Game interaction method and device, equipment and storage medium
By introducing the aiming and releasing mechanism of virtual props in multiplayer online games and performing dance movements when hitting the target, the problem of poor player experience in existing games is solved and the interactivity and stickiness of the game are improved.
Patent Information
- Application Number
- CN202310896640.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-07-20
- Publication Date
- 2025-01-21
AI Technical Summary
The visual experience and gaming experience of players in existing multiplayer online games is poor, resulting in players being easily lost and causing idleness and waste of game service resources.
Provides a game interaction method that responds to the aiming and releasing operations of preset virtual props, controls the virtual props to be released along the target aiming direction, and controls the virtual props to perform dance actions when hitting the target virtual object.
It enriches the player's visual experience and game experience, improves the stickiness between the player and the game, and avoids idling and waste of game service resources.
Smart Images

Figure CN119327099A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a game interaction method, device, equipment and storage medium. Background Art
[0002] With the development of the Internet, games can be seen everywhere in people's lives and have become one of the many entertainment methods for people's leisure time.
[0003] In multiplayer online games, players can use virtual props to attack virtual characters controlled by other players in the same game.
[0004] However, this attack method has a single process, which results in poor visual and gaming experience for players, and makes it easy for players to leave, resulting in idleness and waste of game service resources. Summary of the invention
[0005] The purpose of this application is to provide a game interaction method, device, equipment and storage medium to address the deficiencies in the above-mentioned prior art, so as to solve the problems in the prior art of poor visual experience and game experience of players, easy loss of players, and idling and waste of game service resources.
[0006] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:
[0007] In a first aspect, an embodiment of the present application provides a game interaction method, the method comprising:
[0008] In response to an aiming operation on a preset virtual prop, determining a target aiming direction of the preset virtual prop;
[0009] In response to a release operation on the preset virtual prop, controlling the preset virtual prop to be released along the target aiming direction;
[0010] During the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, the target virtual object is controlled to perform a first dance action.
[0011] In a second aspect, another embodiment of the present application provides a game interaction device, the device comprising: a determination module and a control module, wherein:
[0012] The determination module is used to determine a target aiming direction of the preset virtual prop in response to an aiming operation on the preset virtual prop;
[0013] The control module is used to respond to a release operation on the preset virtual props and control the preset virtual props to be released along the target aiming direction; in the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, control the target virtual object to perform a first dance action.
[0014] In the third aspect, another embodiment of the present application provides a game interaction device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, when the game interaction device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the steps of any method described in the first aspect above.
[0015] In a fourth aspect, another embodiment of the present application provides a storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of any method described in the first aspect are executed.
[0016] The beneficial effect of the present application is as follows: by adopting the game interaction method provided by the present application, after determining the target aiming direction of the preset virtual prop, in response to the release operation for the preset virtual prop, the preset virtual prop is controlled to be released along the target aiming direction, and during the release process, if the preset virtual prop hits the target virtual object, the target virtual object is controlled to perform a first dance action. Such a setting enables the player to determine the target aiming direction of the preset virtual prop and release the preset virtual prop by launching the preset virtual prop during the game. The preset virtual prop is not aimed at the target virtual object directly, but is released along the target aiming direction. During the release of the preset virtual prop, the hit target virtual object is determined, so as to control the target virtual object hit by the preset virtual prop to perform the first dance action, thereby enriching the player's visual experience and game experience, improving the stickiness between the player and the game, and avoiding the idling and waste of game service resources. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0018] Figure 1 A flowchart of a game interaction method provided in one embodiment of the present application;
[0019] Figure 2A schematic diagram of a graphical user interface provided by an embodiment of the present application;
[0020] Figure 3 A schematic diagram of a graphical user interface provided by another embodiment of the present application;
[0021] Figure 4 A flowchart of a game interaction method provided by another embodiment of the present application;
[0022] Figure 5 A flowchart of a game interaction method provided by another embodiment of the present application;
[0023] Figure 6 A schematic diagram of a graphical user interface provided by another embodiment of the present application;
[0024] Figure 7 A schematic diagram of game interaction provided in one embodiment of the present application;
[0025] Figure 8 A flowchart of a game interaction method provided by another embodiment of the present application;
[0026] Fig. 9 A flowchart of a game interaction method provided by another embodiment of the present application;
[0027] Fig.10 A schematic diagram of game interaction provided by another embodiment of the present application;
[0028] Fig.11 A schematic diagram of the structure of a game interaction device provided in one embodiment of the present application;
[0029] Fig.12 A schematic diagram of the structure of a game interaction device provided in one embodiment of the present application. DETAILED DESCRIPTION
[0030] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.
[0031] The components of the embodiments of the present application generally described and shown in the drawings herein may be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0032] In addition, the flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of order, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of this application, and can also remove one or more operations from the flowchart.
[0033] The following is an explanation of a game interaction method provided in an embodiment of the present application in combination with a number of specific application examples. Figure 1 A flowchart of a game interaction method provided in one embodiment of the present application is shown in FIG. Figure 1 As shown, the method includes:
[0034] S101: In response to an aiming operation on a preset virtual prop, determining a target aiming direction of the preset virtual prop.
[0035] In some possible embodiments of the present application, the preset virtual props may be, for example, preset virtual props obtained by the player in the game scene. The obtaining method may be, for example, that the player controls the controlled virtual object to move in the game scene to contact the prop icon / prop model of the preset virtual props set in the game scene. If the controlled virtual object successfully contacts the prop icon / prop model of the preset virtual prop, it is determined that the controlled virtual object successfully obtains the preset virtual props.
[0036] Alternatively, the preset virtual props may be preset virtual props obtained by players through redemption operations in the game mall interface or game scene. The specific method of obtaining the preset virtual props may be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0037] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present application, such as Figure 2 As shown, a game scene 200 corresponding to the current game is displayed in the graphical user interface 100, and the game scene 200 includes a controlled virtual object 201 controlled by the current player, and at least one other virtual object in the current game, such as Figure 2 As shown, the graphical user interface 100 is a graphical user interface 100 on the controlled virtual object side, and the name of the controlled virtual object 201 controlled by the current player is "missile cub", and an arrow may be displayed above the model of the controlled virtual object 201, wherein the arrow may be highlighted or displayed in a preset color, and the present application does not impose any limitation thereto.
[0038] The player can control the movement of the controlled virtual object 201 in the game scene 200 through the mobile control 101 in the lower left corner of the graphical user interface 100. A preset number of skill controls are included on the right side of the graphical user interface 100. For example, in an embodiment of the present application, the preset number of skill controls may include: a lying down control 102, a rolling control 103, a jumping control 104, and a prop control 105 / lifting control, etc. The prop control 105 is used to release the virtual prop 203 currently held by the controlled virtual object 201. If the controlled virtual object 201 does not currently hold the virtual prop 203, the prop control 105 is displayed in a preset display mode (for example, with a preset grayscale value) on the graphical user interface, and the prop control 105 is disabled; or, the prop control 105 is not displayed; or, the lifting control is displayed at the position corresponding to the prop control 105; it should be understood that the above embodiments are only exemplary descriptions, and the display mode and display quantity of the specific multiple skill controls can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0039] In an embodiment of the present application, the prop control is used to display the virtual prop most recently picked up / acquired by the controlled virtual object. For example, the controlled virtual object first picks up virtual prop A, then the icon corresponding to virtual prop A is displayed on the prop control. Later, during the movement, the player does not use virtual prop A and picks up virtual prop B. At this time, the icon of virtual prop A on the prop control is replaced with the icon corresponding to virtual prop B.
[0040] In some possible embodiments, the prop control can contain icons corresponding to multiple virtual props, and display them according to the relationship between picking up and using. Still taking the example that the controlled virtual object first picks up virtual prop A, and then picks up virtual prop B during the movement, the controlled virtual object first picks up virtual prop A, then the icon corresponding to virtual prop A is displayed on the prop control at this time, and then during the movement, the player does not use virtual prop A, and picks up virtual prop B, then the icon of virtual prop A on the prop control is replaced with the icon corresponding to virtual prop B; if the player uses / releases the most recently picked up virtual prop B, the icon corresponding to the previously picked up virtual prop A will be redisplayed on the prop control.
[0041] Alternatively, in some other possible embodiments, the player's picking operation on the virtual prop is overriding. If the player picks up virtual prop A and does not use it, and then picks up the next virtual prop B, only the icon corresponding to virtual prop B will be displayed on the prop control. After the virtual prop B is used / released, the icon of virtual prop A will not be redisplayed. Instead, the controlled virtual object will wait for movement in the game scene. After the next virtual prop C is picked up, the icon of virtual prop B will be replaced with the icon corresponding to virtual prop C on the prop control.
[0042] Alternatively, in some other possible embodiments, the player's picking operation for the virtual prop is single. If the player picks up the virtual prop A, the icon corresponding to the virtual prop A is displayed on the prop control. If the player does not use the virtual prop A while controlling the movement of the controlled virtual object, the player cannot pick up other virtual props. That is, when the player picks up the virtual prop A and does not use it, even if the controlled virtual object contacts the prop icon / prop model of the preset virtual prop B during the movement, the virtual prop B will not be picked up. It should be understood that the above embodiments are only exemplary, and the display method on the specific prop control and the use method of the preset virtual props can be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0043] In some possible embodiments, after the controlled virtual object picks up a preset virtual prop, for example, the expression in the game scene can be: directly lifting the preset virtual prop over the head of the controlled virtual object; or, according to the prop type of the preset virtual prop, the controlled virtual object can be controlled to display in an appearance style corresponding to the prop type of the preset virtual prop. For example, if the preset virtual prop is a virtual guitar prop, after the controlled virtual object picks up the virtual guitar prop, for example, the appearance style of the controlled virtual object can be switched to a preset rock / hip-hop appearance style; for example, virtual hip-hop / rock clothing can be worn, and / or virtual rock headdress (virtual dreadlocks / virtual afro, etc.) can be worn.
[0044] If the preset virtual props are virtual basketball props, the appearance style of the controlled virtual object can be switched to a sports appearance style; for example, virtual sportswear / basketball uniforms / basketball shoes, and / or sports headwear (virtual sports headbands / virtual basketball caps, etc.) can be worn; it should be understood that the above embodiments are only exemplary descriptions, and after the specific controlled virtual object picks up the preset virtual props, the appearance style in the game scene can be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0045] This method of displaying preset virtual props in different appearance styles in the game scene after picking up the preset virtual props allows the virtual objects in the game scene to determine the preset virtual props currently possessed by other virtual objects by observing whether the appearance styles of other virtual objects have changed.
[0046] For example, in some possible embodiments, the aiming operation for the preset virtual props may be a touch operation acting on the prop control corresponding to the preset virtual props, and the touch operation may be a sliding operation, a clicking operation, etc. When the aiming operation for the preset virtual props is detected, an aiming interface for the preset virtual props is provided, and indication information of the aiming direction may be displayed on the aiming interface. The indication information of the aiming direction may be in the form of an arrow pointing to the target aiming direction; or, it may be in the form of a route with an arrow indicating the release trajectory and release direction of the preset virtual props; or, it may be in the form of a release trajectory and an estimated release end position of the preset virtual props. The specific display method of the indication information of the aiming direction may be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0047] Figure 3 A schematic diagram of a graphical user interface provided by another embodiment of the present application, such as Figure 3 As shown, in the aiming interface, the indication information of the aiming direction may be, for example, a method of indicating the release trajectory of a preset virtual prop and the expected release end position, wherein different preset virtual props may have different release trajectories (the distances of the release trajectories corresponding to different preset virtual props may be different, and the directions / trajectory shapes of the release trajectories may also be different), and the display colors and display effects of the release trajectories of different preset virtual props may also be different. This setting method allows the player to intuitively determine the prop type of the current preset virtual prop through the display color and display effect of the release trajectory.
[0048] In other possible embodiments, for each preset virtual prop, the display color / effect of its release trajectory and expected release end position may also be different. The release trajectory may, for example, be displayed by a line of a first preset color, and the expected release end position may, for example, be displayed by a hollow circle of a second preset color; wherein the first preset color may be the same as or different from the second preset color, and the preset release end position may, for example, be displayed in the form of a dot, or a solid circle, or a solid rectangle. Such a setting allows the player to intuitively distinguish the release trajectory and the release end position to clarify the aiming content. It should be understood that the above embodiments are only illustrative of the display methods of the specific release trajectory and the expected release end position, which can be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0049] exist Figure 3 In the aiming interface shown, the player can only determine one aiming direction in the game scene, and the aiming direction can be, for example, any range within 360° around the controlled virtual object corresponding to the player as the center, that is, the player can adjust the aiming direction to aim in the forward direction of the controlled virtual object, or to aim in the opposite direction of the forward direction of the controlled virtual object. That is, compared with the aiming method in the prior art that can only aim within a preset field of view of the controlled virtual object (generally about 120° around the controlled virtual object), the present application can achieve 360° aiming. During the aiming process, the player can not only aim forward but also aim backward, which greatly improves the flexibility of aiming and the range of preset virtual props release, thereby improving the player's operability during the game.
[0050] It should be noted that the aiming in the embodiment of the present application only determines an aiming direction, and the expected release end position can be observed during the aiming process. However, since other virtual objects are moving during the release process after aiming, the aiming in the present application cannot specify a specific aiming object. The final aiming result is determined based on the release starting point, the preset trajectory and the target aiming direction. If the player wants to improve the hit rate of the preset virtual props, the aiming direction can be adjusted to where other virtual objects gather in the game scene.
[0051] During the aiming process, the player needs to consider the movement operations of other virtual objects after releasing the preset virtual props, that is, when the player releases the preset virtual props, he needs to predict the movement operations of other virtual objects.
[0052] For example, if other virtual objects are moving forward, the player can choose to aim at a target direction that is slightly forward based on the current position of other virtual objects, thereby increasing the hit rate of preset virtual props, and determining the target aiming direction by predicting the movement of other virtual objects in the game scene. This determination method can further improve the player's gaming experience and enhance the player's operability during the aiming process.
[0053] The method for determining the target aiming direction of the preset virtual props may be, for example: providing a prop control corresponding to the preset virtual props in the graphical user interface, responding to a sliding operation on the prop control, and determining the target aiming direction of the preset virtual props according to the sliding direction of the sliding operation.
[0054] That is to say, for example, based on the initial position of the sliding operation acting on the prop control, the initial position of the touch point is determined, and the initial aiming direction is set according to a preset rule; in response to the continued sliding of the sliding operation, the touch point is controlled to move following the sliding of the sliding operation, and the current aiming direction is adjusted according to the direction of the current position of the touch point relative to the initial position; in response to the end of the sliding operation, the target aiming direction is determined according to the target position of the touch point at the end. In addition, when the sliding operation ends, the touch point is controlled to stop moving, or the touch point is controlled to disappear after the sliding operation ends.
[0055] S102: In response to a release operation on a preset virtual prop, control the preset virtual prop to be released along a target aiming direction.
[0056] In an embodiment of the present application, a controlled virtual object may be included in the game. For example, the location of the controlled virtual object may be used as the launching starting point of a preset virtual prop, and the preset virtual prop may be controlled to be released along the target aiming direction; wherein the preset virtual prop is a preset virtual prop held by the controlled virtual object.
[0057] In some possible embodiments, the game may include a controlled virtual object, and the controlled virtual object holds a virtual gun. For example, the controlled virtual object may be controlled to hold the virtual gun and release a preset virtual prop in the target aiming direction.
[0058] That is to say, in some possible embodiments, the controlled virtual object can directly hold the preset virtual props and control the preset virtual props to be released along the target aiming direction; in other possible embodiments, the controlled virtual object can, for example, release the preset virtual props by holding a virtual firearm and controlling the controlled virtual character to hold the virtual firearm in the target aiming direction; the specific release method of the preset virtual props is direct release or release by holding a virtual firearm, which can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0059] In order to ensure the release effect of the preset virtual props and the accuracy of the player's prediction of the release position of the preset virtual props, in an embodiment of the present application, the same preset virtual props have the same preset trajectory; different preset virtual props may correspond to different preset trajectories; in the process of releasing the preset virtual props, the position of the controlled virtual object is used as the launching starting point, and the preset virtual props are controlled to be released along the target aiming direction according to the preset trajectory of the preset virtual props.
[0060] Among them, the preset trajectory of the preset virtual props can be, for example, a straight line trajectory that is not affected by gravity, that is, taking the position of the controlled virtual object as the launching starting point, controlling the preset virtual props to be released in a straight line along the target aiming direction; it should be understood that the above embodiments are only exemplary descriptions, and the preset trajectory of the preset virtual props can also be a parabolic trajectory affected by gravity, or can be a straight line with a preset downward angle, or a straight line with a preset upward angle, etc. It can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0061] During the release process of the preset virtual props, since the preset virtual props are released along the target aiming direction and the preset trajectory, after other players observe the release of the preset virtual props in the game scene, if they are near the target aiming direction of the preset virtual props, they can avoid the preset virtual props by moving (controlling the movement of virtual objects) to prevent the virtual objects from being hit by the preset virtual props. This setting method allows other players in the current game to control the movement of virtual objects by observing the release process of the preset virtual props to avoid being hit by the preset virtual props, thereby improving the interactivity and operability between players in the game.
[0062] S103: In the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, the target virtual object is controlled to perform a first dance action.
[0063] In one embodiment of the present application, the target virtual object may be determined by, for example, determining that the first virtual object touched by the preset virtual props during the process of releasing the preset virtual props along the target aiming direction is the target virtual object.
[0064] It should be understood that the controlled virtual object in the embodiment of the present application is controlled by the operation (movement operation, item release operation, skill release operation) input by the first terminal device, and the target virtual object is controlled by the operation (movement operation, item release operation, skill release operation) input by the second terminal device. The interaction mode between the first terminal device, the game server and the second terminal device can be, for example:
[0065] The first terminal device (the controlled virtual object side holding the preset virtual prop) responds to the aiming operation for the preset virtual prop input through the first terminal device, adjusts the aiming direction of the preset virtual prop in the game scene, and determines the target aiming direction of the preset virtual prop; then, the first terminal device responds to the release operation for the preset virtual prop, and sends a release instruction for the preset virtual prop to the game server, the release instruction including the preset virtual prop information (type information or appearance parameter information of the preset virtual prop) and the target aiming direction information.
[0066] After receiving the release instruction sent by the first terminal device, the game server controls the preset virtual props to be released along the target aiming direction specified in the release instruction according to the release instruction; and in the process of releasing the preset virtual props along the target aiming direction, determines whether the preset virtual props hit other virtual objects, if so, determines that the hit other virtual objects are target virtual objects, and controls the target virtual objects to perform the first dance action.
[0067] While the target virtual object is performing the first dance move, the second terminal device (on the target virtual object side hit by the preset virtual prop) can send a movement instruction for the target virtual object to the game server by inputting a movement operation for the target virtual object.
[0068] After receiving the movement instruction for the target virtual object sent by the second terminal device, the game server controls the target virtual object to move according to the movement instruction, and performs the first dance action during the movement.
[0069] In some possible embodiments, the release process of the preset virtual props may be, for example: releasing the preset virtual props according to a preset trajectory, and in the absence of other interference, if the preset virtual props touch the ground in the game scene during the release process, it is determined that the release of the preset virtual props is completed; or, if the preset virtual props are released after a preset distance (regardless of whether they touch the ground or other virtual objects in the game scene), it is determined that the release of the preset virtual props is completed.
[0070] That is, the preset virtual props may touch the virtual object on the way of release, or may touch the virtual object at the end of release (about to touch the ground in the game scene / or the launch distance is close to the preset distance), or the preset virtual props may not touch any virtual object when the release is completed (touching the ground in the game scene / the launch distance is equal to the preset distance) (at this time it is determined that no virtual object is hit by the preset virtual props, that is, the preset virtual props are released successfully, but do not hit the target virtual object).
[0071] That is, if the preset virtual props touch the virtual object during the release process, it is determined that the preset virtual props have been released, and the first virtual object touched by the preset virtual props during the release process is the target virtual object, and the target virtual object is controlled to perform the first dance action.
[0072] In some other possible embodiments, if the preset virtual prop contacts multiple virtual objects during the release process, the multiple virtual objects contacted can be simultaneously determined as target virtual objects. The specific method of determining the target virtual objects and the number of target virtual objects can be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0073] For the player who releases the preset virtual props, this release method can improve the hit rate of the preset virtual props by releasing the preset virtual props to where other virtual objects gather; or, by predicting the moving direction of other virtual objects, releasing the preset virtual props to the predicted position to improve the hit rate of the preset virtual props.
[0074] For other virtual objects, the movement of other virtual objects can be controlled by observing the release path of the preset virtual props in the game scene to avoid the preset virtual props and avoid being hit by the preset virtual props. This release method makes it more operable and interactive for both players who release the preset virtual props and players who avoid the preset virtual props, thereby enriching the player's gaming experience.
[0075] In some possible embodiments, for example, in some games, multiple virtual objects in the game may be divided into camps. In order to ensure the game effect and avoid accidental injuries, after the preset virtual prop hits the target virtual object, a response will be given to the preset virtual prop hitting the target virtual object to obtain the camp affiliation information of the target virtual object to determine whether the target virtual object is a friendly virtual object; if not, it means that the target virtual object and the controlled virtual object that releases the preset virtual prop are not virtual objects in the same camp, and the target virtual object is controlled to perform a first dance move; if so, it means that the target virtual object and the controlled virtual object that releases the preset virtual prop are virtual objects in the same camp, and the target virtual object does not need to perform the first dance move, that is, the preset virtual prop released for the target virtual object will not take effect even if it hits a virtual object in the same camp.
[0076] In other possible embodiments, after the preset virtual prop hits the target virtual object, the camp affiliation information of the target virtual object will be obtained in response to the preset virtual prop hitting the target virtual object to determine whether the target virtual object is a friendly virtual object; if so, the target virtual object is controlled to perform a first dance move; if not, the target virtual object does not need to perform the first dance move at this time; after specifically obtaining the camp affiliation information of the target virtual object, the method for determining whether to control the target virtual object to perform the first dance move can be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0077] By adopting the game interaction method provided by the present application, after determining the target aiming direction of the preset virtual prop, in response to the release operation of the preset virtual prop, the preset virtual prop is controlled to be released along the target aiming direction, and during the release process, if the preset virtual prop hits the target virtual object, the target virtual object is controlled to perform a first dance action. This setting method allows the player to determine the target aiming direction of the preset virtual prop and release the preset virtual prop by launching the preset virtual prop during the game. The preset virtual prop is not directly aimed at the target virtual object, but is released along the target aiming direction. During the release of the preset virtual prop, the hit target virtual object is determined to control the target virtual object hit by the preset virtual prop to perform the first dance action, which enriches the player's visual experience and game experience, improves the stickiness between the player and the game, and avoids the idling and waste of game service resources.
[0078] Based on the above embodiments, the virtual firearm may be, for example, a virtual musical instrument firearm in the shape of a musical instrument, and the virtual musical instrument firearm may include a plurality of preset musical instrument types. The method of releasing the preset virtual props may be, for example, controlling the controlled virtual object to hold a virtual musical instrument firearm of the target musical instrument type and release the preset virtual prop in the target aiming direction.
[0079] During the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, the target virtual object is controlled to perform a first dance action corresponding to the virtual musical instrument firearm of the target musical instrument type.
[0080] In order to increase the diversity of gameplay and improve the player's sense of freshness to the game, in an embodiment of the present application, the virtual musical instrument firearms include a variety of preset musical instrument types, wherein different preset musical instrument types may correspond to different dance moves. For example, if the preset musical instrument type is a modern musical instrument type (guitar, drum set, etc.), it may correspond to rock dance moves; if the preset musical instrument type is a classical musical instrument type (guzheng, pipa, etc.), it may correspond to classical dance moves; if the preset musical instrument type is a folk musical instrument type (horse-head fiddle, fishing drum, etc.), it may correspond to folk dance moves. It should be understood that the above embodiments are only exemplary descriptions, and the specific correspondence between each preset musical instrument type and the dance moves, as well as the specific virtual musical instrument firearms included under the preset musical instrument type, can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0081] For example, when the virtual musical instrument firearm is a guitar virtual prop, firstly, a preset instrument type corresponding to the guitar virtual prop is determined in the instrument library.
[0082] Among them, the instrument library has presets of various virtual musical instruments and firearms, as well as preset instrument types corresponding to each virtual musical instrument and firearm.
[0083] If it is determined that the preset instrument type corresponding to the guitar is a modern instrument type, then according to the modern instrument type, rock dance data corresponding to the modern instrument type is determined in the dance database.
[0084] Among them, the dance database stores dance data corresponding to music of multiple preset instrument types, and in the dance data of each preset instrument type, multiple notes (multiple prop styles) and corresponding dance movements are stored; wherein each note has one or more corresponding dance movements; after determining the rock dance data in the dance database, a note and a corresponding rock dance movement are randomly determined in the rock dance data.
[0085] In some possible embodiments, in order to further enrich the player's gaming experience and improve the player's gaming feeling, controlling the target virtual object to perform the first dance move may also include: in the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, controlling the target virtual object to perform the first dance move, and playing the preset music corresponding to the first dance move.
[0086] In some possible embodiments, the preset music may be related to the target instrument type, for example, when the virtual instrument firearm of the target instrument type is a virtual guitar prop, the preset music may be rock music, for example; when the virtual instrument firearm of the target instrument type is a virtual guzheng prop, the preset music may be guzheng music, for example; when the virtual instrument firearm of the target instrument type is a virtual erhu, the preset music may be erhu music, for example; the specific type setting of the virtual instrument firearm, and the correspondence between the type of the virtual instrument firearm and the preset music may be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0087] In an embodiment of the present application, for example, a music database is preset, in which the correspondence between various types of virtual musical instruments and firearms and various types of music is pre-configured, and each type of virtual musical instrument and firearm has its own corresponding type of music. After the virtual musical instrument and firearm of the target instrument type is determined, the music corresponding to the target instrument type is determined in the music database according to the preset association relationship, and the preset music corresponding to the virtual musical instrument and firearm of the target instrument type is played while controlling the target virtual object to perform the first dance move.
[0088] In some other possible embodiments, controlling the target virtual object to perform the first dance action may also include: displaying a background effect corresponding to a virtual musical instrument firearm of the target musical instrument type in the game scene.
[0089] It should be noted that in the embodiments of the present application, the background effect may also be related to the type of virtual musical instrument firearms. For example, when the target instrument type of the virtual musical instrument firearm is a virtual guitar prop, the background effect may be a rock effect, such as a flashing light effect; for example, when the target instrument type of the virtual musical instrument firearm is a guzheng, the background effect may be an effect of a breeze blowing a curtain; when the target instrument type of the virtual musical instrument firearm is a horse-head fiddle, the background effect may be a grassland effect. It should be understood that the above embodiments are only exemplary, and the correspondence between the specific background effects and the types of virtual musical instruments and firearms can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0090] In an embodiment of the present application, for example, a background database is preset, in which the correspondence between various types of virtual musical instruments and firearms and various types of background effects is pre-configured, and each type of virtual musical instrument and firearm has its own corresponding type of background effect. After the target instrument type of the released virtual musical instrument and firearm is determined, the background effect corresponding to the target instrument type will be determined in the background database according to the preset association relationship, and the background effect corresponding to the virtual musical instrument and firearm of the target instrument type will be displayed in the game scene while controlling the target virtual object to perform the first dance move.
[0091] It should be understood that controlling the target virtual object to perform the first dance move may also include: playing preset music corresponding to the virtual musical instrument firearm of the target musical instrument type, and displaying background effects corresponding to the virtual musical instrument firearm of the target musical instrument type in the game scene; it should be understood that the above embodiments are only exemplary descriptions, and when the first dance move is specifically performed, the background effects and the playback or display method of the preset music can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0092] In some possible embodiments, for example, the music effect and / or background effect can be played / displayed on the display interface of the terminal device only on the player side of the controlled virtual object that releases the preset virtual props, and on the player side of the target virtual object that is hit by the preset virtual props; or, it can also be played / displayed on the display interface of the terminal on the player side of all virtual objects in the current game; the specific range of players involved in the music effect and / or background effect can be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0093] Optionally, based on the above embodiment, the embodiment of the present application may also provide a game interaction method. The following is an example of the implementation process of controlling the preset virtual props to be released along the target aiming direction in the above method in combination with the accompanying drawings. Figure 4A flowchart of a game interaction method provided by another embodiment of the present application is shown in Figure 4. The preset virtual props include multiple prop styles. As shown in Figure 4, S102 may include:
[0094] S111: In response to a release operation on a preset virtual prop, a target prop style is randomly determined from a plurality of prop styles corresponding to the preset virtual prop.
[0095] In the embodiments of the present application, each preset virtual prop may correspond to multiple prop styles. In some possible embodiments, the preset virtual prop is still taken as a virtual musical instrument firearm in the shape of a musical instrument. The multiple prop styles can be, for example, multiple notes, each note corresponding to a different performance style. During the release process, for example, a target note (target prop style) can be randomly determined from multiple notes as the target prop style of the preset virtual prop; or, each note in the preset note sequence can be sequentially determined as the target prop style according to the preset note sequence; it should be understood that the above embodiments are only exemplary descriptions, and the specific method of determining the target prop style is random or preset, which can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0096] S112: Controlling the preset virtual prop to be released along the target aiming direction in the target prop style.
[0097] In some possible embodiments, the release of the preset virtual props is to release the preset virtual props in the target prop style. For example, the various prop styles can be respectively the singing (singing) styles of seven basic pitches: "do", "re", "mi", "fa", "sol", "la", "si"; or, the styles corresponding to the various prop styles can be respectively multiple note styles: whole notes, half notes, quarter notes, sixteenth notes, treble clef, etc.; it should be understood that the above embodiments are only exemplary descriptions, and the specific expression forms of the styles corresponding to the various prop styles, as well as the number settings of the multiple prop styles, etc., can be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0098] In order to further improve the player's gaming experience and enrich the player's visual experience, in an embodiment of the present application, different prop styles may correspond to different dance moves. After the target prop style is randomly determined and released, the target virtual object is controlled to perform the first dance move corresponding to the target prop style. This setting method makes it impossible for the player to determine the target prop style released by the preset virtual prop before releasing the preset virtual prop. The released target prop style and the first dance move corresponding to the target prop style can only be determined after releasing the preset virtual prop, thereby enhancing the player's gaming experience and game interaction, and improving the stickiness between the player and the game.
[0099] In order to improve the operability of the game for players and improve the game customization of players, in an embodiment of the present application, players can, for example, determine corresponding target appearance parameters for virtual firearms from multiple appearance parameters provided by the game to enhance the display of player personality.
[0100] Among them, for example, the player can select from multiple appearance parameters provided by the game, and determine the target appearance parameters corresponding to the selection operation as the appearance parameters of the virtual firearm, so that when the preset virtual props are released, the preset virtual props / each prop style of the preset virtual props is released in the style of the target appearance parameters; or, the game can also provide players with some redemption options, and the player can select the target appearance parameters as the appearance parameters of the virtual firearm from multiple appearance parameters to be redeemed through redemption, so that the preset virtual props / each prop style of the preset virtual props is released in the style of the target appearance parameters.
[0101] For example, in some possible embodiments, the player can select color parameters corresponding to the virtual gun. For example, by default, the color of the preset virtual prop fired by the virtual guitar gun is yellow, but the player exchanges the purple parameter and successfully applies the purple parameter to the virtual guitar gun. Then, the color of the preset virtual prop fired by the player through the virtual guitar gun is purple, so that the player can determine the target skin for the virtual gun that suits his or her preferences / aesthetics.
[0102] Among them, the setting operation of the target appearance parameters can be pre-set outside the game, for example; or the player can also set the target appearance parameters during the game. The specific time for setting the target appearance parameters and the method for setting the target appearance parameters can be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0103] That is to say, in an embodiment of the present application, in response to a release operation for a preset virtual prop, the target appearance parameters corresponding to the virtual firearm can be obtained; the display style matching the target appearance parameters corresponding to the virtual firearm can be controlled to be displayed, and the firearm can be released along the target aiming direction.
[0104] Optionally, based on the above embodiment, the embodiment of the present application may also provide a game interaction method, and the implementation process of the above method is illustrated below in conjunction with the accompanying drawings. Figure 5 A flowchart of a game interaction method provided in another embodiment of the present application is shown in Figure 5. The method may also include:
[0105] S121: Disable all skills of the target virtual object except movement skills and jumping skills.
[0106] That is to say, during the process of the target virtual object performing the first dance action, the target virtual object can only move according to the movement operation to control the target virtual object, or perform the jumping skill according to the jump operation to control the target virtual object, and other skills cannot be used and are in a disabled state.
[0107] Figure 6 A schematic diagram of a graphical user interface provided by another embodiment of the present application, such as Figure 6 As shown, Figure 6 a graphical user interface corresponding to the target virtual object performing the first dance action, Figure 6 The graphical user interface 100 corresponding to the target virtual object 202 has the name of the target virtual object 202 displayed in the upper left corner of the graphical user interface 100 , that is, the name of the current target virtual object 202 is “Pipizi”.
[0108] The wavy lines on both sides of the target virtual object 202 represent the shaking effect produced by the target virtual object 202 performing the first dance action. It should be understood that Figure 6 For exemplary purposes only, before being hit, the specific target virtual object 202 can move in the game scene 200 with a preset moving posture in response to a moving operation input by the second terminal. After the target virtual object 202 is hit by a preset virtual prop, the target virtual object 202 can be controlled to perform a first dance move corresponding to the preset virtual prop that is different from the preset moving posture.
[0109] It can be seen that during the process of the target virtual object 202 performing the first dance move, only the movement control 101 and the jump control 104 are in a normal display state, and other skill controls are displayed in gray to indicate that other skill controls are disabled. It should be understood that the above embodiment is only an exemplary description. During the process of the target virtual object 202 performing the first dance move, the display method of each skill control can be flexibly adjusted according to user needs. For example, all skill controls can be displayed normally, but only the movement control 101 and the jump control 104 are operable controls. In addition, even if other skill controls are clicked or manipulated, the use of other skill controls cannot be triggered, and it is not limited to the above embodiment.
[0110] Figure 7 A schematic diagram of game interaction provided in an embodiment of the present application is shown in FIG. Figure 7 As shown, Figure 7 When the controlled virtual object 201 holds a virtual musical instrument gun (virtual guitar gun) and releases a preset virtual prop (preset virtual prop in the shape of a musical note), the expression form of the controlled virtual object 201, the expression form of the preset virtual prop during the release process, and the expression form of the target virtual object 202 after being hit by the preset virtual prop.
[0111] in, Figure 7 The virtual object on the left is the controlled virtual object 201, that is, the expression form of the virtual object releasing the preset virtual props when releasing the preset virtual props. Figure 7 The middle part shows the appearance of the preset virtual props in the middle of releasing the preset virtual props in the note style. Figure 7 The virtual object on the right is the target virtual object 202, that is, the representation form of the target virtual object when being hit by the preset virtual prop.
[0112] Optionally, based on the above embodiment, the embodiment of the present application may further provide a game interaction method. The following is an example of the implementation process of controlling the target virtual object to perform the first dance action in the above method in combination with the accompanying drawings. Figure 8 A flowchart of a game interaction method provided by another embodiment of the present application is shown in FIG8 . S103 may include:
[0113] S131: Controlling the target virtual object to perform a first dance action and continuing for a first preset time.
[0114] In some possible embodiments, during the duration of the target virtual object performing the first dance move, the target virtual object can simultaneously perform a moving operation and / or a jumping operation, and the target virtual object can perform a moving operation and / or a jumping operation while performing the first dance move within a first preset time.
[0115] That is, in response to a movement operation on the target virtual object within a first preset time, the target virtual object is controlled to move according to the movement operation, and performs a first dance action during the movement.
[0116] Alternatively, in response to a jumping operation on the target virtual object within a first preset time, the target virtual object is controlled to jump according to the jumping operation and to perform a first dance action during the jumping process.
[0117] In some other possible embodiments, if the target virtual object is hit by other virtual props / skills within the first preset time, the performance state of the target virtual object is controlled to switch to the target performance state corresponding to the other virtual props / skills, and the first dance action is performed in the target performance state.
[0118] For example, if the target virtual object is hit by an explosion skill within the first preset time, the performance state of the target virtual object is controlled to switch to the performance state after the explosion, for example: the performance state of the target virtual object is switched to the little black man state, and the first dance move is performed in the little black man state, wherein, if the performance time of the little black man is less than the first preset time, then after the performance time of the little black man ends, if it has not reached the first preset time, the performance state of the target virtual object will switch to the normal state, and continue to perform the first dance move within the remaining first preset time.
[0119] Optionally, based on the above embodiment, the embodiment of the present application may further provide a game interaction method. The following is an example of the implementation process of controlling the target virtual object to perform the first dance action in the above method in combination with the accompanying drawings. Fig. 9 A flowchart of a game interaction method provided by another embodiment of the present application is shown in Figure 9. S103 may include:
[0120] S141: If the number of times the target virtual object is hit by the preset virtual prop within the second preset time is greater than or equal to the preset threshold, control the target virtual object to perform a second dance action.
[0121] Among them, the second preset time can be the same as the first preset time, or can be greater than the first preset time. For example, in some possible embodiments, the first preset time can be the same as the second preset time, both of which are 5S; or, in other possible embodiments, the first preset time can be 5S, and the second preset time can be 8S. It should be understood that the above embodiments are only exemplary descriptions, and the specific values of the first preset time and the second preset time can be flexibly adjusted according to user needs, and can also be any time such as 3S, 10S, etc., and are not limited to those given in the above embodiments.
[0122] In some possible embodiments, the first dance move and the second dance move have the same dance moves, but different amplitudes of the dance moves, wherein the amplitude of the second dance move is greater than the amplitude of the first dance move; or, the first dance move and the second dance move have different dance moves and / or different amplitudes of the dance moves; it should be understood that whether the dance move content and the dance move amplitude of the first dance move and the second dance move are the same can be flexibly adjusted according to user needs, and is not limited to the above embodiments, and can be flexibly adjusted according to user needs.
[0123] For example, in an embodiment of the present application, if the target virtual object is hit by the same type of preset virtual props a number of times within the second preset time is greater than or equal to a preset threshold, the target virtual object will awaken to another state, such as the "Rock Soul" state, in which the dance moves in the second dance of the target virtual object are the same as the first dance moves, but the amplitude of the dance moves is greater than the amplitude of the first dance moves; this setting allows the player to trigger the awakening of the target virtual object's "Rock Soul" state by continuously releasing the preset virtual props to the same target virtual object when releasing the preset virtual props.
[0124] Fig.10 A schematic diagram of game interaction provided in another embodiment of the present application is shown in FIG. Fig.10 As shown, Fig.10 The virtual object on the left side may be, for example, a controlled virtual object 202 that performs a first dance move after being hit by a preset virtual prop. At this time, the shaking amplitude of the controlled virtual object 202 is relatively small.
[0125] Fig.10 The right side may, for example, be a controlled virtual object 202 that performs a second dance move when the number of times it is hit by the same type of preset virtual props within the second preset time is greater than or equal to a preset threshold. At this time, the jitter amplitude of the controlled virtual object 202 is relatively large (the target virtual object awakens the "rock soul" state); the design of the expression form / jitter amplitude of the controlled virtual object when performing the first dance move / second dance move can be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0126] It should be understood that the above embodiments are only exemplary descriptions. In order to increase the fun of the player during the game, in other possible embodiments, the virtual firearm is still a virtual musical instrument firearm in the shape of a musical instrument, and the release operation releases the target prop style corresponding to the preset virtual prop. The release of the target prop style can be, for example, randomly released among multiple target prop styles.
[0127] In some embodiments, different target prop styles may trigger the target virtual object to perform different dance moves when hitting the target virtual object, that is, each target prop style has its own unique corresponding target dance move, and if the number of times the target virtual object is hit by the same target prop style within the second preset time is equal to a preset threshold, the target virtual object is controlled to perform the target dance move corresponding to the same target prop style at a preset amplitude / frequency greater than that when the target dance move is normally performed; this setting allows the player to trigger the target virtual object to perform the target dance move at different frequencies by releasing the target prop style multiple times, further improving the player's interactivity during the game.
[0128] In some other possible embodiments, if the target virtual object is hit by multiple prop styles within the second preset time, and the multiple prop styles constitute a preset combination, the target virtual object is controlled to perform a third dance corresponding to the preset combination.
[0129] For example, in some possible embodiments, in order to enrich the player's gaming experience, game developers may preset multiple preset combinations, wherein each preset combination has its own corresponding third dance move, and the third dance moves corresponding to different preset combinations are different. In some possible embodiments, multiple preset combinations may be, for example, "do, mi, re (rai)", "mi, fa, sol", "sol, si (ti), la". Within the second preset time, the target virtual object is hit by the prop styles mi, fa, and sol respectively. After the target virtual object is hit by the last prop style sol in the preset combination, the third dance move corresponding to the preset note combination "mi, fa, sol" is executed. This setting allows the player to trigger the target virtual object to perform different dance moves through a combo of prop styles, further improving the player's interactivity during the game.
[0130] For example, in some possible embodiments, when a preset virtual prop is released along a target aiming direction, in response to the preset virtual prop hitting a target part of the target virtual object, the target part is controlled to perform a first dance action.
[0131] In some other possible embodiments, during the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target part of the target virtual object, the target part is controlled to perform the first dance movement with a first amplitude, and other parts of the target virtual object except the target part are controlled to perform the first dance movement with a second amplitude.
[0132] That is to say, in order to clearly define the target part of the target virtual object that is hit after releasing the preset virtual props, the present application can control only the hit target part to perform the first dance move; or, control the target part of the target virtual object to perform the first dance move with a first amplitude, and control other parts except the target part to perform the first dance move with a second amplitude, wherein the first amplitude is greater than the second amplitude. This setting allows the player to clearly define the hit part through the performance of different parts of the target virtual object.
[0133] The first dance action may be, for example, only the dance action corresponding to the target part, or the first dance actions corresponding to different target parts may be different. The design of each specific dance action may be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0134] According to the game interaction method provided by the present application, after determining the target aiming direction of the preset virtual prop, in response to the release operation of the preset virtual prop, a target prop style is randomly determined from multiple prop styles of the preset virtual prop, and the target prop style is controlled to be released along the target aiming direction according to the preset route. During the release process, if the preset virtual prop hits the target virtual object, the target virtual object is controlled to perform the first dance action. This setting method enables the player to determine the target aiming direction of the preset virtual prop and release the preset virtual prop by launching the preset virtual prop during the game. The player does not aim at the target virtual object directly, but instead controls the target virtual object to be released. By releasing the preset virtual props along the target aiming direction, and in the process of releasing the preset virtual props, determining the target virtual object to be hit, so as to control the target virtual object hit by the preset virtual props to perform the first dance action, and the preset virtual props / multiple props style appearance parameters can be replaced according to the needs of the players, and the setting of multiple preset virtual prop types has improved the operability and flexibility of the players in the game process. The diverse dance type settings allow players to trigger different gameplay by obtaining and releasing preset virtual props, enriching the players' visual experience and game experience, improving the stickiness between players and games, and avoiding the idling and waste of game service resources.
[0135] The following is an explanation of the game interaction device provided by the present application in conjunction with the accompanying drawings. The game interaction device can execute the above Figure 1-Figure 10 For any game interaction method, its specific implementation and beneficial effects are as mentioned above and will not be repeated below.
[0136] Fig.11 A schematic diagram of the structure of a game interaction device provided in one embodiment of the present application is shown in FIG. Fig.11 As shown, the device includes: a determination module 301 and a control module 302, wherein:
[0137] The determination module 301 is used to determine the target aiming direction of the preset virtual prop in response to the aiming operation on the preset virtual prop;
[0138] The control module is used to respond to the release operation of the preset virtual props and control the preset virtual props to be released along the target aiming direction; in the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, control the target virtual object to perform a first dance action.
[0139] Optionally, a prop control corresponding to a preset virtual prop is provided in the graphical user interface, and the determination module 301 is specifically used to respond to a sliding operation acting on the prop control and determine a target aiming direction of the preset virtual prop according to a sliding direction of the sliding operation.
[0140] Optionally, the game includes a controlled virtual object, and the control module 302 is specifically used to control the preset virtual props to be released along the target aiming direction with the location of the controlled virtual object as the launch starting point.
[0141] Optionally, the control module 302 is specifically configured to control the preset virtual prop to be released along the target aiming direction according to the preset trajectory of the preset virtual prop, taking the location of the controlled virtual object as the launching starting point.
[0142] Optionally, the game includes a controlled virtual object, the controlled virtual object holds a virtual gun, and the control module 302 is specifically used to control the controlled virtual object holding the virtual gun to release a preset virtual prop in the target aiming direction.
[0143] Optionally, the virtual firearm is a virtual musical instrument firearm in the shape of a musical instrument, and the virtual musical instrument firearm includes a plurality of preset musical instrument types. The control module 302 is specifically used to control the virtual object holding the virtual musical instrument firearm of the target musical instrument type to release a preset virtual prop in the target aiming direction.
[0144] Optionally, the preset virtual props include multiple prop styles, and the determination module 301 is specifically used to respond to a release operation on the preset virtual props and randomly determine a target prop style from the multiple prop styles corresponding to the preset virtual props;
[0145] The control module 302 is specifically used to control the preset virtual props to be released along the target aiming direction in the target prop style.
[0146] Optionally, the determination module 301 is specifically configured to respond to a release operation on a preset virtual prop and obtain a target appearance parameter corresponding to the virtual firearm;
[0147] The control module 302 is specifically used to preset the virtual props to be displayed in a display style matching the target appearance parameters, and to release them along the target aiming direction.
[0148] Optionally, the control module 302 is specifically configured to control the target virtual object to perform a first dance action corresponding to the target prop style.
[0149] Optionally, the control module 302 is specifically configured to disable other skills of the target virtual object except the moving skill and the jumping skill.
[0150] Optionally, the control module 302 is specifically configured to control the target virtual object to perform a first dance action for a first preset time.
[0151] Optionally, the control module 302 is specifically configured to respond to a movement operation on the target virtual object within a first preset time, control the target virtual object to move according to the movement operation, and perform a first dance action during the movement.
[0152] Optionally, the control module 302 is specifically configured to respond to a jumping operation on the target virtual object within a first preset time, control the target virtual object to jump according to the jumping operation, and perform a first dance action during the jumping process.
[0153] Optionally, the control module 302 is specifically configured to control the performance state of the target virtual object to switch to a target performance state corresponding to other skills if the target virtual object is hit by other skills within a first preset time, and to perform a first dance move in the target performance state.
[0154] Optionally, the determination module 301 is specifically configured to determine whether the target virtual object is a friendly virtual object in response to a preset virtual prop hitting the target virtual object;
[0155] The control module 302 is specifically configured to control the target virtual object to perform a first dance action if no.
[0156] Optionally, the control module 302 is specifically configured to control the target virtual object to perform a first dance move and play preset music corresponding to the first dance move in response to the preset virtual prop hitting the target virtual object during the process of releasing the preset virtual prop along the target aiming direction.
[0157] Optionally, the control module 302 is specifically used to respond to the preset virtual prop hitting the target virtual object during the process of releasing the preset virtual prop along the target aiming direction, control the target virtual object to perform a first dance move, and display a background effect corresponding to the first dance move in the game scene.
[0158] Optionally, the control module 302 is specifically configured to control the target virtual object to perform a first dance action corresponding to a virtual musical instrument firearm of the target musical instrument type in response to the preset virtual prop hitting the target virtual object during the process of releasing the preset virtual prop along the target aiming direction.
[0159] Optionally, the control module 302 is specifically configured to control the target virtual object to perform a second dance action if the number of times the target virtual object is hit by a preset virtual prop within a second preset time is greater than or equal to a preset threshold.
[0160] Optionally, the first dance move and the second dance move have the same dance moves but different amplitudes of the dance moves, wherein the amplitude of the second dance move is greater than that of the first dance move; or, the first dance move and the second dance move have different dance moves and / or different amplitudes of the dance moves.
[0161] Optionally, the control module 302 is specifically configured to control the target virtual object to perform a third dance action corresponding to the preset combination if the target virtual object is hit by multiple prop styles within the second preset time, and the multiple prop styles constitute a preset combination.
[0162] Optionally, the control module 302 is specifically configured to control the target part to perform a first dance action in response to the preset virtual prop hitting the target part of the target virtual object during the process of releasing the preset virtual prop along the target aiming direction.
[0163] Optionally, the control module 302 is specifically configured to, in response to the preset virtual prop hitting a target part of the target virtual object during the process of releasing the preset virtual prop along the target aiming direction, control the target part to perform a first dance movement with a first amplitude, and control other parts of the target virtual object except the target part to perform the first dance movement with a second amplitude.
[0164] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.
[0165] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0166] Fig.12 This is a structural diagram of a game interaction device provided in one embodiment of the present application. The game interaction device can be integrated into a terminal device or a chip of the terminal device.
[0167] like Fig.12 As shown, the game interaction device includes: a processor 501, a bus 502 and a storage medium 503.
[0168] The processor 501 is used to store programs. The processor 501 calls the program stored in the storage medium 503 to execute the above Figure 1-Figure 10 The corresponding method embodiment has similar specific implementation methods and technical effects, which will not be described here.
[0169] Optionally, the present application also provides a program product, such as a storage medium, on which a computer program is stored, including a program that, when executed by a processor, executes an embodiment corresponding to the above method.
[0170] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0171] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0172] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0173] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.
Claims
1. A game interaction method, characterized in that: The method comprises: In response to an aiming operation on a preset virtual prop, determining a target aiming direction of the preset virtual prop; In response to a release operation on the preset virtual prop, controlling the preset virtual prop to be released along the target aiming direction; During the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, the target virtual object is controlled to perform a first dance action.
2. The method according to claim 1, characterized in that Providing a prop control corresponding to the preset virtual prop on a graphical user interface, and determining a target aiming direction of the preset virtual prop in response to an aiming operation on the preset virtual prop, comprises: In response to a sliding operation on the prop control, a target aiming direction of the preset virtual prop is determined according to a sliding direction of the sliding operation.
3. The method according to claim 1, characterized in that The game includes a controlled virtual object, and the controlling the preset virtual prop to be released along the target aiming direction includes: The location of the controlled virtual object is used as the launch starting point, and the preset virtual prop is controlled to be released along the target aiming direction.
4. The method according to claim 3, characterized in that The method of taking the location of the controlled virtual object as the launching starting point and controlling the preset virtual prop to be released along the target aiming direction includes: Taking the location of the controlled virtual object as the launching starting point, the preset virtual prop is controlled to be released along the target aiming direction according to the preset trajectory of the preset virtual prop.
5. The method according to claim 1, characterized in that The game includes a controlled virtual object, the controlled virtual object holds a virtual firearm, and the control of the preset virtual prop to release along the target aiming direction includes: The controlled virtual object is controlled to hold a virtual firearm and release the preset virtual prop in the direction of the target.
6. The method according to claim 5, characterized in that The virtual firearm is a virtual musical instrument firearm in the shape of a musical instrument, and the virtual musical instrument firearm includes a plurality of preset musical instrument types. The controlling the controlled virtual object to hold the virtual firearm and release the preset virtual prop toward the target aiming direction includes: The controlled virtual object is controlled to hold a virtual musical instrument firearm of the target musical instrument type and release the preset virtual prop in the target aiming direction.
7. The method according to claim 1, characterized in that The preset virtual props include a plurality of prop styles, and the response to the release operation of the preset virtual props controls the preset virtual props to be released along the target aiming direction, including: In response to a release operation on the preset virtual prop, randomly determining a target prop style from a plurality of prop styles corresponding to the preset virtual prop; The preset virtual prop is controlled to be released along the target aiming direction in a target prop style.
8. The method according to claim 5, characterized in that The controlling the controlled virtual object holding a virtual firearm and releasing the preset virtual prop in the direction of the target comprises: In response to a release operation on the preset virtual prop, obtaining a target appearance parameter corresponding to the virtual firearm; The preset virtual prop is controlled to be displayed in a display style matching the target appearance parameters, and is released along the target aiming direction.
9. The method according to claim 7, characterized in that The controlling the target virtual object to perform a first dance action includes: The target virtual object is controlled to perform a first dance action corresponding to the target prop style.
10. The method according to claim 1, characterized in that The method further comprises: Disable all skills of the target virtual object except movement skills and jumping skills.
11. The method according to claim 1, characterized in that The controlling the target virtual object to perform a first dance action includes: The target virtual object is controlled to perform a first dance action for a first preset time.
12. The method according to claim 11, characterized in that The step of controlling the target virtual object to perform a first dance action for a first preset time includes: In response to a movement operation on a target virtual object within the first preset time, the target virtual object is controlled to move according to the movement operation, and the first dance action is performed during the movement.
13. The method according to claim 11, characterized in that The step of controlling the target virtual object to perform a first dance action for a first preset time includes: In response to a jumping operation on a target virtual object within the first preset time, the target virtual object is controlled to jump according to the jumping operation and to perform the first dance action during the jumping process.
14. The method according to claim 11, characterized in that The step of controlling the target virtual object to perform a first dance action for a first preset time includes: If the target virtual object is hit by other skills within the first preset time, the performance state of the target virtual object is controlled to switch to the target performance state corresponding to the other skills, and the first dance action is performed in the target performance state.
15. The method according to claim 1, wherein: In response to the preset virtual prop hitting the target virtual object, controlling the target virtual object to perform a first dance action includes: In response to the preset virtual prop hitting the target virtual object, determining whether the target virtual object is a friendly virtual object; If not, the target virtual object is controlled to perform a first dance action.
16. The method according to claim 6, characterized in that During the time when the target virtual object performs the first dance action, the method further includes: Play the preset music corresponding to the virtual musical instrument firearm of the target instrument type.
17. The method according to claim 6, characterized in that During the time when the target virtual object performs the first dance action, the method further includes: A background effect corresponding to a virtual musical instrument firearm of the target musical instrument type is displayed.
18. The method according to claim 5, characterized in that The virtual firearm is a virtual musical instrument firearm in the shape of a musical instrument, and the virtual musical instrument firearm includes a plurality of preset musical instrument types. In the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target virtual object, controlling the target virtual object to perform a first dance action includes: During the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target virtual object, the target virtual object is controlled to perform the first dance action corresponding to the virtual musical instrument firearm of the target musical instrument type.
19. The method according to claim 1, wherein: The method further comprises: If the number of times that the target virtual object is hit by the preset virtual prop within the second preset time is greater than or equal to a preset threshold, the target virtual object is controlled to perform a second dance action.
20. The method of claim 19, wherein: The first dance move and the second dance move are the same dance move, but have different amplitudes, wherein the amplitude of the second dance move is greater than the amplitude of the first dance move; Alternatively, the first dance move and the second dance move have different dance moves and / or different amplitudes of dance moves.
21. The method according to claim 6, characterized in that The method further comprises: If the target virtual object is hit by multiple prop styles within the second preset time, and the multiple prop styles form a preset combination, the target virtual object is controlled to perform a third dance action corresponding to the preset combination.
22. The method of claim 1, wherein: In the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, controlling the target virtual object to perform a first dance action includes: During the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting a target part of the target virtual object, the target part is controlled to perform a first dance action.
23. The method of claim 1, wherein: In the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, controlling the target virtual object to perform a first dance action includes: During the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting a target part of the target virtual object, the target part is controlled to perform the first dance action with a first amplitude, and other parts of the target virtual object except the target part are controlled to perform the first dance action with a second amplitude.
24. A game interaction device, characterized in that: The device comprises: a determination module and a control module, wherein: The determination module is used to determine a target aiming direction of the preset virtual prop in response to an aiming operation on the preset virtual prop; The control module is used to respond to a release operation on the preset virtual props and control the preset virtual props to be released along the target aiming direction; in the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, control the target virtual object to perform a first dance action.
25. A game interaction device, characterized in that: The device includes: a processor, a storage medium and a bus, the storage medium stores machine-readable instructions executable by the processor, when the game interaction device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the method described in any one of claims 1-23.
26. A storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 23 is executed.