Virtual object interaction method, related device, equipment and storage medium

CN119488715APending Publication Date: 2025-02-21TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202311058272.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-08-21
Publication Date
2025-02-21

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Abstract

The invention discloses a virtual object interaction method, a related device, equipment and a storage medium. The method comprises the steps that in response to a starting operation of a target game match, identity information randomly allocated to a first virtual object is displayed, the identity information is first identity information, second identity information or target identity information, and the first virtual object belongs to one of a plurality of virtual objects; controlling the first virtual object to initiate a target interaction event to the second virtual object; under the condition that the target interaction event is responded successfully, an interaction event result corresponding to the target interaction event is displayed, and the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object. The invention provides an antagonistic playing method combining identity guessing and instant combat, which not only reduces the game threshold, but also can consider both the strategy of the game and the immersion of the playing method.
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Description

Technical Field

[0001] The present application relates to the field of Internet technology, and in particular to a virtual object interaction method, related devices, equipment and storage medium. Background Art

[0002] With the development of the Internet and electronic game technology, games have become one of the main ways for people to entertain themselves, and faction confrontation games have set off a wave of enthusiasm. In faction confrontation games, players form their own factions to fight against each other and decide the winner. In this process, they can not only exercise their teamwork ability, but also let players enjoy the fun of the game.

[0003] Currently, in the faction confrontation game, players are assigned multiple identities to conduct strategic confrontations between multiple factions. Taking the "Werewolf" game as an example, multiple players are assigned to two factions. One side is considered the "good guy" faction, and the other side is considered the "werewolf" faction. The core gameplay point focuses on the identity suspicion between players.

[0004] However, the inventors found that the current solution has at least the following problems: Based on the core gameplay, players mainly communicate through language to form a logical chain to rigorously infer the identities of other players. Therefore, the entire gameplay is slow and lacks exciting elements. Moreover, the gameplay is too logical, which also forms a certain threshold and reduces the acceptance of the gameplay. No effective solution has been proposed for the above problems. Summary of the invention

[0005] The embodiments of the present application provide a virtual object interaction method, related devices, equipment and storage medium. The present application provides a confrontational gameplay that combines identity suspicion and real-time combat, which not only lowers the game threshold, but also takes into account the game's strategy and immersive gameplay.

[0006] In view of this, the present application provides, on one hand, a virtual object interaction method, which is applied to a target game application including a plurality of virtual objects, wherein the plurality of virtual objects are divided into at least a first camp and a second camp, wherein the first camp includes at least one virtual object having a first identity information and at least one virtual object having a second identity information, and the identity information of each virtual object in the first camp is in a non-public state, and the second camp includes at least one virtual object having a target identity information, and the interaction method includes:

[0007] In response to a start operation of a target game match, identity information randomly assigned to a first virtual object is displayed, wherein the identity information is first identity information, second identity information, or target identity information, and the first virtual object is one of the plurality of virtual objects;

[0008] Controlling the first virtual object to initiate a target interaction event to the second virtual object, wherein the second virtual object is another virtual object other than the first virtual object among the multiple virtual objects;

[0009] When the target interaction event is responded to successfully, the interaction event result corresponding to the target interaction event is displayed, wherein the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object.

[0010] On the other hand, the present application provides a virtual object interaction device, which is applied to a target game application including a plurality of virtual objects, wherein the plurality of virtual objects are divided into at least a first camp and a second camp, wherein the first camp includes at least one virtual object having a first identity information and at least one virtual object having a second identity information, and the identity information of each virtual object in the first camp is in a non-public state, and the second camp includes at least one virtual object having a target identity information, wherein the virtual object interaction device includes:

[0011] A display module, configured to display identity information randomly assigned to a first virtual object in response to a start operation of a target game match, wherein the identity information is first identity information, second identity information, or target identity information, and the first virtual object belongs to one of the plurality of virtual objects;

[0012] A control module, configured to control the first virtual object to initiate a target interaction event to a second virtual object, wherein the second virtual object is another virtual object other than the first virtual object among the plurality of virtual objects;

[0013] The display module is further used to display the interaction event result corresponding to the target interaction event when the target interaction event response is successful, wherein the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object.

[0014] In one possible design, in another implementation of another aspect of the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information, and the identity information of the second virtual object is the first identity information or the second identity information;

[0015] The control module is specifically used to control the first virtual object to initiate a rescue operation for the second virtual object when the second virtual object is in an immobile state, and to display a first progress bar, wherein the first progress bar is used to indicate the progress of the second virtual object in releasing the immobile state;

[0016] The display module is specifically used to determine that the target interaction event response is successful when the first progress bar is loaded, and display the second virtual object that has been released from the immovable state.

[0017] In one possible design, in another implementation of another aspect of the embodiment of the present application, the virtual object interaction device further includes a processing module;

[0018] The processing module is configured to reset the loading progress of the first progress bar after displaying the first progress bar and if the loading of the first progress bar is not completed, if the first virtual object is controlled to end the rescue operation initiated for the second virtual object.

[0019] In one possible design, in another implementation of another aspect of the embodiment of the present application,

[0020] a processing module, configured to, after displaying the first progress bar, if the loading of the first progress bar is not completed, suspend the loading progress of the first progress bar if the first virtual object is controlled to end the rescue operation initiated for the second virtual object;

[0021] The display module is further used to control the first virtual object to initiate a rescue operation on the second virtual object again, and display a first progress bar for continuing the progress loading.

[0022] In one possible design, in another implementation of another aspect of the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information;

[0023] The display module is further used to display a second progress bar when the first virtual object is in an immovable state, wherein the second progress bar is used to indicate the progress of the first virtual object being released from the immovable state;

[0024] The display module is further used to display the first virtual object that has been released from the immovable state when the second progress bar has been loaded.

[0025] In one possible design, in another implementation of another aspect of the embodiment of the present application, the identity information of the second virtual object is the first identity information or the second identity information;

[0026] The display module is also used to display a third progress bar after displaying the second progress bar in response to a rescue operation initiated by the second virtual object for the first virtual object, wherein the third progress bar is used to indicate the progress of the first virtual object being released from an immobile state, and the time required for the third progress bar to be loaded is less than the time required for the second progress bar to be loaded.

[0027] In one possible design, in another implementation of another aspect of the embodiment of the present application, the identity information of the first virtual object is the first identity information, and the identity information of the second virtual object is the first identity information, the second identity information, or the target identity information;

[0028] A control module, specifically used to control the first virtual object to initiate an attack operation on the second virtual object;

[0029] The display module is specifically used to determine that the target interaction event response is successful when the second virtual object is hit by the first virtual object, and eliminate the second virtual object in the target game match.

[0030] In one possible design, in another implementation of another aspect of the embodiment of the present application,

[0031] The control module is specifically used to control the first virtual object to enter a shooting preparation state and display a sighting line trajectory in response to a touch operation on a shooting control, wherein the sighting line trajectory is a trajectory for previewing a shooting path from a trajectory starting point position where the shooting prop is located to a trajectory landing point position;

[0032] In response to a release operation on the shooting control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0033] In one possible design, in another implementation of another aspect of the embodiment of the present application,

[0034] The display module is also used to display the first game settlement result after the second virtual object is eliminated in the target game match, if the identity information of the second virtual object is the target identity information, and the second virtual object is the last surviving virtual object in the second camp, wherein the first game settlement result indicates that the first camp defeats the second camp.

[0035] In one possible design, in another implementation of another aspect of the embodiment of the present application,

[0036] The processing module is also used to reduce the number of current surviving objects in the first camp after the second virtual object is eliminated in the target game match if the identity information of the second virtual object is the first identity information or the second identity information.

[0037] In one possible design, in another implementation of another aspect of the embodiment of the present application, the identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the first identity information or the second identity information;

[0038] A control module, specifically used to control the first virtual object to initiate an attack operation on the second virtual object;

[0039] The display module is specifically used to determine that the target interaction event response is successful when the second virtual object is hit by the first virtual object, and eliminate the second virtual object in the target game match.

[0040] In one possible design, in another implementation of another aspect of the embodiment of the present application,

[0041] The control module is specifically used to control the first virtual object to enter a throwing preparation state and display a sighting line trajectory in response to a touch operation on the throwing control, wherein the sighting line trajectory is a trajectory for previewing the throwing path from the starting position of the trajectory where the throwing prop is located to the trajectory landing position;

[0042] In response to a release operation on the throwing control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0043] In one possible design, in another implementation of another aspect of the embodiment of the present application,

[0044] The control module is specifically configured to control the first virtual object to swing the attack prop in response to a selection operation on the attack control;

[0045] If the attack prop collides with the collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0046] In one possible design, in another implementation of another aspect of the embodiment of the present application,

[0047] The display module is further configured to display a second game settlement result after the second virtual object is eliminated in the target game, if the identity information of the second virtual object is the first identity information or the second identity information, and the second virtual object is the last surviving virtual object in the first camp, wherein the second game settlement result indicates that the second camp defeats the first camp;

[0048] The display module is further configured to, after the second virtual object is eliminated in the target game match, reduce the number of current surviving objects in the first camp and display the drop of the shooting prop currently used by the second virtual object if the identity information of the second virtual object is the first identity information and the first camp also includes at least one surviving virtual object;

[0049] The display module is also used to reduce the current number of surviving objects in the first camp after the second virtual object is eliminated in the target game match if the identity information of the second virtual object is the second identity information and the first camp still includes at least one surviving virtual object.

[0050] In one possible design, in another implementation of another aspect of the embodiment of the present application, the identity information of the first virtual object is the second identity information;

[0051] The display module is also used to display shooting props in the virtual scene of the target game application;

[0052] The control module is also used to control the first virtual object to pick up the shooting props in response to a picking operation for the shooting props, and switch the identity information of the first virtual object to the first identity information, wherein the picking method of the shooting props includes picking up and using or picking up and carrying, and the shooting props are dropped by the virtual object with the first identity information.

[0053] In one possible design, in another implementation of another aspect of the embodiment of the present application, the identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the target identity information;

[0054] The display module is further used to display a target identity list, wherein the target identity list includes information of T virtual objects, the identity information of each virtual object in the T virtual objects is the target identity information, and T is an integer greater than 1;

[0055] or,

[0056] The display module is further used to display the identity information of the second virtual object in the virtual scene of the target game application;

[0057] or,

[0058] The display module is also used to highlight the second virtual object in the virtual scene of the target game application.

[0059] In one possible design, in another implementation of another aspect of the embodiment of the present application, the identity information of the first virtual object is the target identity information;

[0060] The processing module is further used to play a trap deployment animation of the first virtual object in response to the trap deployment operation;

[0061] The processing module is also used to place trap props in the virtual scene of the target game application when the trap deployment animation is played, wherein the trap props are in an immobile state when the approach distance of the virtual object in the first camp is less than or equal to the approach distance threshold.

[0062] In one possible design, in another implementation of another aspect of the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information;

[0063] The display module is further used to display at least one virtual resource in the virtual scene of the target game application, wherein virtual resources belonging to the same resource type correspond to the same integral value and the same duration value;

[0064] The control module is further used to control the first virtual object to pick up a target virtual resource, wherein the target virtual resource belongs to a virtual resource of the at least one virtual resource;

[0065] The display module is also used to display the accumulated score value of the first virtual object and the remaining time of the target game according to the resource type to which the target virtual resource belongs.

[0066] In one possible design, in another implementation of another aspect of the embodiment of the present application,

[0067] The display module is specifically configured to display the accumulated score value of the first virtual object and the remaining duration of the target game match if the resource type of the target virtual resource is the first resource type, wherein the virtual resource belonging to the first resource type corresponds to the first score value and the same first duration value, the accumulated score value of the first virtual object is obtained by adding the first score value, and the remaining duration of the target game match is obtained by deducting the first duration value;

[0068] If the resource type of the target virtual resource is the second resource type, the accumulated point value of the first virtual object and the remaining duration of the target game are displayed, wherein the virtual resource belonging to the second resource type corresponds to the second point value and the same second duration value, the second point value is greater than the first point value, the second duration value is greater than the first duration value, the accumulated point value of the first virtual object is obtained after adding the second point value, and the remaining duration of the target game is obtained after deducting the second duration value.

[0069] In one possible design, in another implementation of another aspect of the embodiment of the present application,

[0070] The processing module is further used to periodically detect the number of virtual resources in the virtual scene of the target game application;

[0071] The display module is further used to display K updated virtual resources in the virtual scene of the target game application if the number of virtual resources is less than the number threshold, where K is an integer greater than or equal to 1.

[0072] In one possible design, in another implementation of another aspect of the embodiment of the present application,

[0073] The display module is further used for displaying a sighting line trajectory for the shooting prop when the first virtual object enters a shooting preparation state when the identity information of the first virtual object is the first identity information, wherein the sighting line trajectory for the shooting prop is a trajectory for previewing a shooting path from a trajectory starting position where the shooting prop is located to a trajectory landing position;

[0074] The display module is further used for displaying a sighting line trajectory for the throwing prop when the first virtual object enters a throwing preparation state, when the identity information of the first virtual object is the target identity information, wherein the sighting line trajectory for the throwing prop is a trajectory for previewing the throwing path from the starting position of the trajectory where the throwing prop is located to the landing position of the trajectory;

[0075] Among them, shooting props and throwing props have different appearances.

[0076] In one possible design, in another implementation of another aspect of the embodiment of the present application, the virtual scene of the target game application corresponds to a scene map, and the scene map includes M preset initial point positions, where M is an integer greater than or equal to 3;

[0077] The display module is also used to display a randomly assigned birth point position for the first virtual object in response to a start operation of a target game match, wherein the birth point position is used to indicate a starting position of the first virtual object in a virtual scene of the target game application, and the birth point position is one of M preset initial point positions.

[0078] In one possible design, in another implementation of another aspect of the embodiment of the present application,

[0079] The processing module is further configured to send a voice message to terminals corresponding to the P virtual objects in response to the voice output operation, wherein the scene distance between each of the P virtual objects and the first virtual object is less than or equal to a scene distance threshold, the scene distance represents a distance in a virtual scene of a target game application, and P is an integer greater than or equal to 1;

[0080] The processing module is also used to respond to a voice input operation and play a voice message sent from a terminal corresponding to Q virtual objects, wherein the scene distance between each of the Q virtual objects and the first virtual object is less than or equal to a scene distance threshold, and Q is an integer greater than or equal to 1.

[0081] Another aspect of the present application provides a computer device, including a memory and a processor, wherein the memory stores a computer program, and the processor implements the above-mentioned methods when executing the computer program.

[0082] Another aspect of the present application provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the above-mentioned methods are implemented.

[0083] Another aspect of the present application provides a computer program product, including a computer program, which implements the above-mentioned methods when executed by a processor.

[0084] It can be seen from the above technical solutions that the embodiments of the present application have the following advantages:

[0085] In an embodiment of the present application, a method for interacting with virtual objects is provided, wherein the method involves that a plurality of virtual objects are divided into at least a first camp and a second camp, the first camp includes at least one virtual object having a first identity information and at least one virtual object having a second identity information, and the identity information of each virtual object in the first camp is in a non-public state, and the second camp includes at least one virtual object having a target identity information. Based on this, first, in response to the start operation of the target game match, the identity information randomly assigned to the first virtual object is displayed. Then, the first virtual object is controlled to initiate a target interaction event to the second virtual object. In the case where the target interaction event responds successfully, the interaction event result corresponding to the target interaction event is displayed, wherein the interaction event result has an association relationship with the identity information of the first virtual object and the identity information of the second virtual object. In the above manner, after starting the game match, the player can learn the identity information randomly assigned to him and determine his camp based on the identity information. In the process of the two-camp confrontation, the player belonging to the first camp needs to guess the identity information assigned to other players, and the player can also control the virtual object to interact with other virtual objects. Therefore, the present application provides a confrontational gameplay that combines identity suspicion with real-time combat, which not only lowers the threshold of the game, but also takes into account the strategy of the game and the immersiveness of the gameplay. BRIEF DESCRIPTION OF THE DRAWINGS

[0086] Figure 1 A schematic diagram of an implementation environment of the virtual object interaction method in an embodiment of the present application;

[0087] Figure 2 A schematic diagram of the relationship between durations based on different stages of the target game application in the embodiment of the present application;

[0088] Figure 3 A schematic diagram of a flow chart of a virtual object interaction method in an embodiment of the present application;

[0089] Figure 4 A flowchart of different stages of a target game application in an embodiment of the present application;

[0090] Figure 5 A schematic diagram of a first virtual object rescuing a second virtual object in an embodiment of the present application;

[0091] Figure 6 A schematic diagram of loading a first progress bar in an embodiment of the present application;

[0092] Figure 7Another schematic diagram of loading the first progress bar in an embodiment of the present application;

[0093] Figure 8 A schematic diagram of the first virtual object automatically releasing the trapped state in the embodiment of the present application;

[0094] Fig. 9 A schematic diagram of a second virtual object rescuing a first virtual object in an embodiment of the present application;

[0095] Fig.10 A schematic diagram of a first virtual object initiating an attack operation on a second virtual object in an embodiment of the present application;

[0096] Fig.11 A schematic diagram of a first virtual object performing a remote attack in an embodiment of the present application;

[0097] Fig.12 A schematic diagram showing the settlement result of the first game in the embodiment of the present application;

[0098] Fig.13 A schematic diagram of updating the number of currently alive objects in an embodiment of the present application;

[0099] Fig.14 Another schematic diagram of the first virtual object initiating an attack operation on the second virtual object in the embodiment of the present application;

[0100] Fig.15 Another schematic diagram of the first virtual object performing a remote attack in an embodiment of the present application;

[0101] Fig.16 A schematic diagram of a first virtual object performing a melee attack in an embodiment of the present application;

[0102] Fig.17 A schematic diagram showing the settlement result of the second game in the embodiment of the present application;

[0103] Fig.18 A schematic diagram of switching identity information of a first virtual object in an embodiment of the present application;

[0104] Fig.19 A schematic diagram of identity information disclosure for the second camp in an embodiment of the present application;

[0105] Fig. 20 A schematic diagram of placing a trap prop for the first virtual object in an embodiment of the present application;

[0106] Fig.21 A schematic diagram of picking up virtual resources in an embodiment of the present application;

[0107] Fig. 22A schematic diagram of providing corresponding rewards based on resource types in an embodiment of the present application;

[0108] Fig.23 A schematic diagram of updating virtual resources in a virtual scene in an embodiment of the present application;

[0109] Fig.24 A schematic diagram of a scene map constructed based on a virtual scene in an embodiment of the present application;

[0110] Fig.25 A schematic diagram of a user operation interface in an embodiment of the present application;

[0111] Fig.26 A schematic diagram of a virtual object interaction device in an embodiment of the present application;

[0112] Fig. 27 A schematic diagram of the structure of a computer device in an embodiment of the present application. DETAILED DESCRIPTION

[0113] The embodiments of the present application provide a virtual object interaction method, related devices, equipment and storage medium. The present application provides a confrontational gameplay that combines identity suspicion and real-time combat, which not only lowers the game threshold, but also takes into account the game's strategy and immersive gameplay.

[0114] The terms "first", "second", "third", "fourth", etc. (if any) in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein, for example. In addition, the terms "including" and "corresponding to" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0115] Camp confrontation game activities are generally divided into two forms: online and offline. Online activities usually use multiplayer online game platforms for competitions, while offline activities are held on-site by organizers providing venues and equipment. Whether it is an online or offline competition, players need to form their own camps and choose the corresponding game mode to compete.

[0116] In a type of faction confrontation game, players are assigned multiple identities to conduct strategic confrontations between multiple factions. Usually, multiple players are assigned to two factions. One side is considered the "good guy" faction, and the other side is considered the "werewolf" faction. The core gameplay focuses on the identity suspicion between players. Players mainly form a logical chain through language communication to rigorously infer the identities of other players. The game experience tends to be slow-paced, language-based, and logical. Therefore, a certain threshold is formed, which reduces the acceptance of the gameplay among players.

[0117] In another type of faction confrontation game, players will be assigned to various forms of dual or multi-factions, and both sides will conduct equal offense and defense, or one side will hunt down and attack the other side. In this type of gameplay, players often have various real-time combat attack and defense capabilities, and the gameplay tends to be combat operations and tactics. In the actual game process, you basically only need to focus on operations, and the depth of gameplay and excitement are relatively single.

[0118] Based on this, the present application provides a multi-player confrontational gameplay that combines identity suspicion and real-time combat elements. Players will be assigned different identity information, and the abilities of players with different identities are also different. For example, virtual objects with first identity information (e.g., "guard" identity) and virtual objects with target identity information (e.g., "killer" identity) have melee attack capabilities or long-range attack capabilities. During real-time combat, the gameplay naturally has the attributes of tension and excitement during the process of attack confrontation, pursuit and avoidance. Virtual objects with second identity information (e.g., "doll" identity) do not have the ability to attack. At the same time, players in the first camp (e.g., "good guy" camp) do not know the identity information of all players, and need to carefully and gradually identify the identities of other players during the game, while avoiding being attacked, thereby bringing a strong strategic element of identity suspicion to the gameplay. The virtual object interaction method provided in the present application includes at least one of the following scenarios when applied.

[0119] 1. Asymmetric camp;

[0120] In conjunction with the solution provided in the present application, illustratively, it is assumed that each game requires 10 fixed players to participate together, and each player controls a virtual object. After entering the game, the player will be randomly assigned an identity information, for example, 2 players are "killer" identities, 2 players are "guard" identities, and 6 players are "doll" identities. Among them, players with the "killer" identity belong to one camp (for example, the "bad guy" camp), and players with the "guard" identity or the "doll" identity belong to another camp (for example, the "good guy" camp). It can be seen that the number of players in the two camps is not equal. At this time, it is a confrontation between asymmetric camps.

[0121] During the confrontation between the two camps, the goal of the players in the "bad guy" camp is to eliminate all the players with "guard" and "doll" identities within the game time. The goal of the players in the "good guy" camp is to eliminate all the players with "killer" identities or survive until the end of the game time.

[0122] 2. Symmetrical camp;

[0123] In conjunction with the solution provided in the present application, illustratively, it is assumed that each game requires 10 fixed players to participate together, and each player controls a virtual object. After entering the game, the player will be randomly assigned an identity information, for example, 5 players are "killer" identities, 2 players are "guard" identities, and 3 players are "doll" identities. Among them, players with the "killer" identity belong to one camp (for example, the "bad guy" camp), and players with the "guard" identity or the "doll" identity belong to another camp (for example, the "good guy" camp). It can be seen that the number of players in the two camps is equal, and at this time, it is a confrontation between symmetrical camps.

[0124] During the confrontation between the two camps, the players in the "good guy" camp can also be resurrected once using the resurrection props. If the players in the "good guy" camp do not have resurrection props, they will be directly eliminated after being killed by the "killer" player.

[0125] 3. Customize your camp;

[0126] In conjunction with the solution provided in the present application, illustratively, it is assumed that each game requires a fixed number of 10 players to participate together, and each player controls a virtual object. Before entering the game, the player can choose the camp type independently. For example, in "camp type A", 1 player is a "killer", 2 players are "guards", and 7 players are "dolls". In "camp type B", 2 players are "killers", 2 players are "guards", and 6 players are "dolls". In "camp type C", 5 players are "killers", 2 players are "guards", and 3 players are "dolls". After selecting the camp type, the player will be matched with other players who choose the same camp type in the same game. After entering the game, the player will be randomly assigned an identity information, and the player will fight according to the identity information.

[0127] It should be noted that the above application scenarios are only examples, and the virtual object interaction method provided in this embodiment can also be applied to other scenarios, which are not limited here.

[0128] The method provided in this application can be applied to Figure 1The implementation environment shown includes a first terminal 110, a second terminal 120, a third terminal 130 and a server 140. Each terminal and the server 140 can communicate with each other through a communication network 140. The communication network 140 uses standard communication technology and / or protocols, usually the Internet, but can also be any network, including but not limited to Bluetooth, local area network (LAN), metropolitan area network (MAN), wide area network (WAN), mobile, dedicated network or any combination of virtual private networks. In some embodiments, customized or dedicated data communication technology can be used to replace or supplement the above data communication technology.

[0129] The terminals involved in this application include but are not limited to mobile phones, tablet computers, laptop computers, desktop computers, intelligent voice interaction devices, virtual reality devices, smart home appliances, vehicle terminals, aircraft, etc. Among them, the client is deployed on the terminal, and the client can be run on the terminal 110 in the form of a browser, or in the form of an independent application (application, APP), etc. Exemplarily, the first terminal 110, the second terminal 120, and the third terminal 130 are terminals used by players with different identity information, respectively. In actual applications, more terminals may be included.

[0130] The server 140 involved in the present application can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence (AI) platforms.

[0131] In combination with the above implementation environment, in step S1, the first terminal 110, the second terminal 120 and the third terminal 120 respectively send a game start instruction to the server 140 through the communication network 150. In step S2, the server 140 randomly assigns identity information to each player according to the game start instruction triggered by each player, and sends the identity information of the corresponding player to each terminal through the communication network 150.

[0132] In step S3, the player can trigger an interactive event (e.g., attack) through the terminal, and feed the interactive event back to the server 140 through the communication network 150. For example, the player attacks a virtual object controlled by another player through the first terminal 110. It should be noted that the player can also choose not to trigger any interactive event during the game. In step S4, the server 140 generates a corresponding interactive event result based on the interactive event and the identity information corresponding to the player, and sends the interactive event result to the corresponding terminal through the communication network 150. In step S5, when the game ends, the server 140 sends the game settlement result of this round of the game to each terminal through the communication network 150.

[0133] based on Figure 1 For easier understanding, please refer to the implementation scenario shown in Figure 2 , Figure 2 This is a schematic diagram of the duration relationship of different stages of the target game application in the embodiment of the present application. As shown in the figure, 210 is used to indicate the loading stage, 220 is used to indicate the preparation stage, 230 is used to indicate the game stage, and 240 is used to indicate the end stage. Each stage will be introduced below.

[0134] Loading phase: Before players enter the game, they need to enter the loading phase. The loading phase is used to load the virtual scene in the game and wait for all players to join. After all players have finished loading, the game starts at the same time.

[0135] Preparation phase: After loading, all players will enter the preparation phase, which has a fixed duration, for example, it can be set to 5 seconds. During the preparation phase, the system will randomly assign an identity information and birth point location to each player. During this phase, each player can see his or her identity information in the game, but cannot perform operations such as moving for the time being.

[0136] Game phase: After the preparation phase, all players can operate their virtual objects to officially start the game. In order to achieve the goal of victory, players from different camps can move, confront, chase, and perform other actions in the scene. Assuming that the game phase lasts for a maximum of 300 seconds, based on this, in the actual game process, due to the existence of virtual props that reduce the game time, the game time is a dynamic value (i.e., less than or equal to 300 seconds).

[0137] Ending stage: When the game time ends or one of the camps reaches the victory condition, the game ends automatically. In the ending stage, the results of the victory and defeat and the player's points are displayed.

[0138] In combination with the above introduction, the virtual object interaction method in this application will be introduced below. Figure 3The virtual object interaction method in the embodiment of the present application can be completed independently by the terminal, can be completed independently by the server, or can be completed by the terminal and the server in cooperation. The present application is applied to a target game application including multiple virtual objects, and the multiple virtual objects are divided into at least a first camp and a second camp. The first camp includes at least one virtual object with first identity information and at least one virtual object with second identity information, and the identity information of each virtual object in the first camp is in a non-public state. The second camp includes at least one virtual object with target identity information. The method of the present application includes:

[0139] 310. In response to a start operation of a target game match, displaying identity information randomly assigned to a first virtual object, wherein the identity information is first identity information, second identity information, or target identity information, and the first virtual object is one of a plurality of virtual objects;

[0140] In one or more embodiments, the target game supports at least three players to join, and each player controls a virtual object. Based on this, each virtual object is randomly assigned an identity information. The identity information indicates the specific role type played by the player after entering the game, and the identity determines the ability of the virtual object.

[0141] Specifically, the present application takes the "first virtual object" controlled by the player as an example for introduction. Based on this, when the target game match is started, the identity information of the first virtual object will be displayed, and the identity information is the first identity information, the second identity information or the target identity information. Among them, the first identity information can be the "guard" identity, the second identity information can be the "doll" identity, and the target identity information can be the "killer" identity. Players with the first identity information or the second identity information belong to the same camp, while players with the target identity information belong to another camp. In a confrontational game, a camp represents a group that confronts each other. Each camp may contain players of at least one identity. The camp determines the cooperation and confrontation relationship of the players included, as well as the determination of the winning and losing conditions.

[0142] The player can use the game account to log in to the target game application running on the client and control the first virtual object. The corresponding game screen is displayed on the terminal where the client running the target game application is located. In the third-person perspective, the first virtual object controlled by the player is displayed in the game screen, while in the first-person perspective, the first virtual object controlled by the player may not be displayed in the game screen.

[0143] It is understandable that the target game application involved in the present application may be expressed in a two-dimensional (2D) form, a three-dimensional (3D) form, a virtual reality (VR) form, an augmented reality (AR) form, and a mixed reality (MR) form.

[0144] It should be noted that the term "in response to" in this application is used to indicate the conditions or states on which the execution of an operation depends, and one or more operations can be executed when certain conditions or states are met. These operations can be real-time or have a certain delay.

[0145] 320. Control the first virtual object to initiate a target interaction event to the second virtual object, wherein the second virtual object is another virtual object among the multiple virtual objects except the first virtual object;

[0146] In one or more embodiments, the player can control the first virtual object to initiate a target interaction event to the second virtual object. That is, the first virtual object interacts with the second virtual object to trigger the target interaction event. The target interaction event includes but is not limited to rescue, long-range attack, melee attack, etc.

[0147] 330. When the target interactive event is successfully responded to, the interactive event result corresponding to the target interactive event is displayed, wherein the interactive event result is associated with the identity information of the first virtual object and the identity information of the second virtual object. Exemplarily, the virtual object with the first identity information has the ability to run, jump, attack, and rescue. The virtual object with the second identity information has the ability to run, jump, and rescue, but does not have the ability to attack. The virtual object with the target identity information has the ability to run, jump, attack, and place traps.

[0148] In one or more embodiments, when the target interactive event responds successfully, the interactive event result corresponding to the target interactive event will be displayed. Among them, the interactive event result is not only related to the target interactive event, but also related to the identity information of the first virtual object and the identity information of the second virtual object. For example, the first virtual object and the second virtual object belong to the same camp, and the target interactive event is "attack", then the interactive event result is that the first virtual object accidentally injures the second virtual object, resulting in the elimination of the player controlling the second virtual object.

[0149] For ease of understanding, please refer to Figure 4 , Figure 4This is a flow chart of different stages of the target game application according to the embodiment of the present application, as shown in the figure, specifically:

[0150] In step 410, all players participating in the target game match load the virtual scene in the game.

[0151] In step 420, after waiting for all players to finish loading, the preparation phase can be entered.

[0152] In step 430, the system randomly assigns identity information to the players in this round and displays it to the corresponding players.

[0153] In step 440, after waiting for a fixed period of time (eg, 5 seconds), the game phase is officially entered.

[0154] In step 450, after entering the game stage, the player with the first identity information can control the virtual object to pick up props and fight against the virtual object of the second camp. The player with the second identity information can control the virtual object to pick up props and dodge attacks. The player with the target identity information looks for and attacks the virtual object of the first camp.

[0155] In step 460, the game time is waited for to end, or all players of one camp are eliminated.

[0156] In step 470, the win / loss result of the current game and the settlement results such as the points reward are displayed to all players.

[0157] In an embodiment of the present application, a method for interacting with virtual objects is provided. In the above manner, after starting a game, a player can obtain the identity information randomly assigned to him / her and determine his / her camp based on the identity information. In the process of the two-camp confrontation, players belonging to the first camp need to guess the identity information assigned to other players, and players can also control virtual objects to interact with other virtual objects. Thus, the present application provides a confrontational gameplay that combines identity suspicion with real-time combat, which not only lowers the threshold of the game, but also takes into account the strategy of the game and the immersiveness of the gameplay.

[0158] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information, and the identity information of the second virtual object is the first identity information or the second identity information;

[0159] Controlling the first virtual object to initiate a target interaction event to the second virtual object may specifically include:

[0160] When the second virtual object is in an immobile state, controlling the first virtual object to initiate a rescue operation for the second virtual object, and displaying a first progress bar, wherein the first progress bar is used to indicate the progress of the second virtual object in releasing the immobile state;

[0161] When the target interaction event is successfully responded to, the interaction event result corresponding to the target interaction event is displayed, which may specifically include:

[0162] When the first progress bar is loaded, it is determined that the target interaction event is responded to successfully, and the second virtual object is displayed after the immobile state is released.

[0163] In one or more embodiments, a method of rescuing other virtual objects is introduced. As can be seen from the above embodiments, a virtual object (e.g., a second virtual object) with a first identity information (e.g., a "guard" identity) or a second identity information (e.g., a "doll" identity) may be trapped in a trap and thus be unable to move. Thus, other virtual objects belonging to the first camp can rescue the trapped virtual object.

[0164] Specifically, for ease of understanding, see Figure 5 , Figure 5 FIG. 1 is a schematic diagram of a first virtual object rescuing a second virtual object in an embodiment of the present application. Figure 5 As shown in the middle (A), 510 is used to indicate the first virtual object. 520 is used to indicate the second virtual object. At this time, the second virtual object is trapped in the trap and is unable to move.

[0165] like Figure 5 As shown in the middle (B) figure, when the first virtual object approaches the second virtual object trapped by the trap, a rescue control as indicated by 530 is displayed. When the player clicks or long presses the rescue control indicated by 530, the first virtual object is triggered to initiate a rescue operation to the second virtual object. As a result, a first progress bar as indicated by 540 is displayed, wherein the first progress bar is used to indicate the progress of the second virtual object being released from the immobile state. Exemplarily, when the player clicks or long presses the rescue control indicated by 530, a countdown to a successful rescue can also be displayed, for example, the countdown shown in the figure is 6 seconds.

[0166] When the first progress bar is loaded (i.e., the reading bar is finished), the following is displayed: Figure 5 The interface shown in Figure (C) is shown in the figure. At this time, the target interaction event (ie, the "rescue event") is responded successfully, and thus, the second virtual object indicated by 520 has been released from the immobile state and resumes free movement in the virtual scene.

[0167] It is understandable that in a possible design scheme, a virtual object with target identity information (eg, a "killer" identity) will not be trapped in the trap, based on which the player can reasonably infer that the virtual object trapped in the trap belongs to the first camp.

[0168] Secondly, in the embodiment of the present application, a method for rescuing other virtual objects is provided. Through the above method, virtual objects belonging to the first camp can rescue each other. Thus, on the one hand, the sense of teamwork can be enhanced, and the ability of cooperation between players can be strengthened. On the other hand, social skills can also be enhanced.

[0169] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, after displaying the first progress bar, the method may further include:

[0170] In the case that the loading of the first progress bar is not completed, if the first virtual object is controlled to end the rescue operation initiated for the second virtual object, the loading progress of the first progress bar is reset.

[0171] In one or more embodiments, a method for handling interrupted rescue is introduced. It can be seen from the aforementioned embodiments that during the rescue process, a virtual object (e.g., a first virtual object) having a first identity information (e.g., a "guard" identity) or a second identity information (e.g., a "doll" identity) may be interrupted due to reasons such as avoiding attacks. Based on this, the following will introduce a method for handling interrupted rescue in conjunction with diagrams.

[0172] Specifically, for ease of understanding, see Figure 6 , Figure 6 A schematic diagram of loading the first progress bar in the embodiment of the present application is shown in FIG. Figure 6 As shown in the middle (A) figure, 610 is used to indicate the first virtual object. 620 is used to indicate the second virtual object. When the first virtual object approaches the second virtual object trapped by the trap, a rescue control as indicated by 630 is displayed. When the player clicks or long presses the rescue control indicated by 630, the first virtual object is triggered to initiate a rescue operation to the second virtual object. As a result, a first progress bar as indicated by 640 is displayed, wherein the first progress bar is used to indicate the progress of the second virtual object being released from the immobile state.

[0173] Assume that during the loading of the first progress bar, the player controls the first virtual object to stop rescuing (i.e., ends the rescue operation initiated for the second object), thereby displaying the following Figure 6 The interface shown in Figure (B) is shown in Figure 6. At this time, the first progress bar indicated by 640 is reset. Figure 6As shown in the middle figure (C), when the player controls the first virtual object to initiate a rescue operation on the second virtual object again, the first progress bar indicated by 640 needs to be reloaded.

[0174] Again, in the embodiment of the present application, a method for handling the case of interrupted rescue is provided. In the above manner, if the rescue process is interrupted, the timing needs to be restarted when the rescue is performed again. Thus, the tension and excitement of the rescue process are increased.

[0175] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, after displaying the first progress bar, the method may further include:

[0176] In the case where the loading of the first progress bar is not completed, if the first virtual object is controlled to end the rescue operation initiated for the second virtual object, the loading progress of the first progress bar is paused;

[0177] The first virtual object is controlled to initiate a rescue operation on the second virtual object again, and the first progress bar for continuing to load the progress is displayed.

[0178] In one or more embodiments, another method for handling the interruption of rescue is introduced. It can be seen from the aforementioned embodiments that during the rescue process, a virtual object (e.g., a first virtual object) having a first identity information (e.g., a "guard" identity) or a second identity information (e.g., a "doll" identity) may be interrupted due to reasons such as avoiding attacks. Based on this, the following will introduce a method for handling the interruption of rescue in combination with diagrams.

[0179] Specifically, for ease of understanding, see Figure 7 , Figure 7 Another schematic diagram of loading the first progress bar in the embodiment of the present application is shown in FIG. Figure 7 As shown in the middle (A), 710 is used to indicate the first virtual object. 720 is used to indicate the second virtual object. When the first virtual object approaches the second virtual object trapped by the trap, a rescue control as indicated by 730 is displayed. When the player clicks or long presses the rescue control indicated by 730, the first virtual object is triggered to initiate a rescue operation to the second virtual object. As a result, a first progress bar as indicated by 740 is displayed, wherein the first progress bar is used to indicate the progress of the second virtual object being released from the immobile state.

[0180] Assume that during the loading of the first progress bar, the player controls the first virtual object to stop rescuing (i.e., ends the rescue operation initiated for the second object), thereby displaying the following Figure 7 The interface shown in Figure (B) is shown in the figure. At this time, the first progress bar indicated by 740 stops at a certain position. Figure 7As shown in the middle figure (C), when the player controls the first virtual object to initiate a rescue operation on the second virtual object again, the first progress bar indicated by 740 continues to load from the position where the progress stopped.

[0181] Again, in the embodiment of the present application, a method for handling the interruption of the rescue operation is provided. In the above method, if the rescue process is interrupted, the rescue can be continued with the last interruption progress when the rescue is performed again. Thus, the rhythm of the game can be accelerated.

[0182] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information;

[0183] It may also include:

[0184] When the first virtual object is in an immovable state, displaying a second progress bar, wherein the second progress bar is used to indicate the progress of the first virtual object being released from the immovable state;

[0185] When the loading of the second progress bar is completed, the first virtual object is displayed after the immobile state is released.

[0186] In one or more embodiments, a method for automatically releasing a virtual object from a trapped state is introduced. As can be seen from the aforementioned embodiments, a virtual object (e.g., a first virtual object) having a first identity information (e.g., a "guard" identity) or a second identity information (e.g., a "doll" identity) may be trapped in a trap and thus be unable to move. If no one rescues within a period of time, the virtual object will automatically break free from the trap.

[0187] Specifically, for ease of understanding, see Figure 8 , Figure 8 FIG. 1 is a schematic diagram of the first virtual object automatically releasing the trapped state in the embodiment of the present application. Figure 8 As shown in the middle (A), 810 is used to indicate the first virtual object. At this time, the first virtual object is trapped in a trap and is in an immobile state. When the first virtual object is trapped in the trap, a second progress bar indicated by 820 is displayed. The second progress bar is used to indicate the progress of the second virtual object being released from the immobile state.

[0188] Assume that during the loading of the second progress bar, no other virtual object rescues the first virtual object. Based on this, Figure 8 As shown in the middle (B) figure, when the second progress bar has been loaded (i.e., the reading bar has ended), the trap automatically disappears, and the first virtual object is automatically released from the trapped state. Figure 8As shown in the middle figure (C), the second virtual object indicated by 840 has been released from the immobile state and resumes free movement in the virtual scene.

[0189] Secondly, in the embodiment of the present application, a method for automatically releasing a virtual object from a trapped state is provided. In the above method, if a virtual object is trapped in a trap for a period of time without rescue, it will automatically free itself from the trap. In this way, it is possible to avoid the situation where the player cannot continue the subsequent game due to no rescue for a long time. This improves the rationality and feasibility of the gameplay.

[0190] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the identity information of the second virtual object is the first identity information or the second identity information;

[0191] After displaying the second progress bar, the following may also be included:

[0192] If in response to a rescue operation initiated by the second virtual object for the first virtual object, a third progress bar is displayed, wherein the third progress bar is used to indicate the progress of the first virtual object being released from the immobile state, and the time required for the third progress bar to load is less than the time required for the second progress bar to load.

[0193] In one or more embodiments, a method is introduced in which a virtual object is rescued by other virtual objects in the same camp. As can be seen from the above embodiments, a virtual object (e.g., a first virtual object) with a first identity information (e.g., a "guard" identity) or a second identity information (e.g., a "doll" identity) may be trapped in a trap and thus be unable to move. As a result, other virtual objects belonging to the first camp can rescue the trapped virtual object.

[0194] Specifically, for ease of understanding, see Fig. 9 , Fig. 9 FIG. 1 is a schematic diagram of a second virtual object rescuing a first virtual object in an embodiment of the present application. Fig. 9 As shown in the middle (A), 910 is used to indicate the first virtual object. 920 is used to indicate the second virtual object. At this time, the first virtual object is trapped in a trap and is in an immobile state. When the first virtual object is trapped in the trap, a second progress bar indicated by 930 is displayed. The second progress bar is used to indicate the progress of the second virtual object being released from the immobile state.

[0195] like Fig. 9As shown in the middle (B) figure, when the second virtual object approaches the first virtual object trapped by the trap, the second virtual object can initiate a rescue operation for the first virtual object, thereby displaying the third progress bar indicated by 940, wherein the third progress bar is used to indicate the progress of the first virtual object in releasing the immobile state. It should be noted that the time required for the third progress bar to load is less than the time required for the second progress bar to load. For example, the time required for the second progress bar to load is 20 seconds, and the time required for the third progress bar to load is 10. It can be seen that if the virtual object needs to automatically release the trapped state, it will wait for a longer time, so the significance of the rescue by the players in the same camp is more obvious.

[0196] When the third progress bar is loaded (i.e., the reading bar is finished), the following is displayed: Fig. 9 The interface shown in the middle (C) figure. At this time, the first virtual object indicated by 910 has been released from the immobile state and resumes free movement in the virtual scene.

[0197] Again, in the embodiment of the present application, a method is provided for a virtual object to be rescued by other virtual objects in the same camp. Through the above method, when a virtual object is trapped, other virtual objects in the same camp are supported to rescue it. Thus, the sense of teamwork can be enhanced and the collaboration ability between players can be strengthened.

[0198] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the first identity information, and the identity information of the second virtual object is the first identity information, the second identity information or the target identity information;

[0199] Controlling the first virtual object to initiate a target interaction event to the second virtual object may specifically include:

[0200] Controlling the first virtual object to initiate an attack operation on the second virtual object;

[0201] When the target interaction event is successfully responded to, the interaction event result corresponding to the target interaction event is displayed, which may specifically include:

[0202] When the second virtual object is hit by the first virtual object, it is determined that the target interaction event response is successful, and the second virtual object is eliminated in the target game match.

[0203] In one or more embodiments, a method of triggering an attack by a first virtual object with first identity information is introduced. As can be seen from the above embodiments, a virtual object (e.g., a first virtual object) with first identity information (e.g., a "guard" identity) also has an attack capability. Thus, the virtual object can initiate an attack operation on a virtual object with any identity information.

[0204] Specifically, for ease of understanding, see Fig.10 , Fig.10 FIG. 1 is a schematic diagram of a first virtual object initiating an attack operation on a second virtual object in an embodiment of the present application. Fig.10 As shown in Figure (A), 1010 is used to indicate the first virtual object. 1020 is used to indicate the second virtual object. 1030 is used to indicate the shooting control. When the player clicks the shooting control indicated by 1030, the first virtual object is triggered to attack the second virtual object. When the second virtual object is hit by the first virtual object, the following is displayed: Fig.10 The interface shown in Figure (B) is shown in Figure 1. At this time, the target interaction event (ie, "remote attack event") is responded successfully, and thus, the second virtual object indicated by 1020 is eliminated in the target game match.

[0205] It is understandable that the virtual object with the first identity information shoots at the target, and the virtual object that is hit will be eliminated. The shooting interval of the virtual object can be set to 1 second, or other values, which are not limited here.

[0206] Secondly, in the embodiment of the present application, a method is provided for a first virtual object with first identity information to trigger an attack. In the above method, a virtual object can also trigger an attack on other virtual objects, and the virtual object hit will be eliminated. It can be seen that players mainly use intense real-time combat, pursuit and escape and other confrontation forms, which lowers the game threshold and makes the game rhythm faster.

[0207] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, controlling the first virtual object to initiate an attack operation on the second virtual object may specifically include:

[0208] In response to a touch operation on a shooting control, the first virtual object is controlled to enter a shooting preparation state, and a sighting line trajectory is displayed, wherein the sighting line trajectory is a trajectory for previewing a shooting path from a trajectory starting point position where the shooting prop is located to a trajectory landing point position;

[0209] In response to a release operation on the shooting control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0210] In one or more embodiments, a method for a first virtual object with first identity information to perform a remote attack is introduced. As can be seen from the above embodiments, a virtual object (e.g., a first virtual object) with first identity information (e.g., a "guard" identity) can perform a remote attack on a virtual object with any identity information.

[0211] Specifically, for ease of understanding, see Fig.11 , Fig.11 FIG. 1 is a schematic diagram of a first virtual object performing a remote attack in an embodiment of the present application. Fig.11 As shown in Figure (A), 1110 is used to indicate the first virtual object. 1120 is used to indicate the second virtual object. 1130 is used to indicate the shooting control. Fig.11 As shown in the middle (B) figure, when the player clicks the shooting control indicated by 1130, the first virtual object enters the shooting preparation state. At this time, the aiming action is played through animation fusion, and the pre-specified shooting prop model is loaded into the hand skeleton of the first virtual object. At the same time, the aiming line trajectory is displayed as indicated by 1140. The aiming line trajectory is based on the basic model given by the artist and the program is dynamically generated according to the parabola parameters. Based on the dragging trajectory of the player for the shooting button, the corresponding direction changes are made to realize the function of the first virtual object aiming in all directions.

[0212] When the first virtual object is in the shooting preparation state, if the player releases the shooting control, a release operation on the shooting control is triggered. At this time, the first virtual object is controlled to launch an attack operation toward the second virtual object, so the first virtual object immediately shoots once, and the virtual bullet is fired along the aiming line trajectory indicated by 1140.

[0213] like Fig.11 As shown in the middle (C) figure, the landing point of the aiming line trajectory is the landing point of the virtual bullet. Among them, 1150 is used to indicate a collision box for collision detection attached to the virtual bullet itself (i.e., a grid approximately close to the virtual bullet). At the same time, 1160 is used to indicate a collision box for collision detection attached to the second virtual object (i.e., a capsule body network located at the center of the second virtual object). If the collision box of the virtual bullet hits the collision box of the second virtual object, it means that the aiming line trajectory collides with the collision box of the second virtual object, and the first virtual object attack hits the second virtual object.

[0214] It should be noted that the above interface may also include shooting props, such as virtual guns, virtual darts, virtual explosives, etc. The shooting props may be props held by a virtual object, or props placed in a virtual scene at the beginning of the game, which is not limited here.

[0215] In one possible design scheme, a virtual object with a first identity information (for example, a "guard" identity) holds a specific shooting prop. Based on this, if the player assigned with the first identity information believes that the other player belongs to the same camp as himself, he can also aim and indicate his identity through the shooting props when aiming, so as to establish a mutual trust relationship.

[0216] Again, in the embodiment of the present application, a method for a first virtual object with first identity information to perform a remote attack is provided. In the above method, a virtual object with first identity information can perform a remote attack on other virtual objects, and during the attack, the corresponding aiming line trajectory is displayed. As a result, the aiming difficulty is reduced, which is conducive to speeding up the game rhythm, so as to be better suitable for the fragmented time of the mobile terminal.

[0217] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, after the second virtual object is eliminated in the target game match, the following may also be included:

[0218] If the identity information of the second virtual object is the target identity information, and the second virtual object is the last surviving virtual object in the second camp, the first game settlement result is displayed, wherein the first game settlement result indicates that the first camp defeats the second camp.

[0219] In one or more embodiments, a situation in which an attack by a first virtual object is accurately handled is introduced. As can be seen from the aforementioned embodiments, after the second virtual object is hit by the attack, it will be eliminated in the target game match. Based on this, if the identity information of the second virtual object is the target identity information (for example, the "killer" identity), it is also necessary to determine whether there are any surviving virtual objects in the second camp. If there are any surviving virtual objects in the second camp, the target game match will continue. On the contrary, if there are no surviving virtual objects in the second camp, the target game match ends and enters the settlement stage. At this point, the first camp defeats the second camp.

[0220] Specifically, for ease of understanding, see Fig.12 , Fig.12 Schematic diagram showing the first game settlement result in the embodiment of the present application. Fig.12 As shown in Figure (A), 1210 is used to indicate the first virtual object. 1220 is used to indicate the second virtual object. If the identity information of the second virtual object is the target identity information, and the second virtual object is the last surviving virtual object in the second camp, then after being hit and eliminated by the first virtual object, the current round of the target game ends. Fig.12 The interface shown in Figure (B) in the figure. The figure shows the first game settlement result indicated by 1230, wherein the first game settlement result indicates that the first camp defeated the second camp. In addition, the settlement results such as the points reward indicated by 1240 can also be displayed. Assuming that the player controlling the first virtual character is "Player J", the player's points reward and other related information will also be highlighted in the settlement results such as the points reward.

[0221] Again, in the embodiment of the present application, a method for accurately handling the attack of the first virtual object is provided. In the above method, if the virtual object belonging to the first camp hits the virtual object belonging to the second camp, the virtual object of the second camp can be directly eliminated, thereby achieving the purpose of protecting other players in the first camp. At the same time, when all virtual objects in the second camp are eliminated, it means that the first camp has defeated the second camp. As a result, the immersion and intuitiveness of the gameplay are improved.

[0222] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, after the second virtual object is eliminated in the target game match, the following may also be included:

[0223] If the identity information of the second virtual object is the first identity information or the second identity information, the number of currently surviving objects in the first camp is reduced.

[0224] In one or more embodiments, a method for handling virtual object attack errors is introduced. As can be seen from the above embodiments, after the second virtual object is hit by the attack, it will be eliminated in the target game match. Based on this, if the identity information of the second virtual object is the first identity information (for example, the "guard" identity) or the second identity information (for example, the "doll" identity), the number of currently surviving objects in the first camp will be reduced.

[0225] In a possible solution design, if the first virtual object hits other virtual objects in the same camp, the first virtual object will also be eliminated. Based on this, it is also necessary to determine whether there are still surviving virtual objects in the first camp. If there are still surviving virtual objects in the first camp, the target game will continue. On the contrary, if there are no surviving virtual objects in the first camp, the target game ends and enters the settlement phase. At this time, the second camp defeats the first camp.

[0226] Specifically, for ease of understanding, see Fig.13 , Fig.13 A schematic diagram of updating the number of currently alive objects in an embodiment of the present application is shown in FIG. Fig.13 As shown in the figure (A), 1310 is used to indicate the first virtual object. 1320 is used to indicate the second virtual object. If the identity information of the second virtual object is the first identity information or the second identity information, and there are 4 surviving virtual objects left in the first camp at this time, assuming that the first virtual object hits the second virtual object, then both the first virtual object and the second virtual object are eliminated.

[0227] Thus, the interface shown in FIG. 13 (B) is displayed. 1330 is used to indicate the current number of surviving objects in the first camp, and "2 / 8" means that the first camp includes a total of 8 virtual objects, and the current number of surviving objects is 2. 1340 is used to indicate the elimination prompt, that is, to display the nickname of the eliminated player. For example, "Player J" controls the first virtual object, and "Player E" controls the second virtual object, that is, the elimination prompt displays "Player J is eliminated, Player E is eliminated".

[0228] Again, in the embodiment of the present application, a method for handling virtual object attack errors is provided. In the above method, if a virtual object belonging to the first camp mistakenly attacks a virtual object controlled by another player in the same camp, the virtual object that was hit will be directly eliminated, resulting in a decrease in the number of surviving objects in the same camp. Therefore, for players, it is necessary to distinguish the identity of the other party, thereby increasing the tension of the game and adding a strategic element.

[0229] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the first identity information or the second identity information;

[0230] Controlling the first virtual object to initiate a target interaction event to the second virtual object may specifically include:

[0231] Controlling the first virtual object to initiate an attack operation on the second virtual object;

[0232] When the target interaction event is successfully responded to, the interaction event result corresponding to the target interaction event is displayed, which may specifically include:

[0233] When the second virtual object is hit by the first virtual object, it is determined that the target interaction event response is successful, and the second virtual object is eliminated in the target game match.

[0234] In one or more embodiments, a method of triggering an attack by a first virtual object having target identity information is introduced. As can be seen from the above embodiments, a virtual object (e.g., a first virtual object) having target identity information (e.g., a "killer" identity) has an attack capability. Thus, the virtual object can initiate an attack operation on a virtual object of the first camp.

[0235] Specifically, for ease of understanding, see Fig.14 , Fig.14 FIG. 1 is another schematic diagram of a first virtual object initiating an attack operation on a second virtual object in an embodiment of the present application. Fig.14As shown in Figure (A), 1410 is used to indicate the first virtual object. 1420 is used to indicate the second virtual object. 1430 is used to indicate the throwing control. When the player clicks the throwing control indicated by 1430, the first virtual object is triggered to attack the second virtual object. When the second virtual object is hit by the first virtual object, the following is displayed: Fig.14 The interface shown in Figure (B) is shown in Figure 1. At this time, the target interaction event (ie, "remote attack event") is responded successfully, and thus, the second virtual object indicated by 1420 is eliminated in the target game match.

[0236] It is understandable that the virtual object with the target identity information throws a throwing prop to the target, and the virtual object hit will be eliminated. Wherein, the throwing interval time of the throwing prop can be set to 6 seconds, or other numerical values, which are not limited here. In a possible scheme design, whether it is a virtual object with the first identity information (for example, a "guard" identity) or a virtual object with the target identity information (for example, a "killer" identity), in the case of a non-combat state, it is displayed as a conventional role, and therefore, the identity cannot be recognized by the appearance. But in a combat state, the virtual object with the target identity information (for example, a "killer" identity) holds a specific throwing prop, based on which, the player can reasonably infer that the virtual object holding the throwing prop belongs to the "killer" in the second camp.

[0237] Secondly, in the embodiment of the present application, a method is provided for a first virtual object with target identity information to trigger an attack. In this way, a virtual object can also trigger an attack on other virtual objects, and the virtual object hit will be eliminated. It can be seen that players mainly use intense real-time combat, pursuit and escape and other confrontation forms, which lowers the game threshold and makes the game rhythm faster.

[0238] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, controlling the first virtual object to initiate an attack operation on the second virtual object may specifically include:

[0239] In response to a touch operation on a throwing control, the first virtual object is controlled to enter a throwing preparation state, and a sighting line trajectory is displayed, wherein the sighting line trajectory is a trajectory for previewing a throwing path from a trajectory starting point position where the throwing prop is located to a trajectory landing point position;

[0240] In response to a release operation on the throwing control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0241] In one or more embodiments, a method for a first virtual object with target identity information to perform a remote attack is introduced. As can be seen from the above embodiments, a virtual object (e.g., a first virtual object) with target identity information (e.g., a "killer" identity) can perform a remote attack on a virtual object with the first identity information or the second identity information.

[0242] Specifically, for ease of understanding, see Fig.15 , Fig.15 FIG. 1 is another schematic diagram of the first virtual object performing a remote attack in an embodiment of the present application. Fig.15 As shown in Figure (A), 1510 is used to indicate the first virtual object. 1520 is used to indicate the second virtual object. 1530 is used to indicate the throwing control. Fig.15 As shown in the middle (B) figure, when the player clicks the throwing control indicated by 1530, the first virtual object enters the throwing preparation state. At this time, the aiming action is played through animation fusion, and the pre-specified throwing prop model is loaded into the hand skeleton of the first virtual object. At the same time, the aiming line trajectory is displayed as indicated by 1540. The aiming line trajectory is based on the basic model given by the artist and the program is dynamically generated according to the parabola parameters. Based on the dragging trajectory of the throwing control by the player, the corresponding direction changes are made to realize the function of the first virtual object aiming in all directions.

[0243] When the first virtual object is in the throwing preparation state, if the player releases the throwing control, a release operation on the throwing control is triggered. At this time, the first virtual object is controlled to launch an attack operation toward the second virtual object, so the first virtual object immediately throws once, and the throwing prop is launched along the aiming line trajectory indicated by 1540.

[0244] like Fig.15 As shown in the middle (C) figure, the landing point of the aiming line trajectory is the landing point of the throwing prop. Among them, 1550 is used to indicate a collision box for collision detection attached to the throwing prop itself (i.e., a grid approximately close to the throwing prop). At the same time, 1560 is used to indicate a collision box for collision detection attached to the second virtual object (i.e., a capsule body network located at the center of the second virtual object). If the collision box of the throwing prop hits the collision box of the second virtual object, it means that the aiming line trajectory collides with the collision box of the second virtual object, and the first virtual object attack hits the second virtual object.

[0245] It should be noted that the above interface may also include throwing props, such as a virtual stick, a virtual baseball, a virtual stone, etc. The throwing props may be props held by a virtual object, or props placed in a virtual scene at the beginning of the game, which is not limited here. In addition, it is understandable that the types of throwing props and shooting props are different.

[0246] Again, in the embodiment of the present application, a method for a first virtual object with target identity information to perform a remote attack is provided. In the above method, a virtual object with target identity information can perform a remote attack on other virtual objects, and during the attack, the corresponding aiming line trajectory is displayed. As a result, the aiming difficulty is reduced, which is conducive to speeding up the game rhythm, so as to be better suitable for the fragmented time of the mobile terminal.

[0247] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, controlling the first virtual object to initiate an attack operation on the second virtual object may specifically include:

[0248] In response to a selection operation on an attack control, controlling the first virtual object to swing an attack prop;

[0249] If the attack prop collides with the collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0250] In one or more embodiments, a method for a first virtual object with target identity information to perform a melee attack is introduced. As can be seen from the above embodiments, a virtual object (e.g., a first virtual object) with target identity information (e.g., a "killer" identity) has an attack capability. Thus, the virtual object can initiate an attack operation on a virtual object of the first camp.

[0251] Specifically, for ease of understanding, see Fig.16 , Fig.16 FIG. 1 is a schematic diagram of a first virtual object performing a melee attack in an embodiment of the present application. Fig.16 As shown in Figure (A), 1610 is used to indicate the first virtual object. 1620 is used to indicate the second virtual object. 1630 is used to indicate the attack control. When the player clicks the attack control indicated by 1630, the selection operation for the attack control is triggered, and thus the first virtual object swings the attack prop at the second virtual object and initiates the attack operation. When the second virtual object is hit by the first virtual object, the following is displayed: Fig.16 The interface shown in Figure (B) is shown in Figure 1. At this time, the target interaction event (ie, "melee attack event") is responded successfully, and thus, the second virtual object indicated by 1620 is eliminated in the target game match.

[0252] The attack prop itself has a collision box for collision detection (i.e., a grid approximately close to the attack prop). At the same time, the second virtual object also has a collision box for collision detection (i.e., a capsule network located at the center of the second virtual object). If the collision box of the attack prop hits the collision box of the second virtual object, it means that the attack prop, then the first virtual object attacks and hits the second virtual object.

[0253] It is understandable that the virtual object with the target identity information swings an attack prop at the target, and the virtual object hit will be eliminated. Wherein, the swing interval of the attack prop can be set to 3 seconds, or other values, which are not limited here. In a possible scheme design, whether it is a virtual object with the first identity information (for example, a "guard" identity) or a virtual object with the target identity information (for example, a "killer" identity), in the case of a non-combat state, it is displayed as a regular character, and therefore, the identity cannot be recognized by the appearance. However, in a combat state, a virtual object with the target identity information (for example, a "killer" identity) holds a specific attack prop, based on which, the player can reasonably infer that the virtual object holding the attack prop belongs to the "killer" in the second camp.

[0254] It should be noted that, assuming that a virtual object with the first identity information (e.g., the "guard" identity) can also perform melee attacks, the attack props used by the virtual object with the first identity information are inconsistent with the attack props used by the virtual object with the target identity information. Exemplarily, the attack props used by the virtual object with the first identity information may be a virtual baton, a virtual electric baton, etc., and the attack props used by the virtual object with the target identity information may be a virtual stick, a virtual frying pan, etc.

[0255] Again, in the embodiment of the present application, a method for a first virtual object with target identity information to perform a melee attack is provided. Through the above method, a virtual object with target identity information can perform a melee attack on other virtual objects without aiming, thereby achieving the purpose of a quick attack.

[0256] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, after the second virtual object is eliminated in the target game match, the following may also be included:

[0257] If the identity information of the second virtual object is the first identity information or the second identity information, and the second virtual object is the last surviving virtual object in the first camp, then the second game settlement result is displayed, wherein the second game settlement result indicates that the second camp defeats the first camp;

[0258] If the identity information of the second virtual object is the first identity information, and the first camp also includes at least one surviving virtual object, then the number of current surviving objects in the first camp is reduced, and the shooting prop currently used by the second virtual object is displayed;

[0259] If the identity information of the second virtual object is the second identity information, and the first camp further includes at least one surviving virtual object, then the current number of surviving objects in the first camp is reduced.

[0260] In one or more embodiments, a method for accurately handling attacks by a first virtual object is introduced. It can be seen from the aforementioned embodiments that after the second virtual object is hit by an attack, it will be eliminated in the target game match. Based on this, if the identity information of the second virtual object is the first identity information (for example, the "guard" identity) or the second identity information (for example, the "doll" identity), it is also necessary to determine whether there are any surviving virtual objects in the first camp. If there are any surviving virtual objects in the first camp, the target game match will continue. On the contrary, if there are no surviving virtual objects in the first camp, the target game match ends and enters the settlement stage. At this point, the second camp defeats the first camp.

[0261] For example, if the identity information of the second virtual object is the first identity information (for example, the "guard" identity), and there are still surviving virtual objects in the first camp, then after the first virtual object hits the second virtual object, the second virtual object is eliminated, and the updated number of current surviving objects in the first camp is displayed (that is, the current number of surviving objects decreases by 1). At the same time, the shooting props held by the second virtual object will fall into the virtual scene.

[0262] Exemplarily, if the identity information of the second virtual object is the second identity information (for example, a "doll" identity), and there are still surviving virtual objects in the first camp, then after the first virtual object hits the second virtual object, the second virtual object is eliminated, and the updated number of current surviving objects in the first camp is displayed (that is, the current number of surviving objects is reduced by 1).

[0263] Specifically, for ease of understanding, see Fig.17 , Fig.17 Schematic diagram showing the second game settlement result in the embodiment of the present application. Fig.17 As shown in Figure (A), 1710 is used to indicate the first virtual object. 1720 is used to indicate the second virtual object. If the identity information of the second virtual object is the first identity information or the second identity information, and the second virtual object is the last surviving virtual object in the first camp, then after being hit and eliminated by the first virtual object, the current round of the target game ends. Fig.17The interface shown in Figure (B) in the middle. The figure shows the second game settlement result indicated by 1730, wherein the second game settlement result indicates that the second camp defeated the first camp. In addition, the settlement results such as the points reward indicated by 1740 can also be displayed. Assuming that the player controlling the first virtual character is "Player J", the player's points reward and other related information will also be highlighted in the settlement results such as the points reward.

[0264] Again, in an embodiment of the present application, a method for accurately handling attacks by a first virtual object is provided. In the above manner, after the game starts, a virtual object with target identity information can search for virtual objects of the first camp in a virtual scene, and win the game by attacking virtual objects of the first camp. Players in the first camp do not know which virtual objects have target identity information, so players who obtain target identity information can use this information difference to attack virtual objects in the first camp, and at the same time, they need to be careful of being attacked by virtual objects with the first identity information. This increases the fun of the gameplay and adds richer strategic elements to the game.

[0265] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the second identity information;

[0266] It may also include:

[0267] Displaying shooting props in a virtual scene of a target game application;

[0268] In response to a picking operation for a shooting prop, the first virtual object is controlled to pick up the shooting prop, and the identity information of the first virtual object is switched to the first identity information, wherein the picking method of the shooting prop includes picking up and using or picking up and carrying, and the shooting prop is dropped by a virtual object having the first identity information.

[0269] In one or more embodiments, a method for a virtual object to change its identity information is introduced. As can be seen from the above embodiments, when a virtual object with a first identity information (e.g., a "guard" identity) is eliminated, the shooting prop it holds will fall into the virtual scene. If a virtual object (e.g., a first virtual object) with a second identity information (e.g., a "doll" identity) picks up the shooting prop, the identity information of the virtual object is changed to the first identity information.

[0270] Specifically, for ease of understanding, see Fig.18 , Fig.18 FIG. 1 is a schematic diagram of switching identity information of a first virtual object in an embodiment of the present application. Fig.18As shown in the middle (A), 1810 is used to indicate the first virtual object. 1820 is used to indicate the shooting props dropped in the virtual scene. 1830 is used for the prop prompt icon. That is, the shooting props dropped in the virtual scene are prompted. When the collision box of the first virtual object collides with the collision box of the shooting prop, that is, it indicates that the first virtual object is picking up the shooting prop, thereby triggering the first virtual object to pick up the shooting prop.

[0271] Based on this, Fig.18 As shown in the middle (B) figure, after the first virtual object indicated by 1810 picks up the shooting prop, its corresponding identity information switches from the second identity information to the first identity information. Among them, 1840 is used to indicate a general prompt, at this time, prompting the first virtual object controlled by the player to switch identity information. It should be noted that after the first virtual object picks up the virtual prop, it can be used directly or carried on the body, which is not limited here.

[0272] Secondly, in the embodiment of the present application, a method for a virtual object to change its identity information is provided. In the above method, if a virtual object holding a shooting prop is eliminated, the shooting prop dropped by the virtual object can also be picked up by other virtual objects in the same camp. Based on this, the virtual object that picks up the shooting prop updates the first identity information from the second identity information. In this way, not only can the balance between the camps be better maintained, but also the fun of the diversity of gameplay is increased.

[0273] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the target identity information;

[0274] It may also include:

[0275] Display a target identity list, wherein the target identity list includes information of T virtual objects, the identity information of each virtual object in the T virtual objects is the target identity information, and T is an integer greater than 1;

[0276] or,

[0277] Displaying identity information of a second virtual object in a virtual scene of a target game application;

[0278] or,

[0279] In the virtual scene of the target game application, the second virtual object is highlighted.

[0280] In one or more embodiments, a method for displaying identity information of virtual objects in the second camp is introduced. As can be seen from the above embodiments, a virtual object with target identity information (e.g., "killer" identity) can (e.g., the first virtual object) know other virtual objects with target identity information (e.g., "killer" identity) in the game. That is, the virtual objects in the second camp can know each other's identity information, and based on this, they can cooperate and communicate with each other in subsequent battles. Fig.19 , introduces three ways for players in the second camp to know each other's identity information. Fig.19 , Fig.19 This is a schematic diagram of disclosing identity information for the second camp in an embodiment of the present application.

[0281] Method 1:

[0282] like Fig.19 As shown in the figure (A), 1910 is used to indicate the first virtual object. 1920 is used to indicate a general prompt, in which case it is prompted that the first virtual object controlled by the player has target identity information. 1930 is used to indicate a target identity list, wherein the target identity list displays information of two virtual objects (e.g., the nickname of the player or the nickname of the virtual object, etc.), and at this time, T is equal to 2. Based on this, the player controlling the first virtual object can know that in this round of the game, "Player J" and "Player G" both belong to the second camp.

[0283] It should be noted that the target identity list is only open to players in the second camp, and the target identity list will not be displayed to players in the first camp.

[0284] Method 2:

[0285] like Fig.19 As shown in the middle (B) figure, 1910 is used to indicate the first virtual object. 1940 is used to indicate the second virtual object. 1950 is used to indicate the identity information of the second virtual object, that is, it is shown that the second virtual object has the target identity information. Based on this, the player controlling the first virtual object can know that "Player G" belongs to the second camp in this round of the game.

[0286] It should be noted that the relevant prompts of identity information are only open to players in the second camp, and players in the first camp are not given relevant prompts of identity information. It is understandable that in actual applications, different colors of fonts are used to prompt identity information. For example, red font is used to display "Player G".

[0287] Method 3:

[0288] like Fig.19As shown in the middle (C) figure, 1910 is used to indicate the first virtual object. 1940 is used to indicate the second virtual object. Among them, the second virtual object indicated by 1940 is in a highlighted state. Based on this, the player controlling the first virtual object can know that the second virtual object belongs to the second camp in this round of the game.

[0289] It should be noted that the prominent display of virtual objects is only open to players in the second camp, and other virtual objects will not be prominently displayed to players in the first camp.

[0290] Secondly, in the embodiment of the present application, a method for displaying identity information of virtual objects in the second camp is provided. Through the above method, virtual objects belonging to the second camp can know each other's identity information. Based on this, players belonging to the second camp can also cooperate with each other, thereby improving the strategic nature of the game play.

[0291] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the target identity information;

[0292] It may also include:

[0293] In response to the trap deployment operation, playing a trap deployment animation of the first virtual object;

[0294] When the trap deployment animation is finished, a trap prop is placed in the virtual scene of the target game application, wherein the trap prop is used to be in an immobile state when the approach distance of the virtual object in the first camp is less than or equal to the approach distance threshold.

[0295] In one or more embodiments, a method for a first virtual object to deploy a trap is introduced. As can be seen from the aforementioned embodiments, a virtual object (e.g., a first virtual object) having target identity information (e.g., a "killer" identity) has the ability to deploy a trap, and the deployed trap can trap the virtual object of the first camp, so that the virtual object with the first identity information (e.g., a "guard" identity) or the second identity information (e.g., a "doll" identity) is in an immobile state and needs to wait for other players in the same camp to rescue it, or wait for the trap to be automatically released.

[0296] Specifically, for ease of understanding, see Fig. 20 , Fig. 20 A schematic diagram of placing trap props for the first virtual object in the embodiment of the present application is shown as follows: Fig. 20As shown in Figure (A), 2010 is used to indicate the first virtual object. 2020 is used to indicate the trap control. When the player clicks the trap control indicated by 2020, the trap deployment animation of the first virtual object is played, and the deployment progress bar indicated by 2030 is displayed. When the deployment progress bar is loaded, the trap deployment is completed. Thus, the display is as shown in Figure 2030. Fig. 20 The interface shown in Figure (B) is shown in Figure 2040, where 2040 is used to indicate the placed trap props. When the proximity distance between the virtual object in the first camp and the trap is less than or equal to the proximity distance threshold, it is in an immobile state. It should be noted that the deployed trap can be invisible, and the trap is only visible to the player with the target identity information. In addition, the duration of the trap can be 40 seconds or other durations, which are not limited here.

[0297] It is understandable that it takes a while (e.g., 1 second) for the virtual object with the target identity information to deploy the trap. Based on this, the player can reasonably infer that the virtual object that is deploying the trap belongs to the "killer" in the second camp.

[0298] Secondly, in the embodiment of the present application, a method for a first virtual object to deploy a trap is provided. Through the above method, the virtual object with the target identity information has the ability to set a trap. Therefore, the traps deployed by the player can enhance the fun of the game.

[0299] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information;

[0300] It may also include:

[0301] In a virtual scene of the target game application, display at least one virtual resource, wherein virtual resources belonging to the same resource type correspond to the same integral value and the same duration value;

[0302] Controlling the first virtual object to pick up a target virtual resource, wherein the target virtual resource belongs to a virtual resource of at least one virtual resource;

[0303] According to the resource type to which the target virtual resource belongs, the accumulated score value of the first virtual object and the remaining time of the target game match are displayed.

[0304] In one or more embodiments, a method for a virtual object to pick up a virtual resource in a virtual scene is introduced. As can be seen from the above embodiments, a virtual object (e.g., a first virtual object) having a first identity information (e.g., a "guard" identity) or a second identity information (e.g., a "doll" identity) can pick up a virtual resource in a virtual scene of a target game application.

[0305] Specifically, for ease of understanding, see Fig.21 , Fig.21 A schematic diagram of picking up virtual resources in an embodiment of the present application is shown in FIG. Fig.21 As shown in Figure (A), 2110 is used to indicate the first virtual object. 2120 is used to indicate the virtual resource. Based on this, the player can control the first virtual object to approach and pick up the virtual resource, and thus, the virtual resource is the target virtual resource. Fig.21 As shown in the middle (B) figure, 2130 is used to indicate a collision box for collision detection attached to the target virtual resource itself (i.e., a grid approximately close to the target virtual resource). 2140 is used to indicate a collision box for collision detection attached to the first virtual object (i.e., a capsule network located at the center of the first virtual object).

[0306] When the collision box of the first virtual object collides with the collision box of the target virtual resource, it means that the first virtual object is controlled to pick up the target virtual resource, thereby triggering the first virtual object to pick up the target virtual resource. Fig.21 The interface shown in Figure (C) is shown in Figure 2150, where 2150 is used for the remaining duration of the target game match, for example, the remaining duration is 3 minutes and 37 seconds. 2160 is used to indicate the accumulated score value of the first virtual object, for example, 3 points. It should be noted that the virtual scene of the target game application includes at least one virtual resource, each virtual resource has a corresponding resource type, and virtual resources belonging to the same resource type correspond to the same score value and the same duration value.

[0307] Secondly, in the embodiment of the present application, a method is provided for a virtual object to pick up points in a virtual scene. Through the above method, the players in the first camp can search and pick up virtual resources in the scene while avoiding attacks. On the one hand, it will increase personal points, which will increase various rewards at the end of the game. On the other hand, it will reduce the game time, which is more conducive to the victory of one's own camp. In this process, the game behavior of the players in the first camp has also been greatly enriched, avoiding the boredom of simply avoiding.

[0308] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, displaying the accumulated score value of the first virtual object and the remaining time of the target game match according to the resource type to which the target virtual resource belongs may specifically include:

[0309] If the resource type of the target virtual resource is the first resource type, the accumulated score value of the first virtual object and the remaining duration of the target game match are displayed, wherein the virtual resource belonging to the first resource type corresponds to the first score value and the same first duration value, the accumulated score value of the first virtual object is obtained by adding the first score value, and the remaining duration of the target game match is obtained by deducting the first duration value;

[0310] If the resource type of the target virtual resource is the second resource type, the accumulated point value of the first virtual object and the remaining duration of the target game are displayed, wherein the virtual resource belonging to the second resource type corresponds to the second point value and the same second duration value, the second point value is greater than the first point value, the second duration value is greater than the first duration value, the accumulated point value of the first virtual object is obtained after adding the second point value, and the remaining duration of the target game is obtained after deducting the second duration value.

[0311] In one or more embodiments, a method of rewarding based on virtual resource type is introduced. As can be seen from the above embodiments, each virtual resource has a corresponding resource type, and virtual resources of different resource types correspond to different integral values ​​and duration values.

[0312] Specifically, for ease of understanding, see Fig. 22 , Fig. 22 A schematic diagram of providing corresponding rewards based on resource types in an embodiment of the present application, such as Fig. 22 As shown in the middle (A), 2210 is used to indicate a first virtual object, 2220 is used to indicate a virtual resource belonging to a first resource type, and 2230 is used to indicate a virtual resource belonging to a second resource type.

[0313] For example, in one case, assuming that the player controls the first virtual object to approach and pick up the virtual resource indicated by 2220, then the virtual resource is the target virtual resource. Fig. 22As shown in the middle (B) figure, 2240 is used to indicate a collision box for collision detection attached to the target virtual resource itself (i.e., a grid approximately close to the target virtual resource). 2250 is used to indicate a collision box for collision detection attached to the first virtual object (i.e., a capsule network located at the center of the first virtual object). When the collision box of the first virtual object collides with the collision box of the target virtual resource indicated by 2240, that is, it indicates that the first virtual object is controlled to pick up the target virtual resource, thereby triggering the first virtual object to pick up the target virtual resource belonging to the first resource type. Assuming that the first integral value corresponding to the virtual resource of the first resource type is 1 point and the first duration value is 1 second, the remaining duration of the target game match as indicated by 2260 and the accumulated integral value of the first virtual object indicated by 2270 are displayed. That is, when the virtual object of the first camp picks up a virtual resource corresponding to the first resource type, it increases 1 integral value for itself and reduces the remaining duration of the target game match by 1 second.

[0314] For example, in another case, assuming that the player controls the first virtual object to approach and pick up the virtual resource indicated by 2230, then the virtual resource is the target virtual resource. Fig. 22 As shown in the middle (C) figure, 2280 is used to indicate a collision box for collision detection attached to the target virtual resource itself (i.e., a grid approximately close to the target virtual resource). 2250 is used to indicate a collision box for collision detection attached to the first virtual object (i.e., a capsule network located at the center of the first virtual object). When the collision box of the first virtual object collides with the collision box of the target virtual resource indicated by 2280, that is, it indicates that the first virtual object is controlled to pick up the target virtual resource, thereby triggering the first virtual object to pick up the target virtual resource belonging to the second resource type. Assuming that the second integral value corresponding to the virtual resource of the second resource type is 5 points and the second duration value is 5 seconds, the remaining duration of the target game match as indicated by 2260 and the accumulated integral value of the first virtual object indicated by 2270 are displayed. That is, when the virtual object of the first camp picks up a virtual resource corresponding to the second resource type, 5 integral values ​​are added to itself and the remaining duration of the target game match is reduced by 5 seconds.

[0315] It should be noted that in actual applications, different first integral values, second integral values, first duration values, and second duration values ​​may be set. However, it is necessary to ensure that the second integral value is greater than the first integral value, and the second duration value is greater than the first duration value, so as to distinguish the differences in gain effects brought by different resource types.

[0316] Again, in the embodiment of the present application, a method based on the corresponding reward based on the type of virtual resources is provided. Through the above method, virtual resources are divided into multiple different types, and different types of virtual resources can bring different game gains. In this way, the richness and fun of the gameplay can be improved, and the immersion of the game can be increased.

[0317] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:

[0318] Periodically detecting the number of virtual resources in the virtual scene of the target game application;

[0319] If the number of virtual resources is less than the quantity threshold, K updated virtual resources are displayed in the virtual scene of the target game application, where K is an integer greater than or equal to 1.

[0320] In one or more embodiments, a method for periodically updating virtual resources is introduced. As can be seen from the above embodiments, players belonging to the first camp can control virtual objects to pick up virtual resources. In a possible design scheme, after players belonging to the second camp pick up virtual resources, they will not receive points, nor will the remaining time of the target game match be reduced. After the virtual resources are picked up, they will disappear, and the location where the virtual resources appear will be randomly refreshed periodically (for example, every 20 seconds).

[0321] Specifically, for ease of understanding, see Fig.23 , Fig.23 FIG. 1 is a schematic diagram of updating virtual resources in a virtual scene in an embodiment of the present application. Fig.23 As shown in FIG. (A), 2310 is used to indicate a first virtual object. 2320 is used to indicate a virtual resource belonging to a first resource type. 2330 is used to indicate a virtual resource belonging to a second resource type. Assuming that the player controls the first virtual object to pick up the virtual resource indicated by 2320 and the virtual resource indicated by 2330, the display is as follows: Fig.23 In the interface shown in Figure (B), it can be seen that the number of virtual resources in the virtual scene is less than the quantity threshold.

[0322] Assume that the virtual scene of the target game application includes a total of 20 virtual resources, that is, the number threshold is 20. Also, assume that the number of virtual resources is detected every 20 seconds. If it is determined that the number of virtual resources is less than the number threshold, the position of the virtual resources is randomly refreshed in the virtual scene, and the number of virtual resources is replenished to the number threshold. Fig.23As shown in the middle (C), assuming that only two virtual resources are picked up in a cycle (e.g., 20 seconds), two new virtual resources can be added to the virtual scene, thereby displaying K updated virtual resources (in this case, K=2). 2340 is used to indicate one updated virtual resource. 2350 is used to indicate another updated virtual resource.

[0323] Again, in the embodiment of the present application, a method for periodically updating virtual resources is provided. Through the above method, the number of virtual resources in the virtual scene can be periodically updated, so that players can have more opportunities to collect virtual resources to increase personal and team gains. This is conducive to speeding up the game rhythm and improving the fun of the gameplay.

[0324] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:

[0325] In the case where the identity information of the first virtual object is the first identity information, when the first virtual object enters a shooting preparation state, a sighting line trajectory for the shooting prop is displayed, wherein the sighting line trajectory for the shooting prop is a trajectory for previewing a shooting path from a trajectory starting position where the shooting prop is located to a trajectory landing position;

[0326] In the case where the identity information of the first virtual object is the target identity information, when the first virtual object enters a throwing preparation state, a sighting line trajectory for the throwing prop is displayed, wherein the sighting line trajectory for the throwing prop is a trajectory for previewing the throwing path, which is sent from the starting position of the trajectory where the throwing prop is located to the landing position of the trajectory;

[0327] Among them, shooting props and throwing props have different appearances.

[0328] In one or more embodiments, a method for identifying identity information of a virtual object is introduced. As can be seen from the aforementioned embodiments, virtual objects with specific different identity information are displayed as regular characters in a non-combat state (i.e., without holding props), so they cannot identify each other by appearance. When virtual objects with specific different identity information are in a combat state (i.e., holding props), the identity information of the virtual object can be judged by the appearance of the props held.

[0329] Exemplarily, if the first virtual object has the first identity information (for example, the identity of a "guard"), then when the first virtual object enters the shooting preparation state, the shooting props it holds and the aiming line trajectory for the shooting props will be displayed. Since the shooting props are props used for long-range attacks, the first virtual object needs to go through the aiming process before attacking. During the aiming process, the first virtual object holds the shooting props, which enables other players to recognize that the first virtual object has the first identity information by identifying the shooting props. Accordingly, when the first virtual object confirms that the other player also belongs to the first camp, it can aim, but does not attack, so that the other player can recognize that it has the first identity information.

[0330] Exemplarily, if the first virtual object has target identity information (e.g., a "killer" identity), then when the first virtual object enters a shooting preparation state, the throwing props it holds and the aiming line trajectory for the throwing props will be displayed. Since the throwing props are props used for long-range attacks, the first virtual object needs to go through the aiming process before attacking. During the aiming process, the first virtual object holds the throwing props, which enables other players to recognize that the first virtual object has target identity information by identifying the shooting props. For the first virtual object with target identity information, the risk of its identity being exposed can be reduced by reducing the aiming time.

[0331] It should be emphasized that in the present application, shooting props and throwing props have different appearances, based on which players can effectively distinguish what kind of identity information the virtual object holding the corresponding props has.

[0332] Secondly, in the embodiment of the present application, a method for identifying the identity information of a virtual object is provided. Through the above method, the process of aiming at a virtual object can derive the function of identity recognition. Based on this, a player with the first identity information can indicate his or her identity through aiming behavior, thereby achieving a relationship of mutual trust between players. Thus, the diversity and richness of the gameplay is improved.

[0333] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the virtual scene of the target game application corresponds to a scene map, and the scene map includes M preset initial point positions, where M is an integer greater than or equal to 3;

[0334] After responding to the start operation of the target game match, the method may further include:

[0335] A randomly assigned birth point position of the first virtual object is displayed, wherein the birth point position is used to indicate a starting position of the first virtual object in a virtual scene of a target game application, and the birth point position is one of M preset initial point positions.

[0336] In one or more embodiments, a method for assigning the initial point position of a virtual object is introduced. As can be seen from the foregoing embodiments, one or more scene maps can be constructed based on the virtual scene of the target game application, and each scene map can include at least one layer of a planar scene map. The following will take a scene map composed of two layers of planar maps as an example for introduction.

[0337] Specifically, see Fig.24 , Fig.24 This is a schematic diagram of a scene map constructed based on a virtual scene in an embodiment of the present application. For example, Fig.24 The figure (A) shows the first floor plan. Fig.24 The figure (B) shows the second floor plan map. The two floor plans together constitute the scene map of the virtual scene, and the two floor plans can be connected by stairs. Among them, 2410 is used to indicate the passage area. 2420 is used to indicate the room area. 2430 is used to indicate the inaccessible area. 2440 is used to indicate the preset initial point position. Among them, the first floor plan map shows 14 preset initial point positions, and the second floor plan map shows 15 preset initial point positions, that is, 29 preset initial point positions are included in the scene map (at this time, M=29).

[0338] After the target game starts, the birth point position of the virtual object is set by using a preset initial point position. The number of preset initial point positions for each game is greater than or equal to the number of player birth point positions, and at the same time, the uniform distribution in the virtual scene is ensured as much as possible. Each player randomly selects a preset initial point position from the M preset initial point positions as the birth point position according to the matching order. For example, a birth point position is randomly assigned to the first virtual object controlled by the player, and the birth point position is used to indicate the starting position of the first virtual object in the virtual scene of the target game application.

[0339] It should be noted that in actual applications, the birth point position needs to be randomized to deduplicate, that is, in a game, no two virtual objects will appear at the same birth point at the same time.

[0340] Secondly, in the embodiment of the present application, a method for allocating the initial point position of the virtual object is provided. Through the above method, different virtual objects will be randomly placed at different positions in the virtual scene, thereby increasing the randomness and fun of the game, making it easy for players to feel fresh, thereby improving the playability of the game.

[0341] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:

[0342] In response to the voice output operation, a voice message is sent to terminals corresponding to the P virtual objects, wherein a scene distance between each of the P virtual objects and the first virtual object is less than or equal to a scene distance threshold, the scene distance represents a distance in a virtual scene of a target game application, and P is an integer greater than or equal to 1;

[0343] It may also include:

[0344] In response to a voice input operation, a voice message sent from a terminal corresponding to Q virtual objects is played, wherein a scene distance between each of the Q virtual objects and the first virtual object is less than or equal to a scene distance threshold, and Q is an integer greater than or equal to 1.

[0345] In one or more embodiments, a method for supporting player voice interaction is introduced. As can be seen from the foregoing embodiments, players can implement different game functions through a user operation interface. The user operation interface refers to a display screen for presenting a virtual environment to a user, such as virtual props, virtual objects, etc. Optionally, the user operation interface also includes some operation controls, such as buttons, sliders, icons, etc., for the user to operate.

[0346] Specifically, for ease of understanding, see Fig.25 , Fig.25 This is a schematic diagram of the user operation interface in an embodiment of the present application, as shown in the figure, and relevant introduction will be given below in conjunction with the diagram.

[0347] 2501 is used to indicate the player's points, that is, to display the player's current personal points.

[0348] 2502 is used to indicate the current number of surviving objects in the first camp, that is, to display the sum of the number of virtual objects with the first identity information and the number of virtual objects with the second identity information that are currently surviving in the first camp.

[0349] 2503 is used to indicate an information button. By clicking the information button, a player information panel can be opened, and the player information panel displays information such as the avatar, nickname, and survival status of each player in the current game.

[0350] 2504 is used to indicate the nickname of the eliminated player. Exemplarily, this prompt can be displayed for 3 seconds and then disappears.

[0351] 2505 is used to indicate the prompt text, that is, to display the game goal of the player in this round of the game, wherein different prompt texts will be displayed for players with different identity information.

[0352] 2506 is used to indicate the prop prompt icon, that is, to prompt the shooting props dropped in the virtual scene.

[0353] 2507 is used to indicate the joystick, that is, the player moves in various directions by operating the joystick.

[0354] 2508 is used to indicate a rescue progress bar. That is, when the virtual object with the first identity information or the second identity information performs a rescue operation, the rescue progress bar is displayed.

[0355] 2509 is used to indicate the function area. The function area includes 6 function buttons, which are rule introduction, report, chat, sound switch, microphone switch and exit game from left to right.

[0356] Exemplarily, when a player turns on the microphone switch, a voice message can be sent to other players through the terminal used by the player. Assuming that the player is currently controlling the first virtual object, other virtual objects whose scene distances with the first virtual object are less than or equal to the scene distance threshold are determined according to the virtual scene of the target game application. Assuming that there are a total of P virtual objects whose scene distances with the first virtual object are less than or equal to the scene distance threshold, the voice message is sent to the P terminals that control the P virtual objects respectively.

[0357] Exemplarily, when the player turns on the sound switch, the voice message sent by other players can be received through the terminal used by the player. Assuming that the player is currently controlling the first virtual object, then, according to the virtual scene of the target game application, other virtual objects whose scene distance with the first virtual object is less than or equal to the scene distance threshold are determined. Assuming that there are Q virtual objects whose scene distance with the first virtual object is less than or equal to the scene distance threshold, voice messages sent from Q terminals controlling the Q virtual objects can be received.

[0358] 2510 is used to indicate the countdown of the remaining time of the current game.

[0359] 2511 is used to indicate general prompts, that is, to provide various game information prompts and instructions.

[0360] 2512 is used to indicate the expression wheel. That is, the player sends various expressions in the game through the expression wheel.

[0361] 2513 is used to indicate skill controls. The corresponding skill controls need to be displayed according to different identity information. If the first identity information is present, the shooting controls are displayed by default. When approaching to rescue other players, the rescue controls are displayed. If the second identity information is present, the controls are not displayed by default. When approaching to rescue other players, the rescue controls are displayed. If the target identity information is present, the throwing controls, attack controls, and trap controls are displayed by default.

[0362] If it is a doll, there is no button in the normal state. When it is close to the player who can be rescued, the rescue button will be displayed; if it is a guard, the shooting button will be displayed by default, and when it is close to the player who can be rescued, the rescue button will be displayed; if it is a killer, the swing, throw and trap buttons will be displayed by default.

[0363] 2514 is used to indicate network and power status.

[0364] 2515 is used to indicate a jump control, that is, by clicking the jump button, the virtual object can make a jump.

[0365] Secondly, in the embodiment of the present application, a method for supporting voice interaction of players is provided. Through the above method, if the virtual objects are close in the virtual scene of the target game application, the players who control these virtual objects can also communicate with each other by voice. Based on this, on the one hand, the convenience of communication can be improved. On the other hand, only voice communication with players of surrounding virtual objects can better simulate the communication effect of real scenes and improve the authenticity of the game.

[0366] The virtual object interaction device in this application is described in detail below. Fig.26 , Fig.26 Schematic diagram of an embodiment of a virtual object interaction device in an embodiment of the present application. The virtual object interaction device 30 is applied to a target game application including a plurality of virtual objects. The plurality of virtual objects are divided into at least a first camp and a second camp. The first camp includes at least one virtual object having a first identity information and at least one virtual object having a second identity information. The identity information of each virtual object in the first camp is in a non-public state. The second camp includes at least one virtual object having a target identity information. The virtual object interaction device 30 includes:

[0367] A display module 2610 is used to display identity information randomly assigned to the first virtual object in response to a start operation of a target game match, wherein the identity information is the first identity information, the second identity information or the target identity information, and the first virtual object belongs to one of the multiple virtual objects;

[0368] The control module 2620 is used to control the first virtual object to initiate a target interaction event to the second virtual object, wherein the second virtual object is another virtual object other than the first virtual object among the multiple virtual objects;

[0369] The display module 2610 is further used to display the interaction event result corresponding to the target interaction event when the target interaction event response is successful, wherein the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object.

[0370] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information, and the identity information of the second virtual object is the first identity information or the second identity information;

[0371] The control module 2620 is specifically configured to control the first virtual object to initiate a rescue operation for the second virtual object when the second virtual object is in an immobile state, and to display a first progress bar, wherein the first progress bar is used to indicate the progress of the second virtual object in releasing the immobile state;

[0372] The display module 2610 is specifically used to determine that the target interaction event response is successful when the first progress bar is loaded, and display the second virtual object that has been released from the immovable state.

[0373] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the virtual object interaction device further includes a processing module 2630;

[0374] The processing module 2630 is configured to reset the loading progress of the first progress bar after the first progress bar is displayed and if the loading of the first progress bar is not completed, if the first virtual object is controlled to end the rescue operation initiated for the second virtual object.

[0375] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0376] The processing module 2630 is configured to, after displaying the first progress bar, if the first progress bar is not completely loaded, control the first virtual object to end the rescue operation initiated for the second virtual object, and then pause the loading progress of the first progress bar;

[0377] The display module 2610 is further used to control the first virtual object to initiate a rescue operation on the second virtual object again, and display a first progress bar for continuing the progress loading.

[0378] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information;

[0379] The display module 2610 is further configured to display a second progress bar when the first virtual object is in an immovable state, wherein the second progress bar is configured to indicate a progress of the first virtual object being released from the immovable state;

[0380] The display module 2610 is further configured to display the first virtual object that has been released from the immovable state when the loading of the second progress bar is completed.

[0381] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the second virtual object is the first identity information or the second identity information;

[0382] The display module 2610 is also used to display a third progress bar after displaying the second progress bar in response to a rescue operation initiated by the second virtual object for the first virtual object, wherein the third progress bar is used to indicate the progress of the first virtual object being released from an immobile state, and the time required for the third progress bar to be loaded is less than the time required for the second progress bar to be loaded.

[0383] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the first identity information, and the identity information of the second virtual object is the first identity information, the second identity information or the target identity information;

[0384] The control module 2620 is specifically used to control the first virtual object to initiate an attack operation on the second virtual object;

[0385] The display module 2610 is specifically used to determine that the target interaction event response is successful when the second virtual object is hit by the first virtual object, and eliminate the second virtual object in the target game match.

[0386] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0387] The control module 2620 is specifically used to control the first virtual object to enter a shooting preparation state in response to a touch operation on a shooting control, and to display a sighting line trajectory, wherein the sighting line trajectory is a trajectory for previewing a shooting path from a trajectory starting point position where the shooting prop is located to a trajectory landing point position;

[0388] In response to a release operation on the shooting control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0389] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0390] Display module 2610 is also used to display the first game settlement result after the second virtual object is eliminated in the target game match, if the identity information of the second virtual object is the target identity information, and the second virtual object is the last surviving virtual object in the second camp, wherein the first game settlement result indicates that the first camp defeats the second camp.

[0391] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0392] The processing module 2630 is further configured to reduce the number of currently surviving objects in the first camp if the identity information of the second virtual object is the first identity information or the second identity information after the second virtual object is eliminated in the target game match.

[0393] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the first identity information or the second identity information;

[0394] The control module 2620 is specifically used to control the first virtual object to initiate an attack operation on the second virtual object;

[0395] The display module 2610 is specifically used to determine that the target interaction event response is successful when the second virtual object is hit by the first virtual object, and eliminate the second virtual object in the target game match.

[0396] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0397] The control module 2620 is specifically used to control the first virtual object to enter a throwing preparation state in response to a touch operation on the throwing control, and to display a sighting line trajectory, wherein the sighting line trajectory is a trajectory for previewing a throwing path from a trajectory starting point position where the throwing prop is located to a trajectory landing point position;

[0398] In response to a release operation on the throwing control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0399] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0400] The control module 2620 is specifically configured to control the first virtual object to swing the attack prop in response to a selection operation on the attack control;

[0401] If the attack prop collides with the collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0402] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0403] The display module 2610 is further configured to display a second game settlement result after the second virtual object is eliminated in the target game, if the identity information of the second virtual object is the first identity information or the second identity information, and the second virtual object is the last surviving virtual object in the first camp, wherein the second game settlement result indicates that the second camp defeats the first camp;

[0404] The display module 2610 is further configured to, after the second virtual object is eliminated in the target game match, reduce the number of currently surviving objects in the first camp and display the drop of the shooting prop currently used by the second virtual object if the identity information of the second virtual object is the first identity information and the first camp still includes at least one surviving virtual object;

[0405] Display module 2610 is also used to reduce the current number of surviving objects in the first camp after the second virtual object is eliminated in the target game match, if the identity information of the second virtual object is the second identity information and the first camp still includes at least one surviving virtual object.

[0406] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the second identity information;

[0407] The display module 2610 is also used to display shooting props in the virtual scene of the target game application;

[0408] The control module 2620 is also used to control the first virtual object to pick up the shooting props in response to a picking operation for the shooting props, and switch the identity information of the first virtual object to the first identity information, wherein the picking method of the shooting props includes picking up and using or picking up and carrying, and the shooting props are dropped by the virtual object with the first identity information.

[0409] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the target identity information;

[0410] The display module 2610 is further used to display a target identity list, wherein the target identity list includes information of T virtual objects, the identity information of each virtual object in the T virtual objects is the target identity information, and T is an integer greater than 1;

[0411] or,

[0412] The display module 2610 is further used to display the identity information of the second virtual object in the virtual scene of the target game application;

[0413] or,

[0414] The display module 2610 is further used to highlight the second virtual object in the virtual scene of the target game application.

[0415] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the target identity information;

[0416] The processing module 2630 is further configured to play a trap deployment animation of the first virtual object in response to the trap deployment operation;

[0417] The processing module 2630 is also used to place trap props in the virtual scene of the target game application when the trap deployment animation is played, wherein the trap props are in an immobile state when the approach distance of the virtual object in the first camp is less than or equal to the approach distance threshold.

[0418] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information;

[0419] The display module 2610 is further used to display at least one virtual resource in the virtual scene of the target game application, wherein virtual resources belonging to the same resource type correspond to the same integral value and the same duration value;

[0420] The control module 2620 is further used to control the first virtual object to pick up a target virtual resource, wherein the target virtual resource belongs to a virtual resource of the at least one virtual resource;

[0421] The display module 2610 is further used to display the accumulated score value of the first virtual object and the remaining time of the target game according to the resource type to which the target virtual resource belongs.

[0422] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0423] Display module 2610 is specifically configured to display the accumulated score value of the first virtual object and the remaining duration of the target game match if the resource type of the target virtual resource is the first resource type, wherein the virtual resource belonging to the first resource type corresponds to the first score value and the same first duration value, the accumulated score value of the first virtual object is obtained by adding the first score value, and the remaining duration of the target game match is obtained by deducting the first duration value;

[0424] If the resource type of the target virtual resource is the second resource type, the accumulated point value of the first virtual object and the remaining duration of the target game are displayed, wherein the virtual resource belonging to the second resource type corresponds to the second point value and the same second duration value, the second point value is greater than the first point value, the second duration value is greater than the first duration value, the accumulated point value of the first virtual object is obtained after adding the second point value, and the remaining duration of the target game is obtained after deducting the second duration value.

[0425] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0426] The processing module 2630 is further used to periodically detect the number of virtual resources in the virtual scene of the target game application;

[0427] The display module 2610 is further configured to display K updated virtual resources in the virtual scene of the target game application if the number of virtual resources is less than a quantity threshold, where K is an integer greater than or equal to 1.

[0428] Optionally, in the above Fig.26On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0429] The display module 2610 is further configured to display a sighting line trajectory for the shooting prop when the first virtual object enters a shooting preparation state, when the identity information of the first virtual object is the first identity information, wherein the sighting line trajectory for the shooting prop is a trajectory for previewing a shooting path from a trajectory starting position where the shooting prop is located to a trajectory landing position;

[0430] The display module 2610 is further configured to display a sighting line trajectory for a throwing item when the first virtual object enters a throwing preparation state, in the case where the identity information of the first virtual object is the target identity information, wherein the sighting line trajectory for the throwing item is a trajectory for previewing a throwing path from a starting point of the trajectory where the throwing item is located to a landing point of the trajectory;

[0431] Among them, shooting props and throwing props have different appearances.

[0432] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the virtual scene of the target game application corresponds to a scene map, and the scene map includes M preset initial point positions, where M is an integer greater than or equal to 3;

[0433] The display module 2610 is also used to display a randomly assigned birth point position for the first virtual object in response to a start operation of a target game match, wherein the birth point position is used to indicate a starting position of the first virtual object in a virtual scene of the target game application, and the birth point position is one of M preset initial point positions.

[0434] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0435] The processing module 2630 is further configured to send a voice message to terminals corresponding to the P virtual objects in response to the voice output operation, wherein a scene distance between each of the P virtual objects and the first virtual object is less than or equal to a scene distance threshold, the scene distance represents a distance in a virtual scene of a target game application, and P is an integer greater than or equal to 1;

[0436] The processing module 2630 is also used to respond to a voice input operation and play a voice message sent from a terminal corresponding to Q virtual objects, wherein the scene distance between each of the Q virtual objects and the first virtual object is less than or equal to a scene distance threshold, and Q is an integer greater than or equal to 1.

[0437] The present application also provides a computer device, which may be a terminal or a server. The following description will be made by taking the computer device as a terminal as an example. Fig. 27 For the sake of convenience, only the parts related to the embodiments of the present application are shown. For specific technical details not disclosed, please refer to the method part of the embodiments of the present application. In the embodiments of the present application, the terminal is taken as an example for explanation:

[0438] Fig. 27 FIG. 1 is a block diagram showing a partial structure of a mobile phone related to a terminal provided in an embodiment of the present application. Fig. 27 The mobile phone includes: a radio frequency (RF) circuit 2710, a memory 2720, an input unit 2730, a display unit 2740, a sensor 2750, an audio circuit 2760, a mobile hotspot (wireless fidelity, WiFi) module 2770, a processor 2780, and a power supply 2790. Those skilled in the art can understand that Fig. 27 The mobile phone structure shown in the figure does not constitute a limitation on the mobile phone, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0439] Combine the following Fig. 27 A detailed introduction to the various components of the mobile phone:

[0440] The RF circuit 2710 can be used for receiving and sending signals during the process of sending and receiving information or making calls. In particular, after receiving the downlink information of the base station, it is sent to the processor 2780 for processing; in addition, the designed uplink data is sent to the base station. Generally, the RF circuit 2710 includes but is not limited to an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier (LNA), a duplexer, etc. In addition, the RF circuit 2710 can also communicate with the network and other devices through wireless communication. The above-mentioned wireless communication can use any communication standard or protocol, including but not limited to the global system of mobile communication (GSM), general packet radio service (GPRS), code division multiple access (CDMA), wideband code division multiple access (WCDMA), long term evolution (LTE), email, short messaging service (SMS), etc.

[0441] The memory 2720 can be used to store software programs and modules. The processor 2780 executes various functional applications and data processing of the mobile phone by running the software programs and modules stored in the memory 2720. The memory 2720 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, an application required for at least one function (such as a sound playback function, an image playback function, etc.), etc.; the data storage area can store data created according to the use of the mobile phone (such as audio data, a phone book, etc.), etc. In addition, the memory 2720 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0442] The input unit 2730 can be used to receive input digital or character information, and to generate key signal input related to the user settings and function control of the mobile phone. Specifically, the input unit 2730 may include a touch panel 2731 and other input devices 2732. The touch panel 2731, also known as a touch screen, can collect the user's touch operation on or near it (such as the user's operation on the touch panel 2731 or near the touch panel 2731 using any suitable object or accessory such as a finger, stylus, etc.), and drive the corresponding connection device according to a pre-set program. Optionally, the touch panel 2731 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 2780, and can receive and execute commands sent by the processor 2780. In addition, the touch panel 2731 can be implemented in various types such as resistive, capacitive, infrared, and surface acoustic waves. In addition to the touch panel 2731, the input unit 2730 may also include other input devices 2732. Specifically, other input devices 2732 may include but are not limited to one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a mouse, a joystick, etc.

[0443] The display unit 2740 can be used to display information input by the user or information provided to the user and various menus of the mobile phone. The display unit 2740 may include a display panel 2741. Optionally, the display panel 2741 may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. Further, the touch panel 2731 may cover the display panel 2741. When the touch panel 2731 detects a touch operation on or near it, it is transmitted to the processor 2780 to determine the type of touch event. Subsequently, the processor 2780 provides a corresponding visual output on the display panel 2741 according to the type of touch event. Although in Fig. 27 In the embodiment, the touch panel 2731 and the display panel 2741 are used as two independent components to realize the input and output functions of the mobile phone, but in some embodiments, the touch panel 2731 and the display panel 2741 can be integrated to realize the input and output functions of the mobile phone.

[0444] The mobile phone may also include at least one sensor 2750, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 2741 according to the brightness of the ambient light, and the proximity sensor may turn off the display panel 2741 and / or the backlight when the mobile phone is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that can be configured in the mobile phone, such as gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be repeated here.

[0445] The audio circuit 2760, the speaker 2761, and the microphone 2762 can provide an audio interface between the user and the mobile phone. The audio circuit 2760 can transmit the received audio data to the speaker 2761 after converting the electrical signal, which is converted into a sound signal for output; on the other hand, the microphone 2762 converts the collected sound signal into an electrical signal, which is received by the audio circuit 2760 and converted into audio data, and then the audio data is output to the processor 2780 for processing, and then sent to another mobile phone through the RF circuit 2710, or the audio data is output to the memory 2720 for further processing.

[0446] WiFi is a short-range wireless transmission technology. The mobile phone can help users send and receive emails, browse web pages and access streaming media through the WiFi module 2770. It provides users with wireless broadband Internet access. Fig. 27 A WiFi module 2770 is shown, but it is understandable that it is not an essential component of the mobile phone and can be omitted as needed without changing the essence of the invention.

[0447] The processor 2780 is the control center of the mobile phone. It uses various interfaces and lines to connect various parts of the entire mobile phone. It executes various functions of the mobile phone and processes data by running or executing software programs and / or modules stored in the memory 2720, and calling data stored in the memory 2720. Optionally, the processor 2780 may include one or more processing units; optionally, the processor 2780 may integrate an application processor and a modem processor, wherein the application processor mainly processes the operating system, user interface, and application programs, and the modem processor mainly processes wireless communications. It is understandable that the above-mentioned modem processor may not be integrated into the processor 2780.

[0448] The mobile phone also includes a power supply 2790 (such as a battery) for supplying power to various components. Optionally, the power supply can be logically connected to the processor 2780 through a power management system, thereby managing functions such as charging, discharging, and power consumption management through the power management system.

[0449] Although not shown, the mobile phone may also include a camera, a Bluetooth module, etc., which will not be described in detail here.

[0450] The steps performed by the terminal in the above embodiment can be based on the Fig. 27 The terminal structure shown.

[0451] A computer-readable storage medium is also provided in an embodiment of the present application, on which a computer program is stored. When the computer program is executed by a processor, the steps of the methods described in the above embodiments are implemented.

[0452] A computer program product is also provided in an embodiment of the present application, including a computer program, which, when executed by a processor, implements the steps of the methods described in the above embodiments.

[0453] It is understandable that in the specific implementation of this application, related data such as player information and game data are involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.

[0454] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0455] In the several embodiments provided in the present application, it should be understood that the disclosed systems, 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 an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.

[0456] 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.

[0457] 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 software functional units.

[0458] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for a computer device (which can be a server or terminal device, etc.) to perform all or part of the 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 (ROM), random access memory (RAM), disk or optical disk and other media that can store computer programs.

[0459] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. A virtual object interaction method, characterized in that: The interaction method is applied to a target game application including a plurality of virtual objects, wherein the plurality of virtual objects are divided into at least a first camp and a second camp, wherein the first camp includes at least one virtual object having first identity information and at least one virtual object having second identity information, and the identity information of each virtual object in the first camp is in a non-public state, and the second camp includes at least one virtual object having target identity information, and the interaction method includes: In response to a start operation of a target game match, displaying identity information randomly assigned to a first virtual object, wherein the identity information is the first identity information, the second identity information, or the target identity information, and the first virtual object is one of the plurality of virtual objects; Controlling the first virtual object to initiate a target interaction event to a second virtual object, wherein the second virtual object is another virtual object among the multiple virtual objects except the first virtual object; When the target interaction event is responded to successfully, an interaction event result corresponding to the target interaction event is displayed, wherein the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object.

2. The interactive method according to claim 1, characterized in that: The identity information of the first virtual object is the first identity information or the second identity information, and the identity information of the second virtual object is the first identity information or the second identity information; The controlling the first virtual object to initiate a target interaction event to the second virtual object includes: When the second virtual object is in an immobile state, controlling the first virtual object to initiate a rescue operation for the second virtual object and displaying a first progress bar, wherein the first progress bar is used to indicate the progress of the second virtual object in releasing the immobile state; When the target interaction event response is successful, displaying the interaction event result corresponding to the target interaction event includes: When the first progress bar is loaded, it is determined that the target interaction event is responded to successfully, and the second virtual object is displayed after the immovable state is released.

3. The interactive method according to claim 2, characterized in that: After displaying the first progress bar, the method further includes: In the case that the loading of the first progress bar is not completed, if the first virtual object is controlled to end the rescue operation initiated for the second virtual object, the loading progress of the first progress bar is reset.

4. The interactive method according to claim 2, characterized in that: After displaying the first progress bar, the method further includes: In the case where the loading of the first progress bar is not completed, if the first virtual object is controlled to end the rescue operation initiated for the second virtual object, the loading progress of the first progress bar is paused; The first virtual object is controlled to initiate a rescue operation for the second virtual object again, and the first progress bar is displayed to continue loading the progress.

5. The interactive method according to claim 1, characterized in that: The identity information of the first virtual object is the first identity information or the second identity information; The method further comprises: When the first virtual object is in an immovable state, displaying a second progress bar, wherein the second progress bar is used to indicate the progress of the first virtual object in releasing the immovable state; When the second progress bar is loaded completely, the first virtual object is displayed after the immovable state is released.

6. The interactive method according to claim 5, characterized in that: The identity information of the second virtual object is the first identity information or the second identity information; After displaying the second progress bar, the method further includes: If in response to a rescue operation initiated by the second virtual object for the first virtual object, a third progress bar is displayed, wherein the third progress bar is used to indicate the progress of the first virtual object in releasing the immobile state, and the time required for the third progress bar to load is less than the time required for the second progress bar to load.

7. The interactive method according to claim 1, characterized in that: The identity information of the first virtual object is the first identity information, and the identity information of the second virtual object is the first identity information, the second identity information or the target identity information; The controlling the first virtual object to initiate a target interaction event to the second virtual object includes: Controlling the first virtual object to initiate an attack operation on the second virtual object; When the target interaction event response is successful, displaying the interaction event result corresponding to the target interaction event includes: In the case where the second virtual object is hit by the first virtual object, it is determined that the target interaction event response is successful, and the second virtual object is eliminated in the target game match.

8. The interactive method according to claim 7, characterized in that: The controlling the first virtual object to initiate an attack operation on the second virtual object includes: In response to a touch operation on a shooting control, the first virtual object is controlled to enter a shooting ready state, and a sighting line trajectory is displayed, wherein the sighting line trajectory is a trajectory for previewing a shooting path from a trajectory starting point position where the shooting prop is located to a trajectory landing point position; In response to a release operation on the shooting control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

9. The interactive method according to claim 7, characterized in that: After the second virtual object is eliminated in the target game match, the method further includes: If the identity information of the second virtual object is the target identity information, and the second virtual object is the last surviving virtual object in the second camp, the first game settlement result is displayed, wherein the first game settlement result indicates that the first camp defeats the second camp.

10. The interactive method according to claim 7, characterized in that: After the second virtual object is eliminated in the target game match, the method further includes: If the identity information of the second virtual object is the first identity information or the second identity information, the number of current surviving objects in the first camp is reduced.

11. The interactive method according to claim 1, characterized in that: The identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the first identity information or the second identity information; The controlling the first virtual object to initiate a target interaction event to the second virtual object includes: Controlling the first virtual object to initiate an attack operation on the second virtual object; When the target interaction event response is successful, displaying the interaction event result corresponding to the target interaction event includes: In the case where the second virtual object is hit by the first virtual object, it is determined that the target interaction event response is successful, and the second virtual object is eliminated in the target game match.

12. The interactive method according to claim 11, characterized in that: The controlling the first virtual object to initiate an attack operation on the second virtual object includes: In response to a touch operation on a throwing control, the first virtual object is controlled to enter a throwing preparation state, and a sighting line trajectory is displayed, wherein the sighting line trajectory is a trajectory for previewing a throwing path, which is sent from a trajectory starting point position where a throwing prop is located to a trajectory landing point position; In response to a release operation on the throwing control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

13. The interactive method according to claim 11, characterized in that: The controlling the first virtual object to initiate an attack operation on the second virtual object includes: In response to a selection operation on an attack control, controlling the first virtual object to swing an attack prop; If the attack prop collides with the collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

14. The interactive method according to claim 11, characterized in that: After the second virtual object is eliminated in the target game match, the method further includes: If the identity information of the second virtual object is the first identity information or the second identity information, and the second virtual object is the last surviving virtual object in the first camp, displaying a second game settlement result, wherein the second game settlement result indicates that the second camp defeats the first camp; If the identity information of the second virtual object is the first identity information, and the first camp also includes at least one surviving virtual object, then the number of current surviving objects in the first camp is reduced, and the shooting prop currently used by the second virtual object is displayed; If the identity information of the second virtual object is the second identity information, and the first camp also includes at least one surviving virtual object, then the current number of surviving objects in the first camp is reduced.

15. The interactive method according to claim 1, characterized in that: The identity information of the first virtual object is the second identity information; The method further comprises: Displaying shooting props in a virtual scene of the target game application; In response to a picking operation for the shooting prop, the first virtual object is controlled to pick up the shooting prop, and the identity information of the first virtual object is switched to the first identity information, wherein the picking method of the shooting prop includes picking up and using or picking up and carrying, and the shooting prop is dropped by a virtual object having the first identity information.

16. The interactive method according to claim 1, characterized in that: The identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the target identity information; The method further comprises: Displaying a target identity list, wherein the target identity list includes information of T virtual objects, the identity information of each virtual object in the T virtual objects is the target identity information, and T is an integer greater than 1; or, In the virtual scene of the target game application, displaying the identity information of the second virtual object; or, In the virtual scene of the target game application, the second virtual object is highlighted.

17. The interactive method according to claim 1, characterized in that: The identity information of the first virtual object is the target identity information; The method further comprises: In response to the trap deployment operation, playing a trap deployment animation of the first virtual object; When the trap deployment animation is finished, a trap prop is placed in the virtual scene of the target game application, wherein the trap prop is used to be in an immobile state when the approach distance of the virtual object in the first camp is less than or equal to the approach distance threshold.

18. The interactive method according to claim 1, characterized in that: The identity information of the first virtual object is the first identity information or the second identity information; The method further comprises: In the virtual scene of the target game application, display at least one virtual resource, wherein virtual resources belonging to the same resource type correspond to the same integral value and the same duration value; Controlling the first virtual object to pick up a target virtual resource, wherein the target virtual resource belongs to one of the at least one virtual resource; According to the resource type to which the target virtual resource belongs, the accumulated score value of the first virtual object and the remaining time of the target game match are displayed.

19. The interactive method according to claim 18, characterized in that: The displaying, according to the resource type to which the target virtual resource belongs, the accumulated score value of the first virtual object and the remaining time of the target game match includes: If the resource type of the target virtual resource is the first resource type, the accumulated score value of the first virtual object and the remaining duration of the target game match are displayed, wherein the virtual resource belonging to the first resource type corresponds to the first score value and the same first duration value, the accumulated score value of the first virtual object is obtained by adding the first score value, and the remaining duration of the target game match is obtained by deducting the first duration value; If the resource type of the target virtual resource is the second resource type, the accumulated point value of the first virtual object and the remaining duration of the target game are displayed, wherein the virtual resources belonging to the second resource type correspond to a second point value and the same second duration value, the second point value is greater than the first point value, the second duration value is greater than the first duration value, the accumulated point value of the first virtual object is obtained after adding the second point value, and the remaining duration of the target game is obtained after deducting the second duration value.

20. The interactive method according to claim 1, characterized in that: The method further comprises: In a case where the identity information of the first virtual object is the first identity information, when the first virtual object enters a shooting preparation state, a sighting line trajectory for a shooting prop is displayed, wherein the sighting line trajectory for the shooting prop is a trajectory for previewing a shooting path from a trajectory starting position where the shooting prop is located to a trajectory landing position; In the case where the identity information of the first virtual object is the target identity information, when the first virtual object enters a throwing preparation state, a sighting line trajectory for a throwing item is displayed, wherein the sighting line trajectory for the throwing item is a trajectory for previewing a throwing path, which is sent from a starting point of the trajectory where the throwing item is located to a landing point of the trajectory; The shooting prop and the throwing prop have different appearances.

21. The interactive method according to claim 1, characterized in that: The virtual scene of the target game application corresponds to a scene map, and the scene map includes M preset initial point positions, where M is an integer greater than or equal to 3; After the start operation in response to the target game match, the method further includes: A randomly assigned birth point position for the first virtual object is displayed, wherein the birth point position is used to indicate a starting position of the first virtual object in a virtual scene of the target game application, and the birth point position is one of the M preset initial point positions.

22. The interactive method according to any one of claims 1 to 21, characterized in that: The method further comprises: In response to a voice output operation, a voice message is sent to terminals corresponding to P virtual objects, wherein a scene distance between each of the P virtual objects and the first virtual object is less than or equal to a scene distance threshold, the scene distance represents a distance in a virtual scene of the target game application, and P is an integer greater than or equal to 1; The method further comprises: In response to a voice input operation, a voice message sent from a terminal corresponding to Q virtual objects is played, wherein a scene distance between each of the Q virtual objects and the first virtual object is less than or equal to the scene distance threshold, and Q is an integer greater than or equal to 1.

23. A virtual object interaction device, characterized in that: The virtual object interaction device is applied to a target game application including a plurality of virtual objects, wherein the plurality of virtual objects are divided into at least a first camp and a second camp, wherein the first camp includes at least one virtual object having a first identity information and at least one virtual object having a second identity information, and the identity information of each virtual object in the first camp is in a non-public state, and the second camp includes at least one virtual object having a target identity information, and the virtual object interaction device includes: A display module, configured to display identity information randomly assigned to a first virtual object in response to a start operation of a target game match, wherein the identity information is the first identity information, the second identity information, or the target identity information, and the first virtual object belongs to one of the multiple virtual objects; A control module, configured to control the first virtual object to initiate a target interaction event to a second virtual object, wherein the second virtual object is another virtual object among the multiple virtual objects except the first virtual object; The display module is further configured to display an interaction event result corresponding to the target interaction event when the target interaction event response is successful, wherein the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object.

24. A computer device comprising a memory and a processor, wherein the memory stores a computer program, characterized in that: When the processor executes the computer program, the steps of the interaction method according to any one of claims 1 to 22 are implemented.

25. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the interaction method according to any one of claims 1 to 22 are implemented.

Citation Information

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