Game interaction method and device, equipment and storage medium

By introducing virtual props in multi -player online games, aiming at the target aiming and hitting the game interaction method with floating or increasing volume when the target virtual object is hit, solving the visual experience and game of virtual props in the existing technology The problem of poor experience has achieved higher players' viscosity and efficiency of game resource utilization.

CN119327100APending Publication Date: 2025-01-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310900398.3
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

Technical Problem

In existing multiplayer online games, when players use virtual props to activate skills, the props use process is single, resulting in poor visual experience and game experience of the players, which in turn leads to player loss and idleness and waste of game service resources.

Method used

Provide a game interaction method. By in response to the player's aiming and release operation, control the preset virtual props to release along the target aiming direction, and when hitting the target virtual object during the release process Essence

Benefits of technology

This method enriches the player's visual experience and gaming experience, improves the stickiness between players and games, and avoids the emptiness and waste of game service resources.

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Abstract

The invention provides a game interaction method and device, equipment and a storage medium, and relates to the technical field of games. The method comprises the steps of determining a target aiming direction of a preset virtual prop in response to aiming operation for the preset virtual prop; in response to a release operation for the preset virtual prop, controlling the preset virtual prop to be released along the target aiming direction; in the process that the preset virtual item is released in the target aiming direction, responding to a target virtual object hit by the preset virtual item, and controlling the target virtual object to float and / or increase the volume. Compared with the prior art, the problems of idle running and waste of game service resources are avoided.
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Description

Technical Field

[0001] The present application relates to the field of game interaction 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 activate skills of virtual characters controlled by other players in the same game.

[0004] However, this method of launching props has a single process of using, the player's visual experience and game experience are poor, players are prone to churn, and the game service resources are idle and wasted. 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 problem of idleness and waste of game service resources in the prior art.

[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 float in the air and / or to increase in volume.

[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 prop and control the preset virtual prop to be released along the target aiming direction; 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, control the target virtual object to float and / or increase in volume.

[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 float and / or increase in size. 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 that the target virtual object hit by the preset virtual prop is controlled to float and / or increase in size, 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 in one 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 schematic diagram of game interaction 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 showing confirmation information provided by another embodiment of the present application;

[0024] Figure 7 A flowchart of a game interaction method provided by another embodiment of the present application;

[0025] Figure 8 A schematic diagram of a graphical user interface provided by another embodiment of the present application;

[0026] Fig. 9 A schematic diagram of game interaction provided by another embodiment of the present application;

[0027] Fig.10 A flowchart of a game interaction method provided by another embodiment of the present application;

[0028] Fig.11 A flowchart of a game interaction method provided by another 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;

[0030] Fig.13 A schematic diagram of the structure of a game interaction device provided in one embodiment of the present application. DETAILED DESCRIPTION

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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:

[0036] S101: In response to an aiming operation on a preset virtual prop, determining a target aiming direction of the preset virtual prop.

[0037] 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.

[0038] 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.

[0039] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present application, such as Figure 2As shown, a game scene 200 corresponding to the current game is displayed in the graphical user interface 100. 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. The name of the controlled virtual object is displayed in the upper left corner of the graphical user interface 100, such as Figure 2 As shown, the graphical user interface 100 is a game interface on the side of the controlled virtual object 201, and the name of the controlled virtual object 201 currently controlled by the player is "missile cub", wherein 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.

[0040] 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 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 on the graphical user interface 100 in a preset display mode (for example, with a preset grayscale value) 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.

[0041] 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.

[0042] In some possible embodiments, the prop control can contain icons corresponding to multiple preset 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.

[0043] 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.

[0044] 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.

[0045] In some possible embodiments, after the controlled virtual object picks up the 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 the appearance style corresponding to the prop type of the preset virtual prop. For example, if the preset virtual prop is a virtual hamburger prop, after the controlled virtual object picks up the virtual hamburger prop, for example, the appearance style of the controlled virtual object can be switched to the appearance style of wearing a virtual hamburger costume; if the preset virtual prop is a virtual cola prop, the appearance style of the controlled virtual object can be switched to the appearance style of the controlled virtual object in a virtual cola cup (or the style of holding a virtual cola cup); it should be understood that the above embodiments are only exemplary descriptions. After the specific controlled virtual object picks up the preset virtual prop, the appearance style in the game scene can be flexibly adjusted according to user needs and is not limited to the above embodiments.

[0046] This method of performing different forms of expression in the game scene after picking up the preset virtual props allows the virtual objects in the game scene to determine the prop skills currently possessed by other virtual objects by observing whether the appearance styles of other virtual objects have changed.

[0047] 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.

[0048] Figure 3 A schematic diagram of a graphical user interface provided by another embodiment of the present application, such as Figure 3As 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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, hold a virtual firearm in hand, and release the preset virtual props in the target aiming direction by controlling the controlled virtual object to hold the virtual firearm in hand; the specific release method of the preset virtual props is direct release or release by holding a virtual firearm in hand, which can be flexibly adjusted according to user needs and is not limited to the above embodiments.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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 float and / or increase in size.

[0064] 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.

[0065] 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:

[0066] 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.

[0067] After receiving the release instruction sent by the first terminal device, the game server controls the preset virtual prop 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 prop along the target aiming direction, determines whether the preset virtual prop hits other virtual objects, and if so, determines that the hit other virtual objects are target virtual objects, and controls the target virtual objects to float in the air and / or increase in size.

[0068] While the target virtual object is floating and / or increasing in size, 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.

[0069] 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 remain floating and / or increase in size, and controls the target virtual object to move according to the movement instruction.

[0070] 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.

[0071] 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).

[0072] That is, if the preset virtual prop contacts a virtual object during the release process, it is determined that the preset virtual prop has been released, and the first virtual object that the preset virtual prop contacts during the release process is the target virtual object, and the target virtual object is controlled to float and / or increase in size.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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 float and / or increase in size; 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 float and / or increase in size, 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.

[0077] 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 float and / or increase in size; if not, the target virtual object does not need to float and / or increase in size 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 float and / or increase in size can be flexibly adjusted according to user needs, and is not limited to the above embodiments.

[0078] 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 float and / or increase in size. Such a 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 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, so that the target virtual object hit by the preset virtual prop is controlled to float and / or increase in size, 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.

[0079] For example, in an embodiment of the present application, virtual firearms may be, for example, various types of virtual food firearms in the shape of food; for example: virtual hamburger firearms, virtual fried chicken firearms, virtual cola firearms, virtual French fries firearms, etc.; the method of releasing the preset virtual props may be, for example, controlling the controlled virtual object to hold a target type of virtual food firearm, and releasing the preset virtual props corresponding to the target type of virtual food firearm in the target aiming direction.

[0080] In some possible embodiments, in order to further enrich the player's gaming experience and improve the player's gaming feeling, a preset sound effect corresponding to the virtual food or gun type may be played while controlling the target virtual object to float in the air and / or increase in volume.

[0081] In some possible embodiments, the preset sound effect may be related to the type of the virtual firearm, for example, when the type of the virtual firearm is a virtual hamburger firearm, the preset sound effect may be, for example, a "crunch, crunch" chewing sound effect; when the type of the virtual firearm is a virtual cola firearm, the preset sound effect may be, for example, a "gulp, gulp" drinking sound effect, or a "burp~burp~" burping sound effect; it should be understood that the above embodiments are only exemplary descriptions, and the specific type of virtual firearms, and the corresponding relationship between the type of virtual firearms and the preset sound effects can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.

[0082] In an embodiment of the present application, for example, a sound effect database is preset, in which the correspondence between each virtual food gun type and each preset sound effect is pre-configured, and each type of virtual gun has its own corresponding type of preset sound effect. After the virtual food gun type is determined, the preset sound effect corresponding to the virtual food gun type is determined in the sound effect database according to the preset association relationship, and the preset sound effect corresponding to the virtual food gun type is played while controlling the target virtual object to float and / or increase in volume.

[0083] In some other possible embodiments, while controlling the target virtual object to float in the air and / or increase in size, a preset background effect corresponding to the virtual food or gun type will also be displayed in the game scene.

[0084] It should be noted that Figure 4 A schematic diagram of game interaction provided in an embodiment of the present application; in an embodiment of the present application, the background effect may also be related to the type of virtual food or firearms, such as Figure 4 As shown on the left, for example, when the firearm type of the virtual firearm is a virtual hamburger firearm, the preset background effect may be, for example, controlling the target virtual object 202 to burp, for example, a ball of air may be displayed around the mouth of the target virtual object 202; Figure 4As shown on the right, when the firearm type of the virtual firearm is a virtual cola firearm, the preset background effect may, for example, be to control the head or mouth of the target virtual object 202 to emit a plurality of small bubbles; it should be understood that the above embodiment is only an exemplary description, and the specific correspondence between the preset background effects and the virtual food firearm type can be flexibly adjusted according to user needs and is not limited to the above embodiment.

[0085] In an embodiment of the present application, for example, a background database is preset, in which the correspondence between each virtual food and gun type and each background effect is pre-configured, and each type of virtual gun has its own corresponding background effect. After the virtual food and gun type is determined, the preset background effect corresponding to the virtual food and gun type will be determined in the background database according to the preset association relationship, and when the target virtual object is controlled to float and / or increase in volume, the background effect corresponding to the virtual food and gun type will also be displayed in the game scene.

[0086] It is worth noting that when the target virtual object floats in the air, and / or increases in volume, it may also include: playing preset sound effects corresponding to the virtual food and gun types, and displaying preset background effects corresponding to the virtual food and gun types in the game scene; it should be understood that the above embodiments are only exemplary descriptions, and specifically when floating in the air, and / or increasing in volume, the playback or display methods of the preset background effects and preset sound effects can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.

[0087] In some possible embodiments, for example, the preset sound effects and / or preset background effects can be played / displayed on the display interface of the terminal device only on the player side of the controlled virtual object holding the virtual firearm and the player side of the target virtual character hit by the preset virtual props; or, they 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 preset sound effects and / or preset background effects can be flexibly adjusted according to user needs, and is not limited to the above embodiments.

[0088] 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 5 A flowchart of a game interaction method provided by another embodiment of the present application is shown as follows: Figure 5 As shown, S102 may include:

[0089] S111: In response to a release operation for a preset virtual prop, a target preset virtual prop is randomly determined from a plurality of preset virtual props corresponding to a target type of virtual firearm, and the controlled virtual object is controlled to hold the target type of virtual firearm and release the target preset virtual prop in the target aiming direction.

[0090] In order to increase the diversity of gameplay and improve the player's sense of freshness to the game, in the embodiments of the present application, each type of virtual food gun may include multiple styles of preset virtual props, wherein the styles of preset virtual props included in different types of virtual food guns may be different. For example, the styles of preset virtual props that may be included in the virtual hamburger gun are: virtual single-layer hamburger props, virtual double-layer hamburger props, virtual Big Mac hamburger props, virtual bread props, virtual lettuce props, virtual meat patty props, etc.; the styles of preset virtual props that may be included in the virtual cola gun are: virtual cola props, virtual cola cup props, virtual liquid props, etc.; the styles of preset virtual props that may be included in the virtual French fries gun are: virtual French fries props, virtual French fries box props, virtual potato props, etc.; it should be understood that the above embodiments are only exemplary, and the types of specific virtual food guns included, as well as the styles of preset virtual props included in each type of virtual food gun can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.

[0091] During the release process, for example, the target preset virtual prop can be randomly determined from multiple preset virtual props corresponding to the virtual firearm of the target type; or, according to the preset prop order, each preset virtual prop in the preset prop order can be sequentially determined as the target preset virtual prop; or, the most recently picked up preset virtual prop can be determined as the target virtual prop; or, after picking up multiple preset virtual props corresponding to the preset food combination prop, the preset food combination prop can be determined as the target preset virtual prop.

[0092] This setting method makes it impossible for players to determine the style of the target preset virtual props released by the preset virtual props before releasing the preset virtual props. The style of the target preset virtual props can only be determined after releasing the preset virtual props, thereby enhancing the player's gaming experience and game interaction, and improving the stickiness between the player and the game.

[0093] For example, if the controlled virtual object picks up a virtual lettuce prop during movement, and since the virtual lettuce prop is a style of preset virtual props that may be included in the virtual hamburger gun, the controlled virtual object is controlled to hold the virtual hamburger gun, and in response to a release operation on the virtual hamburger prop, the controlled virtual object is controlled to hold the virtual hamburger gun and release the virtual lettuce prop along the target aiming direction.

[0094] Alternatively, in some other possible embodiments, it can be determined whether the multiple preset virtual props of the controlled virtual object constitute a preset food combination prop. If so, in response to a release operation on the preset virtual props, the preset food combination props are controlled to be released along the target aiming direction.

[0095] It should be noted that in the above-mentioned embodiment in which multiple preset virtual props can constitute the preset food combination props, the preset virtual props picked up by the controlled virtual object can be accumulated, that is, after picking up the preset virtual prop A, the controlled virtual object can continue to pick up the preset virtual prop B, or the preset virtual prop C, etc. in the game scene. In some possible embodiments, for example, the controlled virtual object can pick up a maximum of a preset number of preset virtual props at the same time, such as 5, 8, 10 or any other number, or the number of preset virtual props that the controlled virtual object can pick up at the same time is not set, and can be flexibly adjusted according to user needs, and is not limited to the above-mentioned embodiments.

[0096] The preset virtual props picked up by the controlled virtual object and not used by the controlled virtual object are the preset virtual props possessed by the controlled virtual object.

[0097] It should be noted that different preset food combination props included in the virtual food gun may correspond to different performance effects. For example, for each preset virtual prop under the virtual hamburger gun, it may be possible that only one virtual lettuce prop, one virtual meat patty prop and one virtual bread prop are needed to form a virtual single-layer hamburger prop; one virtual lettuce prop, two virtual meat patty props and one virtual bread prop are needed to form a virtual double-layer hamburger prop; two virtual lettuce props, three virtual meat patty props and two virtual bread props are needed to form a virtual Big Mac hamburger prop; wherein, the time for controlling the target virtual object to float in the air corresponding to the virtual single-layer hamburger is 3S, the time for controlling the target virtual object to float in the air is 5S for the virtual double-layer hamburger, and the time for controlling the target virtual object to float in the air for the virtual Big Mac is 5S, that is, different preset food combination props may correspond to different required raw materials, and the performance effects produced by releasing different preset food combination props may also be different, which can be flexibly adjusted according to user needs and is not limited to the above embodiments.

[0098] For example, the controlled virtual object picks up a virtual lettuce prop during movement. Since the virtual lettuce prop is a style of preset virtual props that may be included in the virtual hamburger gun, the controlled virtual object is controlled to hold the virtual hamburger gun. If the controlled virtual object does not release the virtual lettuce prop during movement and continues to pick up the virtual bread prop and the virtual meat patty prop, the virtual lettuce prop, the virtual bread prop and the virtual meat patty prop together constitute a virtual single-layer hamburger prop (preset food combination prop). At this time, a virtual single-layer hamburger prop is automatically formed according to the picked-up multiple raw material virtual props, the controlled virtual object is controlled to hold the virtual hamburger gun, and in response to the release operation on the virtual hamburger prop, the controlled virtual object is controlled to hold the virtual hamburger gun and release the virtual single-layer hamburger prop along the target aiming direction.

[0099] It is worth noting that in some other possible embodiments, for example, after the controlled virtual object picks up multiple virtual raw material props that can constitute a preset food combination prop, it can trigger the display of confirmation information. The confirmation information is used to prompt the player whether to synthesize the multiple raw material props into the preset food combination props. If the player confirms the combination, multiple virtual raw material props will be consumed, and preset food combination props corresponding to the multiple virtual raw material props will be generated; if the player cancels the combination, the multiple virtual raw material props will not be combined.

[0100] The confirmation information may be, for example, a confirmation pop-up window, which displays icons / names corresponding to multiple virtual raw material props and icons / names corresponding to preset food combination props corresponding to the multiple virtual raw material props. In addition, a "synthesis control" is also provided.

[0101] Figure 6 A schematic diagram showing confirmation information provided by another embodiment of the present application, such as Figure 6 As shown in (a), after the controlled virtual object 201 picks up multiple virtual raw material props that can constitute a preset food combination prop, the prop control 105 on the graphical user interface can be triggered to expand to display a confirmation pop-up window. The confirmation pop-up window displays the name abbreviations corresponding to multiple virtual raw materials, from left to right, meat (virtual meat patty props), vegetables (virtual lettuce props), and buns (virtual bread props). In addition, a synthesis control is also displayed after the multiple virtual raw materials. Below the multiple virtual raw materials, arrows are used to indicate the name abbreviations of the preset food combination props corresponding to the synthesis of the multiple virtual raw materials, indicating that if the multiple virtual raw materials are synthesized, they can be synthesized into a hamburger (virtual hamburger prop).

[0102] In response to a click operation on a synthesis control, or in response to a click operation on an icon / name corresponding to a preset food combination prop, a player's confirmation combination operation is triggered. After the player confirms the combination, it is confirmed that the virtual patty prop, the virtual lettuce prop, and the virtual bread prop are consumed to generate a virtual hamburger prop, such as Figure 6 As shown in (b), the name of the synthesized preset food combination prop is displayed on the successfully synthesized prop control 105, that is, the name (or icon) of the virtual hamburger prop is displayed on the synthesized prop control 105.

[0103] In response to a click operation on other locations except for the combination control and / or the icon / name corresponding to the preset food combination prop, the player's cancel combination operation is triggered. That is, if the player does not want to combine, the cancel combination operation can be triggered by clicking other locations. The graphical user interface after the cancel combination operation can be, for example, Figure 2 As shown, the name / icon of the most recently picked up preset virtual prop is displayed on the prop control 105; it should be understood that the above embodiment is only an exemplary description, and the display method of the specific confirmation information and the triggering method of the confirmation combination can be flexibly adjusted according to user needs and are not limited to those given in the above embodiment.

[0104] In some possible embodiments, for example, if the preset virtual props released by the controlled virtual object are raw material virtual props (such as virtual lettuce props, virtual meat patty props, virtual cup props, virtual potato props, etc.), the target virtual object can be controlled to increase the volume of the target virtual object by the increase multiples corresponding to each raw material virtual prop, but the target virtual object will not float in the air; or, the target virtual object can be controlled to increase the volume of the target virtual object by the increase multiples corresponding to each raw material virtual prop, and the target virtual object can be controlled to float in the air at the floating height corresponding to each raw material virtual prop.

[0105] If the preset virtual props released by the controlled virtual object are preset food combination props (such as virtual single-layer hamburger props, virtual cola props, virtual French fries props, etc.), the target virtual object can be controlled to increase its volume by the enlargement multiples corresponding to each preset food combination prop, and the target virtual object can be controlled to float in the air; or the target virtual object can be controlled to increase its volume by the enlargement multiples corresponding to each preset food combination prop, and the target virtual object can be controlled to float in the air at the floating height corresponding to each preset food combination prop; wherein the enlargement multiples corresponding to each preset food combination prop can, for example, be greater than the enlargement multiples corresponding to each raw material virtual prop, and the floating heights corresponding to each preset food combination prop can, for example, be greater than the floating heights corresponding to each raw material virtual prop.

[0106] It is worth noting that in the embodiments of the present application, different raw material virtual props may correspond to different amplification multiples; different preset food combination props may correspond to different amplification multiples, for example, the amplification multiple of a virtual single-layer hamburger may be smaller than that of a virtual double-layer hamburger, and the amplification multiple of a virtual double-layer hamburger may be smaller than that of a virtual Big Mac, and the amplification multiple of a virtual small cup of cola may be smaller than that of a virtual large cup of cola; it should be understood that the above embodiments are only exemplary descriptions, and the raw material virtual props may correspond to the same amplification multiples, and the preset food combination props may correspond to the same amplification multiples, wherein the amplification multiples corresponding to the preset food combination props are greater than the amplification multiples corresponding to the raw material virtual props, and can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.

[0107] This setting allows players to release the raw material virtual props directly after picking them up, or players can pick up multiple raw material virtual props to form a preset food combination prop and then release the preset food combination props, thereby achieving different controls on the target virtual object and enhancing the flexibility of the player's operation.

[0108] Still taking the preset virtual props including raw material virtual props and preset food combination props as an example for explanation, if the preset virtual prop picked up by the player is a raw material virtual prop, the icon corresponding to the raw material virtual prop will be displayed on the prop control. For example, if the raw material virtual prop is a virtual potato prop, the potato icon will be displayed on the prop control; if the raw material virtual prop is a virtual meat pie prop, the meat pie icon will be displayed on the prop control.

[0109] If the preset virtual props picked up by the player are preset food combination props, the icon corresponding to the preset food combination props will be displayed on the prop control. For example, if the preset food combination props are virtual hamburger props, the hamburger icon will be displayed on the prop control; if the preset food combination props are virtual French fries props, the French fries icon will be displayed on the prop control.

[0110] 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.

[0111] 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.

[0112] For example, in some possible embodiments, the player can select color parameters corresponding to the virtual gun. For example, by default, the preset virtual prop fired by the virtual hamburger gun is a single-layer hamburger appearance, but the player redeems the double-layer hamburger appearance and successfully applies the appearance parameters of the double-layer hamburger appearance to the virtual hamburger gun. In this case, the appearance of the preset virtual prop fired by the player through the virtual hamburger gun is a double-layer hamburger appearance; or, the preset virtual prop fired by the virtual cola gun is a small cup of cola appearance, but the player redeems the large cup of cola appearance and successfully applies the appearance parameters of the large cup of cola appearance to the virtual cola gun. In this way, the player can determine the target skin for the virtual gun that suits his or her preferences / aesthetics.

[0113] 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.

[0114] 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.

[0115] 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 7 A flowchart of a game interaction method provided by another embodiment of the present application is shown in Figure 7. The method may also include:

[0116] S121: Disable the target virtual object's skills.

[0117] In some possible embodiments, for example, while the target virtual object is floating in the air and / or its volume increases, all skills of the target virtual object may be disabled, that is, while the target virtual object is floating in the air and / or its volume increases, the target virtual object cannot use any skills and is in a disabled state.

[0118] In some other possible embodiments, for example, when the target virtual object is floating in the air and / or its volume increases, all skills of the target virtual object except the movement skill may be disabled. That is to say, when the target virtual object is floating in the air and / or its volume increases, the target virtual object can only move according to the movement operation, and other skills cannot be used and are in a disabled state.

[0119] In order to enrich the visual effects of the game, when the player controls the target virtual object to move through the moving operation, the target virtual object not only remains floating and / or increases in size, but also waves its hands to show that it is trying to move in the direction of movement. Correspondingly, the expression of the target virtual object during the movement may be different from that in the non-moving state. In the non-moving state, the expression of the target virtual object may be more relaxed / natural, for example, the mouth of the target virtual object may be naturally closed, and the eyes may be naturally open; while the target virtual object is kept floating and / or increases in size, if it is moving, the expression of the target virtual object may be an expression of effort, for example, the mouth of the target virtual object may be pouting, the cheeks of the target virtual object may be puffed, and the eyes of the target virtual object may be squeezed; it should be understood that the above embodiments are only exemplary descriptions, and when the specific target virtual object is kept floating and / or moves, the expression form and action state of the target virtual object can be flexibly adjusted according to user needs, and are not limited to the above embodiments.

[0120] Figure 8 A schematic diagram of a graphical user interface provided by another embodiment of the present application, such as Figure 8 As shown, Figure 8 A corresponding graphical user interface is provided for floating and / or increasing the volume of the target virtual object. Figure 8 The graphical user interface 100 corresponding to the target virtual object 202 displays the name of the target virtual object 202 in the upper left corner of the graphical user interface 100, and the name of the current target virtual object 202 is "PiPiZai". The display mode of the target virtual object 202 in the floating and / or volume increase mode can be, for example, as follows: Figure 8As shown, by floating in a hot air balloon, or directly controlling the target virtual object 202 to float away from the ground in the game scene, all skills of the target virtual object 202 may be disabled during the period of floating and / or increasing in size. All skill controls are displayed in gray to indicate that all skill controls are disabled. It should be understood that the above embodiments are only exemplary descriptions. When the target virtual object is floating and / or increasing in size, 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 even if each skill control is clicked or manipulated, the use of each skill control cannot be triggered. It is not limited to the above embodiments.

[0121] Fig. 9 A schematic diagram of game interaction provided by another embodiment of the present application; Fig. 9 As shown, Fig. 9 When the controlled virtual object 201 holds a virtual food gun (virtual hamburger gun) and releases a preset virtual prop (virtual hamburger prop), the expression form of the controlled virtual object 201 and the expression form of the target virtual object 202, wherein: Fig. 9 The virtual object on the left is the controlled virtual object 201, that is, the virtual object that releases the preset virtual props. Fig. 9 The virtual object on the right is the target virtual object 202, that is, the virtual object hit by the preset virtual prop.

[0122] 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 target virtual object to float and / or increase in volume in the above method in combination with the accompanying drawings. Fig.10 A flowchart of a game interaction method provided by another embodiment of the present application is shown in 10, where S103 may include:

[0123] S131: Control the target virtual object to float in the air and / or increase its volume for a first preset time.

[0124] In some possible embodiments, during the duration of the target virtual object floating and / or increasing in volume, the target virtual object may simultaneously perform a movement operation, and the target virtual object may maintain the floating and / or volume increasing state while performing the movement operation within a preset time.

[0125] In some other possible embodiments, if the target virtual object is hit by other virtual props / skills within the first preset time, the target virtual object is controlled to remain floating, and / or increase in size, and the target actions corresponding to other virtual props / skills are performed.

[0126] For example, if the target virtual object is hit by an explosion skill within the first preset time, the target virtual object is controlled to perform the action corresponding to the explosion skill, for example: switching the performance state of the target virtual object to a dancing little black man state, and keeping the target virtual object floating in the little black man state, and / or increasing its volume. 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 the first preset time has not been reached, the target virtual object will no longer perform the action corresponding to the explosion skill, and will continue to keep the target virtual object floating in the air and / or increasing its volume for the remaining first preset time.

[0127] 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 target virtual object to float and / or increase its volume in the above method in combination with the accompanying drawings. Fig.11 A flowchart of a game interaction method provided by another embodiment of the present application is shown in Figure 11. S103 may include:

[0128] S141: In response to the target virtual object being hit by the preset virtual props within the second preset time being greater than or equal to a preset threshold, controlling the target virtual object to perform an explosion action.

[0129] In some embodiments, different preset virtual props may correspond to different multiples of increasing volume. When controlling the target virtual object to float and / or increase in volume, for example, in response to the preset virtual prop hitting the target virtual object, the target virtual object may be controlled to float, and / or the volume of the target virtual object may be controlled to increase according to the preset multiple corresponding to the preset virtual prop.

[0130] It should be noted that in some other possible embodiments, the multiple of the target virtual object's volume increase and the floating parameters can also be determined according to the number of times it is hit by the preset virtual props within the second preset time. The more times it is hit by the preset virtual props, the larger the volume of the target virtual object will be, until the number is greater than or equal to the preset threshold, and the target virtual object will be controlled to perform an explosion action.

[0131] That is, in response to the preset virtual prop hitting the target virtual object, it is determined whether the target virtual object is hit multiple times by the preset virtual prop within the second preset time; if not, the volume of the target virtual object is controlled to increase; if so, based on the total number of times the target virtual object is hit within the second preset time, the target virtual object is controlled to float according to the floating parameters corresponding to the total number of times, and / or the volume of the target virtual object is increased according to the increase multiple corresponding to the total number of times.

[0132] 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.

[0133] In some embodiments, in order to distinguish whether the current state of the target virtual character is only an increase in volume or floating, the preset virtual props can hit the target virtual object to control the target virtual object to float and / or increase in volume, and the model of the target virtual object can be controlled to be displayed with a preset transparency; the preset transparency can be, for example, a semi-transparent state, and of course it can be flexibly adjusted according to user needs, and this application does not impose any restrictions here.

[0134] The preset transparency may be related to the type of preset virtual props, or the number of times the target virtual object is hit by the preset virtual props within the second time, and may be flexibly adjusted according to user needs, and is not limited to the above embodiments.

[0135] For example, in some 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 virtual object is controlled to float at a first rate and / or increase in volume at a first rate; or, during the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting other parts of the target virtual object except the target part, the target virtual object is controlled to float at a second rate and / or increase in volume; wherein the first rate is greater than the second rate.

[0136] That is to say, when the preset virtual props hit different parts of the target virtual object, the target virtual object may float and / or increase in volume at different rates. For example, the preset virtual props are still taken as food virtual props as an example. For example, the target part may be the mouth / head of the target virtual object. If the preset virtual props hits the mouth / head of the target virtual object, the target virtual object is controlled to float / increase in volume at a faster first rate; if the preset virtual props hits other parts of the target virtual object except the mouth / head, the target virtual object is controlled to float / increase in volume at a slower second rate.

[0137] This setting allows players to control the target virtual object to float / increase in volume at different rates by focusing on different parts of the target virtual object in more advanced gameplay, thereby enhancing the playability of the game and the player's operability.

[0138] 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 11 For any game interaction method, its specific implementation and beneficial effects are as mentioned above and will not be repeated below.

[0139] Fig.12 A schematic diagram of the structure of a game interaction device provided in one embodiment of the present application is shown in FIG. Fig.12 As shown, the device includes: a determination module 301 and a control module 302, wherein:

[0140] 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;

[0141] The control module 302 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 float and / or increase in size.

[0142] 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.

[0143] 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.

[0144] 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.

[0145] Optionally, the game includes a controlled virtual object, and the controlled virtual object holds a virtual gun; 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.

[0146] Optionally, the virtual firearms include multiple types of virtual food firearms, and the control module 302 is specifically used to control the controlled virtual object to hold the target type of virtual food firearm and release the preset virtual props corresponding to the target type of virtual food firearm in the target aiming direction.

[0147] Optionally, the control module 302 is specifically used to randomly determine a target preset virtual prop from multiple preset virtual props corresponding to the target type of virtual firearm in response to a release operation on the preset virtual prop, and control the controlled virtual object to hold the target type of virtual firearm and release the target preset virtual prop in the target aiming direction.

[0148] 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;

[0149] The control module 302 is specifically used to control the preset virtual props to be displayed in a display style matching the target appearance parameters, and to be released along the target aiming direction.

[0150] Optionally, the control module 302 is specifically configured to play a preset sound effect corresponding to the virtual food gun type.

[0151] Optionally, the control module 302 is specifically configured to display a preset background effect corresponding to the virtual food gun type.

[0152] Optionally, the determination module 301 is specifically configured to determine whether the plurality of preset virtual props constitute a preset food combination prop according to the plurality of preset virtual props possessed by the controlled virtual object;

[0153] The control module 302 is specifically configured to, if yes, respond to a release operation on the preset virtual props and control the preset food combination props to be released along the target aiming direction.

[0154] Optionally, the control module 302 is specifically configured to disable skills of the target virtual object.

[0155] Optionally, the control module 302 is specifically configured to control the target virtual object to float in the air and / or increase in volume for a first preset time.

[0156] Optionally, the control module 302 is specifically configured to, in response to other virtual props hitting the target virtual object within a first preset time, control the target virtual object to keep the target virtual object floating, and / or increase its volume, and perform target actions corresponding to other virtual props.

[0157] Optionally, the control module 302 is specifically configured to respond to a preset virtual prop hitting a target virtual object, determine that the target virtual object is an enemy virtual object, and control the target virtual object to float in the air and / or increase in volume.

[0158] Optionally, the control module 302 is specifically configured to control the target virtual object to perform an explosion action in response to the number of times the target virtual object is hit by a preset virtual prop within a second preset time being greater than or equal to a preset threshold.

[0159] Optionally, the control module 302 is specifically configured to control the target virtual object to float in response to the preset virtual prop hitting the target virtual object, and / or control the volume of the target virtual object to increase according to a preset multiple corresponding to the preset virtual prop.

[0160] Optionally, the control module 302 is specifically configured to control the target virtual object to float and / or increase in volume in response to a preset virtual prop hitting the target virtual object, and to control the model of the target virtual object to be displayed with a preset transparency.

[0161] Optionally, the determination module 301 is used to determine whether the target virtual object is hit multiple times by the preset virtual prop within the second preset time in response to the preset virtual prop hitting the target virtual object;

[0162] The control module 302 is specifically used to control the target virtual object to increase in volume if no; if yes, control the target virtual object to float according to the floating parameters corresponding to the total number of times the target virtual object is hit within the second preset time, and / or increase the volume of the target virtual object according to the increase multiple corresponding to the total number of times.

[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 virtual object to float at a first rate and / or to increase in volume at a first rate; or, in response to the preset virtual prop hitting a part of the target virtual object other than the target part during the process of releasing the preset virtual prop along the target aiming direction, control the target virtual object to float at a second rate and / or to increase in volume; wherein the first rate is greater than the second rate.

[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.13 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.13 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 11 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 float in the air and / or increase in size.

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: 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.

4. The method according to claim 3, characterized in that The method of taking the position 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, and the controlled virtual object holds a virtual firearm; In response to the release operation of the preset virtual prop, controlling the preset virtual prop to be released 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 target aiming direction.

6. The method according to claim 5, characterized in that The virtual firearms include multiple types of virtual food firearms, 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: The controlled virtual object is controlled to hold a virtual food gun of the target type, and release a preset virtual prop corresponding to the virtual food gun of the target type in the target aiming direction.

7. The method according to claim 6, characterized in that In response to the release operation of the preset virtual prop, controlling the controlled virtual object to hold the virtual firearm and release the preset virtual prop in the target aiming direction, comprises: In response to a release operation for a preset virtual prop, a target preset virtual prop is randomly determined from a plurality of preset virtual props corresponding to the target type of virtual firearm, and the controlled virtual object is controlled to hold the target type of virtual firearm and release the target preset virtual prop in the target aiming direction.

8. The method according to claim 5, characterized in that In response to the release operation of the preset virtual prop, controlling the preset virtual prop to be released along the target aiming direction includes: 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 6, characterized in that During the process of controlling the target virtual object to float and / or increase in volume, the method further includes: Play a preset sound effect corresponding to the virtual food gun type.

10. The method according to claim 6, characterized in that During the process of controlling the target virtual object to float and / or increase in volume, the method further includes: A preset background effect corresponding to the virtual food gun type is displayed.

11. The method according to claim 5, characterized in that In response to the release operation of the preset virtual prop, controlling the preset virtual prop to be released along the target aiming direction includes: According to a plurality of preset virtual props possessed by the controlled virtual object, determining whether the plurality of preset virtual props constitute preset food combination props; If so, in response to the release operation of the preset virtual prop, the preset food combination prop is controlled to be released along the target aiming direction.

12. The method according to claim 1, characterized in that The method further comprises: Disables the target virtual object's skills.

13. The method according to claim 1, characterized in that The controlling the target virtual object to float in the air and / or increase in volume comprises: The target virtual object is controlled to float in the air and / or to increase in volume for a first preset time.

14. The method according to claim 13, characterized in that The method further comprises: In response to other virtual props hitting the target virtual object within the first preset time, the target virtual object is controlled to keep the target virtual object floating and / or increase in size, and a target action corresponding to the other virtual props is performed.

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 float in the air and / or increase in volume includes: In response to the preset virtual prop hitting the target virtual object, the target virtual object is determined to be an enemy virtual object, and the target virtual object is controlled to float in the air and / or increase in size.

16. The method according to claim 11, characterized in that In response to the preset virtual prop hitting the target virtual object, controlling the target virtual object to float in the air and / or increase in volume includes: In response to the target virtual object being hit by the preset virtual props for a number of times greater than or equal to a preset threshold within a second preset time, the target virtual object is controlled to perform an explosion action.

17. 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 float in the air and / or increase in volume includes: In response to the preset virtual prop hitting the target virtual object, the target virtual object is controlled to float, and / or the volume of the target virtual object is controlled to increase according to a preset multiple corresponding to the preset virtual prop.

18. The method of claim 1, wherein: In response to the preset virtual prop hitting the target virtual object, controlling the target virtual object to float in the air and / or increase in volume includes: In response to the preset virtual prop hitting the target virtual object, the target virtual object is controlled to float in the air and / or increase in volume, and the model of the target virtual object is controlled to be displayed with a preset transparency.

19. 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 float in the air and / or increase in volume includes: In response to the preset virtual prop hitting the target virtual object, determining whether the target virtual object is hit multiple times by the preset virtual prop within a second preset time; If not, controlling the volume of the target virtual object to increase; If so, according to the total number of times the target virtual object is hit within the second preset time, the target virtual object is controlled to float according to the floating parameters corresponding to the total number of times, and / or the volume of the target virtual object is increased according to the increase multiple corresponding to the total number of times.

20. 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 float in the air and / or increase in volume 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 part of the target virtual object, controlling the target virtual object to float at a first rate and / or to increase in volume at a first rate; Alternatively, during the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting other parts of the target virtual object except the target part, the target virtual object is controlled to float at a second rate and / or increase in volume; wherein the first rate is greater than the second rate.

21. 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 prop and control the preset virtual prop to be released along the target aiming direction; 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, control the target virtual object to float and / or increase in volume.

22. 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 1-20.

23. 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 20 is executed.

Citation Information

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