual scene, wherein the target virtual prop includes the scene prop and the skill prop; When the collision target is a target virtual object, an attribute value of an object attribute of the target virtual object is adjusted.
16. The method according to claim 15, characterized in that After adjusting the attribute value of the object attribute of the target virtual object, the method further includes: Controlling the target virtual prop to penetrate the target virtual object, and controlling the target virtual prop to continue to move; When the moved target virtual prop collides with the scene target of the virtual scene again, a processing logic matching the scene target is executed on the scene target.
17. The method according to claim 15, characterized in that The target virtual prop includes a plurality of sub-virtual props, and the properties of adjusting the object properties of the target virtual object include: Obtaining an adjustment value of the sub-virtual item for the attribute value and a target quantity of the sub-virtual item; Based on the target number and the adjustment value, an attribute value of an object attribute of the target virtual object is adjusted.
18. The method of claim 1, wherein: The method further comprises: Display the skill release prompt information corresponding to the scene props; The skill release prompt information is used to prompt that there are scene props in the virtual scene that can be separated from the target scene area.
19. The method according to claim 1, wherein: The number of the scene props is multiple; the method further includes: Receiving a pressing operation on a skill control for the first skill; During the pressing operation, the number of the scene props to be separated from the plurality of scene props is adjusted; In response to the pressing operation being released, receiving a first triggering operation for the first skill of the first virtual object, and Determining a target number of the scene props to be separated after being adjusted when the pressing operation is released, the target number being less than or equal to the number of the scene props; The controlling the scene prop to leave the target scene area includes: Control the target number of scene props to leave the target scene area.
20. An interactive device for a virtual scene, characterized in that: The device comprises: A display module, configured to display, in the virtual scene, a first virtual object, a second virtual object, a target scene area, and scene props located in the target scene area, wherein the first virtual object has a first skill; A control module is used to control the scene props to leave the target scene area in response to a first trigger operation of the first skill of the first virtual object, so as to cooperate with the first virtual object to interact and confront with the second virtual object.
21. An electronic device, characterized in that: The electronic device comprises: A memory for storing computer executable instructions; A processor, configured to implement the virtual scene interaction method described in any one of claims 1 to 19 when executing the computer executable instructions stored in the memory.
22. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that: When the computer executable instructions or computer programs are executed by a processor, the virtual scene interaction method described in any one of claims 1 to 19 is implemented.
23. A computer program product comprising computer executable instructions or a computer program, characterized in that When the computer executable instructions or computer programs are executed by a processor, the virtual scene interaction method described in any one of claims 1 to 19 is implemented.