Human-computer interaction method, device and equipment based on virtual world, medium and product

By introducing deformable arms and deformation controls in strategy games, the problem of insufficient strategic response capabilities of players during combat is solved, and a richer strategic dimensions and game experience is achieved.

CN119499650APending Publication Date: 2025-02-25SHENZHEN TENCENT FEITAI TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202311071627.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-08-23
Publication Date
2025-02-25

AI Technical Summary

Technical Problem

In strategy games, players' strategies are only reflected before the battle, and they cannot perform strategic responses during the battle, resulting in a relatively single strategic dimension of controlling troops.

Method used

By displaying the deformation controls of the deformable arms selected by the player in the virtual world, players allow the player to transform the deformable arms from one form to another through triggering operations during the strategy game.

Benefits of technology

It enriches the strategic dimensions of the game, allowing players to transform their troops according to their strategies during the game, thereby improving the strategic and fun of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a human-computer interaction method, device and equipment based on a virtual world, a medium and a product, and belongs to the technical field of computers. The method comprises the following steps: displaying a soldier type for a policy game; displaying a deformation control corresponding to a deformable weapon in the at least one weapon selected by the account of the local party, wherein the deformation control is used for controlling the deformable weapon to deform in the game playing process of the strategy game playing; in response to a trigger operation on the deformation control, displaying that the deformable weapon is deformed from a first form to a second form in the game playing process; and displaying that the deformable army in the second form fights in the strategy game. Through the method, the deformation control corresponding to the deformable weapon is displayed in the game playing process, so that the deformable weapon can be deformed according to the strategy in the game playing process, and the strategy dimension of the game is enriched.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a human-computer interaction method, device, equipment, medium and product based on a virtual world. Background Art

[0002] Strategy games are games with the theme of achieving victory in various forms. In a typical strategy game, players need to think about various battle strategies and choose different types of soldiers to participate in the battle to achieve victory.

[0003] In the related art, before a battle, a player selects a type of soldier based on the attributes of the type of soldier and the restraint relationship between the two types of soldiers, and then fights based on the selected type of soldier.

[0004] However, in strategy games, the player's strategy is only reflected before the battle. After selecting the arms and starting the battle, the player can no longer respond strategically, making the strategic dimension of controlling arms relatively single. Summary of the invention

[0005] The present application provides a human-computer interaction method, device, equipment, medium and product based on a virtual world. The technical solution is as follows:

[0006] According to one aspect of the present application, a human-computer interaction method based on a virtual world is provided, the method comprising:

[0007] Displaying the arms used for the strategic game, wherein the strategic game is a game in which the arms selected by the own account before the battle fight against the arms selected by the enemy account before the battle;

[0008] Displaying a deformation control corresponding to a deformable soldier type among at least one soldier type selected by the own account, wherein the deformation control is used to control the deformable soldier type to deform during the game process of the strategic game;

[0009] In response to a triggering operation on the transformation control, displaying the transformation of the transformable soldier from a first form to a second form during the game;

[0010] The transformable soldier in the second form is displayed fighting in the strategic game.

[0011] According to one aspect of the present application, a human-computer interaction device based on a virtual world is provided, the device comprising:

[0012] A display module, used to display the arms used in the strategic game, wherein the strategic game is a game in which the arms selected by the own account before the battle fight against the arms selected by the enemy account before the battle;

[0013] The display module is used to display a deformation control corresponding to a deformable type of soldier among at least one type of soldier selected by the own account, and the deformation control is used to control the deformable type of soldier to deform during the game process of the strategic game;

[0014] The display module is used for responding to the triggering operation of the deformation control, and the deformable soldier is transformed from the first form to the second form during the game;

[0015] The display module is used to display the transformable soldiers in the second form fighting in the strategic game.

[0016] According to another aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the human-computer interaction method based on a virtual world as described above.

[0017] According to another aspect of the present application, a computer storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the human-computer interaction method based on a virtual world as described above.

[0018] According to another aspect of the present application, a computer program product is provided, which includes a computer program stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the human-computer interaction method based on a virtual world as described above.

[0019] The beneficial effects of the technical solution provided by this application include at least:

[0020] By displaying the arms used for strategic games, in response to the triggering operation of the deformation control corresponding to the deformable arms in at least one arm selected by the own account, the deformable arms are displayed to be deformed from the first form to the second form during the game. The present application enables the deformable arms to be deformed according to the strategy during the game, thereby enriching the strategic dimension of the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0022] Figure 1 is a schematic diagram of a human-computer interaction method based on a virtual world provided by an exemplary embodiment of the present application;

[0023] Figure 2 is a schematic diagram of an application mode of a human-computer interaction method based on a virtual world provided by an exemplary embodiment of the present application;

[0024] Figure 3 is a schematic diagram of an application mode of a human-computer interaction method based on a virtual world provided by an exemplary embodiment of the present application;

[0025] Figure 4 is a schematic diagram of the architecture of a computer system provided by an exemplary embodiment of the present application;

[0026] Figure 5 is a flow chart of a human-computer interaction method based on a virtual world provided by an exemplary embodiment of the present application;

[0027] Figure 6 is a flow chart of a human-computer interaction method based on a virtual world provided by an exemplary embodiment of the present application;

[0028] Figure 7 This is a schematic diagram of the arms restraint cycle relationship provided by an exemplary embodiment of the present application;

[0029] Figure 8 is a schematic diagram of a deformation control provided by an exemplary embodiment of the present application;

[0030] Fig. 9 is a schematic diagram of a first defense type soldier before and after deformation provided by an exemplary embodiment of the present application;

[0031] Fig.10 is a schematic diagram of a second defense type soldier before and after deformation provided by an exemplary embodiment of the present application;

[0032] Fig.11 is a schematic diagram of the attack range of the second defensive type of arms after deformation provided by an exemplary embodiment of the present application;

[0033] Fig.12 is a schematic diagram of a first attack type soldier before and after deformation provided by an exemplary embodiment of the present application;

[0034] Fig.13 is a schematic diagram of releasing sub-attack arms provided by an exemplary embodiment of the present application;

[0035] Fig.14 is a schematic diagram of a second attack type soldier before and after transformation provided by an exemplary embodiment of the present application;

[0036] Fig.15 is a schematic diagram of the attack direction of the second attack type soldier before deformation provided by an exemplary embodiment of the present application;

[0037] Fig.16 is a schematic diagram of the attack direction of the second attack type arms after deformation provided by an exemplary embodiment of the present application;

[0038] Fig.17 is a schematic diagram of a mobile soldier before and after deformation provided by an exemplary embodiment of the present application;

[0039] Fig.18 is a schematic diagram of a rescue-type soldier before and after transformation provided by an exemplary embodiment of the present application;

[0040] Fig.19 is a flow chart of a human-computer interaction method based on a virtual world provided by an exemplary embodiment of the present application;

[0041] Fig. 20 is a block diagram of a human-computer interaction device based on a virtual world provided by an exemplary embodiment of the present application;

[0042] Fig.21 It is a structural diagram of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0043] In order to make the purpose, technical scheme and advantages of the present application clearer, the implementation mode of the present application will be further described in detail below in conjunction with the accompanying drawings. The exemplary embodiments will be described in detail here, and examples thereof are shown in the accompanying drawings. When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The implementation modes described in the following exemplary embodiments do not represent all implementation modes consistent with the present application. Instead, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the attached claims.

[0044] The terms used in this disclosure are for the purpose of describing specific embodiments only and are not intended to limit the disclosure. The singular forms of "a", "said" and "the" used in this disclosure and the appended claims are also intended to include plural forms unless the context clearly indicates otherwise. It should also be understood that the term "and / or" used herein refers to and includes any or all possible combinations of one or more associated listed items.

[0045] It should be understood that although the terms first, second, third, etc. may be used in the present disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other.

[0046] First, the nouns and terms involved in the embodiments of the present application are briefly introduced:

[0047] Virtual world: is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual world can be a simulation of the real world, a semi-simulated and semi-fictitious three-dimensional world, or a purely fictitious three-dimensional world. The virtual world can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for virtual environment battles between at least two arms, and there are virtual resources in the virtual environment that can be used by at least two arms. Optionally, the virtual environment includes symmetrical lower left corner area and upper right corner area, and arms belonging to two hostile camps occupy one of the areas respectively.

[0048] Arms: refers to movable objects in a virtual environment. The movable object may be at least one of a virtual person, a virtual animal, and a cartoon character. Optionally, when the virtual environment is a three-dimensional virtual environment, the arms may be a three-dimensional virtual model, each of which has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the arms are three-dimensional characters constructed based on three-dimensional human skeleton technology, and the arms achieve different external images by wearing different skins. In some implementations, the arms may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.

[0049] In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed may be executed.

[0050] The present application embodiment provides a schematic diagram of a human-computer interaction method based on a virtual world, such as Figure 1 As shown, the method can be executed by a computer device, and the computer device can be a terminal or a server.

[0051] For example, Figure 1 As shown in FIG. 1 (a), the computer device displays a queue list 10, which includes arms for strategic games. The computer device displays a deformation control 30 corresponding to a deformable arm 20 in at least one arm selected by the own account, and the deformation control 30 is used to control the deformation of the deformable arm 20 during the strategic game; Figure 1 As shown in FIG. 8( b), in response to the triggering operation of the deformation control 30, the deformable soldier is displayed to be deformed from the first form to the second form during the game; and the deformable soldier 20 in the second form is displayed to fight in the strategic game.

[0052] A strategic game is a game in which the type of troops selected by your own account before the battle fights against the type of troops selected by the enemy account before the battle.

[0053] The classification of arms includes at least one of defensive arms, offensive arms, mobile arms, and rescue arms, but is not limited to these. The embodiments of the present application do not specifically limit this.

[0054] Defensive troops refer to a type of troops whose main function is defense. They are characterized by extremely thick armor, but their attack range is small and their attack power is insufficient.

[0055] Attack-type troops refer to a type of troops whose main function is attack. They are characterized by long range and multi-target attack capabilities. Because they focus on attack, their own defense is weak.

[0056] Mobile arms refer to a type of arms that mainly relies on mobility. They are characterized by their ability to advance and are burst-type output arms. The attack props of mobile arms can easily penetrate the defenses of attack arms.

[0057] Rescue-type troops refer to a type of troops whose main function is rescue.

[0058] Optionally, in a strategic game, arms restrain each other, for example, mobile arms restrain attack arms, attack arms restrain defense arms, and defense arms restrain mobile arms.

[0059] The transformable arms 20 refer to arms that transform during the strategic game; or, the transformable arms 20 refer to arms that can transform based on the player's control operation during the strategic game.

[0060] In some embodiments, Figure 1 As shown in Figure (b), the computer device displays a deformation control 30 corresponding to a deformable soldier 20 among at least one soldier selected by the own account, and in response to a triggering operation on the deformation control 30, the deformable soldier 20 is displayed to be deformed from a first form to a second form during the game.

[0061] The forms include mobile form and combat form.

[0062] Movement form refers to the movement form of a soldier, for example, transforming from ground form to flying form.

[0063] The combat form includes at least one of the combat attributes, combat form, and combat range of the arms.

[0064] For example, the combat form of a type of arms changes from a first combat form to a second combat form; or, the combat attribute of a type of arms changes from a first combat value to a second combat value; or, the combat range of a type of arms changes from a first combat range to a second combat range; but not limited to this, the embodiments of the present application do not make specific limitations on this.

[0065] For example, taking the deformable soldier as the first defense soldier, the computer device displays the first defense soldier switching from the ground form to the flying form, and from the first attack form to the first defense form in response to the triggering operation of the deformation control corresponding to the first defense soldier.

[0066] The first defensive soldier in the first attack form supports attacking the target object on the ground, and the attack power value is greater than the defense power value. Among them, the first defensive soldier in the first attack form uses a virtual gun to attack, the attack frequency is once every 0.8 seconds, and the shooting distance is 4 units.

[0067] The first defense type in the first defense form supports attacking aerial targets, and the defense value is greater than the attack value. Among them, the first defense type in the first defense form uses virtual rockets to attack, the attack frequency is once per second, and the shooting distance is 5 units.

[0068] In summary, the method provided in this embodiment displays the arms used for strategic games, and in response to the triggering operation of the deformation control corresponding to the deformable arms in at least one arm selected by the own account, displays the deformable arms from the first form to the second form during the game. This application enables the deformable arms to be deformed according to the strategy during the game, enriching the strategic dimension of the game by displaying the deformation control corresponding to the deformable arms during the game.

[0069] In some embodiments, the virtual world can be an environment for virtual objects (such as military units) to interact. For example, it can be an environment for game characters to fight in a virtual scene. By controlling the actions of the game characters, both parties can interact in the virtual scene, allowing users to relieve life stress during the game.

[0070] In one implementation scenario, see Figure 2 , Figure 2 It is a schematic diagram of the application mode of the human-computer interaction method based on the virtual world provided in an embodiment of the present application, which is suitable for some application modes that completely rely on the graphics processing hardware computing power of the terminal device 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and the output of the virtual scene is completed through various types of terminal devices 400 such as smart phones, tablet computers and virtual reality / augmented reality devices.

[0071] As an example, types of graphics processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).

[0072] When forming a visual perception of the virtual scene 100, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames that can form a visual perception of the virtual scene through the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames to achieve a three-dimensional display effect on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0073] As an example, a client 410 (e.g., a stand-alone game application) is running on the terminal device 400. During the operation of the client 410, a virtual scene including role-playing is output. The virtual scene may be an environment for game characters to interact, such as a plain, street, valley, etc. for game characters to fight against each other. Taking the third-person perspective display of the virtual scene 100 as an example, arms are displayed in the virtual scene 100, wherein the arms may be game characters controlled by the user, that is, the arms are controlled by the real user and will move in the virtual scene 100 in response to the real user's operation of the controller (e.g., a touch screen, voice-controlled switch, keyboard, mouse, and joystick, etc.). For example, when the real user moves the joystick (including the virtual joystick and the real joystick) to the right, the arms will move to the right in the virtual scene 100, and may also remain still or jump.

[0074] For example, in a virtual scene 100, a queue list 10 is displayed, which includes arms used for a strategic game, wherein the arm selected by the own account before the battle fights against the arm selected by the enemy account before the battle; a deformation control 30 corresponding to a deformable arm 20 of at least one arm selected by the own account is displayed, and the deformation control 30 is used to control the deformation of the deformable arm 20 during the strategic game; in response to a triggering operation on the deformation control 30, the deformable arm is displayed to be deformed from a first form to a second form during the game; and the deformable arm in the second form is displayed to fight in the strategic game.

[0075] In another implementation scenario, see Figure 3 , Figure 3It is a schematic diagram of an application mode of a human-computer interaction method based on a virtual world provided in an embodiment of the present application, which is applied to a terminal device 400 and a server 200, and is suitable for an application mode that relies on the computing power of the server 200 to complete virtual scene calculations and output virtual scenes on the terminal device 400.

[0076] Taking the visual perception of the virtual scene 100 as an example, the server 200 calculates the virtual scene related display data (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0077] As an example, a client 410 (e.g., an online version of a game application) is running on the terminal device 400, which interacts with other users in a game by connecting to a server 200 (e.g., a game server). The terminal device 400 outputs the virtual scene 100 of the client 410. Taking the third-person perspective display of the virtual scene 100 as an example, arms are displayed in the virtual scene 100, where the arms can be game characters controlled by the user, that is, the arms are controlled by the real user and will move in the virtual scene 100 in response to the real user's operation of the controller (e.g., a touch screen, voice-controlled switch, keyboard, mouse, joystick, etc.). For example, when the real user moves the joystick to the right, the arms will move to the right in the virtual scene 100, and can also remain still or jump.

[0078] For example, in a virtual scene 100, a queue list 10 is displayed, which includes arms used for a strategic game, wherein the arm selected by the own account before the battle fights against the arm selected by the enemy account before the battle; a deformation control 30 corresponding to a deformable arm 20 of at least one arm selected by the own account is displayed, and the deformation control 30 is used to control the deformation of the deformable arm 20 during the strategic game; in response to a triggering operation on the deformation control 30, the deformable arm is displayed to be deformed from a first form to a second form during the game; and the deformable arm in the second form is displayed to fight in the strategic game.

[0079] In some embodiments, the terminal device 400 can implement the control method of the partner object in the virtual scene provided by the embodiment of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application, that is, a program that needs to be installed in the operating system to run, such as a shooting game APP (i.e., the above-mentioned client 410); it can also be a small program, that is, a program that can be run only by downloading it to a browser environment; it can also be a game small program that can be embedded in any APP. In short, the above-mentioned computer program can be an application, module or plug-in in any form.

[0080] Taking a computer program as an application program as an example, in actual implementation, the terminal device 400 installs and runs an application program that supports a virtual scene. The application program can be any one of a first-person shooting game (First-Person Shooting game, FPS), a third-person shooting game, a virtual reality application program, and a three-dimensional map program. The user uses the terminal device 400 to operate a virtual object in a virtual scene to perform an activity, and the activity includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building a virtual building. Schematically, the virtual object can be a virtual character, such as a simulated character or an anime character.

[0081] In other embodiments, the embodiments of the present application can also be implemented with the aid of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.

[0082] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool that can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.

[0083] For example, Figure 3The server 200 in the example may 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, and big data and artificial intelligence platforms. The terminal device 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal device 400 and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0084] Figure 4 A structural block diagram of a computer system provided by an exemplary embodiment of the present application is given. The computer system includes: a first terminal 110, a server 120, and a second terminal 130.

[0085] The first terminal 110 is installed and runs a client 111 that supports a virtual world, and the client 111 can be a multiplayer online battle program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be any one of a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (First-Person Shooting Game, FPS), a third-person shooting game (Third-Person Shooting Game, TPS), a multiplayer online tactical competitive game (Multiplayer Online BattleArena Games, MOBA), and a strategy game (Simulation Game, SLG). In this embodiment, the client 111 is an example of a strategy game. The first terminal 110 is a terminal used by the first user 112, and the first user 112 uses the first terminal 110 to control the own arms in the virtual environment to carry out activities, and the own arms can be called the arms of the first user 112. Indicatively, the friendly troops are simulated characters or cartoon characters.

[0086] The second terminal 130 is installed and runs a client 131 that supports a virtual environment, and the client 131 can be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can be any one of a battle royale shooting game, a VR application, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, a MOBA, and a SLG. In this embodiment, the client is a strategy game as an example. The second terminal 130 is a terminal used by the second user 113. The second user 113 uses the second terminal 130 to control the enemy arms in the virtual environment to carry out activities and operate the virtual items owned by the enemy arms. The enemy arms can be called the arms of the second user 113. Schematically, the enemy arms are the second arms, such as a simulated character or an anime character.

[0087] Optionally, the own arms and the enemy arms are in the same virtual environment. Optionally, the own arms and the enemy arms may belong to different camps, different teams, different organizations or have a hostile relationship.

[0088] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or IOS). The first terminal 110 may refer to one of a plurality of terminals, and the second terminal 130 may refer to another of a plurality of terminals. This embodiment is only illustrated by taking the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device type includes at least one of: a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.

[0089] Figure 4 Only two terminals are shown, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there are one or more terminals 140 corresponding to the developer, and a development and editing platform for the client supporting the virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0090] The first terminal 110 , the second terminal 130 , and other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0091] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the client supporting the three-dimensional virtual environment. Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, the server 120 and the terminal adopt a distributed computing architecture for collaborative computing.

[0092] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. The processor 122 is used to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124; the user account database 123 is used to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as the user account's avatar, the user account's nickname, the user account's combat power index, and the service area where the user account is located; the battle service module 124 is used to provide multiple battle rooms for users to fight, such as 1V1 battle, 3V3 battle, 5V5 battle, etc.; the user-oriented I / O interface 125 is used to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network.

[0093] Figure 5 1 is a flowchart of a human-computer interaction method based on a virtual world provided by an exemplary embodiment of the present application. The method can be executed by a computer device, which can be a terminal or a server. The method includes:

[0094] Step 502: Display the arms used for the strategic game.

[0095] A strategic game is a game in which the type of troops selected by your own account before the battle fights against the type of troops selected by the enemy account before the battle.

[0096] For example, your account selects 5 types of troops before the battle, and the enemy account selects 5 types of troops before the battle. After both sides have made their selections, the fight begins.

[0097] Arms refer to movable objects in a virtual environment.

[0098] The classification of arms includes at least one of defensive arms, offensive arms, mobile arms, and rescue arms, but is not limited to these. The embodiments of the present application do not specifically limit this.

[0099] Defensive troops refer to a type of troops whose main function is defense. They are characterized by extremely thick armor, but their attack range is small and their attack power is insufficient.

[0100] Attack-type troops refer to a type of troops whose main function is attack. They are characterized by long range and multi-target attack capabilities. Because they focus on attack, their own defense is weak.

[0101] Mobile arms refer to a type of arms that mainly relies on mobility. They are characterized by their ability to advance and are burst-type output arms. The attack props of mobile arms can easily penetrate the defenses of attack arms.

[0102] Rescue-type troops refer to a type of troops whose main function is rescue.

[0103] Step 504: Displaying a deformation control corresponding to the deformable soldier type in at least one soldier type selected by the own account.

[0104] Transformable arms refer to arms that transform during the strategic game; or, transformable arms refer to arms that can transform based on the player's control operation during the strategic game.

[0105] The deformation control is used to control the deformation of deformable soldiers during the strategic game.

[0106] Optionally, the deformation control may be an independent control, that is, after determining that the selected arms are deformable arms, a deformation control is added and displayed next to the avatar of the deformable arms; or, the deformation control may be such that the avatar of the deformable arms has a deformation function, that is, after determining that the selected arms are deformable arms, the avatar of the deformable arms adds the function of the deformation control, and the deformation of the deformable arms is achieved by triggering the avatar of the deformable arms; or, the deformation control may be such that the body of the deformable arms has a deformation function, that is, after determining that the selected arms are deformable arms, the body of the deformable arms has the function of the deformation control, and the deformation of the deformable arms is achieved by triggering the body of the deformable arms; but it is not limited to this, and the embodiments of the present application do not make specific limitations on this.

[0107] Step 506: In response to the triggering operation of the transformation control, the transformable soldier is displayed to transform from the first form to the second form during the game.

[0108] The forms include mobile form and combat form.

[0109] Movement form refers to the movement form of a soldier, for example, transforming from ground form to flying form.

[0110] Combat form refers to the combat mode of a type of military force.

[0111] For example, the combat form of a type of arms changes from a first combat form to a second combat form; or, the combat value of a type of arms changes from a first combat value to a second combat value; or, the combat range of a type of arms changes from a first combat range to a second combat range; but not limited to this, the embodiments of the present application do not make specific limitations on this.

[0112] Optionally, the trigger operation includes at least one of single-click, double-click, triple-click, long press, and circle operation, but is not limited to this, and the embodiments of the present application do not make specific limitations on this.

[0113] Step 508: Display the transformable soldiers in the second form fighting in the strategic game.

[0114] Exemplarily, after the transformable soldier has completed its transformation, the transformable soldier in the second form is displayed to fight in a strategic game.

[0115] In summary, the method provided in this embodiment displays the arms used for strategic games, and in response to the triggering operation of the deformation control corresponding to the deformable arms in at least one arm selected by the own account, displays the deformable arms from the first form to the second form during the game. This application enables the deformable arms to be deformed according to the strategy during the game, enriching the strategic dimension of the game by displaying the deformation control corresponding to the deformable arms during the game.

[0116] Figure 6 1 is a flowchart of a human-computer interaction method based on a virtual world provided by an exemplary embodiment of the present application. The method can be executed by a computer device, which can be a terminal or a server. The method includes:

[0117] Step 602: Display the arms used for the strategic game.

[0118] A strategic game is a game in which the type of troops selected by your own account before the battle fights against the type of troops selected by the enemy account before the battle.

[0119] Arms refer to movable objects in a virtual environment.

[0120] The classification of arms includes at least one of defensive arms, offensive arms, mobile arms, and rescue arms, but is not limited to these. The embodiments of the present application do not specifically limit this.

[0121] Defensive troops refer to a type of troops whose main function is defense. They are characterized by extremely thick armor, but their attack range is small and their attack power is insufficient.

[0122] Attack-type troops refer to a type of troops whose main function is attack. They are characterized by long range and multi-target attack capabilities. Because they focus on attack, their own defense is weak.

[0123] Mobile arms refer to a type of arms that mainly relies on mobility. They are characterized by their ability to advance and are burst-type output arms. The attack props of mobile arms can easily penetrate the defenses of attack arms.

[0124] Rescue-type troops refer to a type of troops whose main function is rescue.

[0125] Optionally, in a strategic game, the arms restrain each other, for example, Figure 7 In the schematic diagram of the arms restraint cycle relationship shown, mobile arms 701 restrain attack arms 702, attack arms 702 restrain defense arms 703, defense arms 703 restrain mobile arms 701. In addition to the arms restraint cycle relationship, rescue arms 704 are also included. Rescue arms 704 are used to rescue other arms.

[0126] Step 604: Display the deformation control corresponding to the deformable soldier type in at least one soldier type selected by the own account.

[0127] Transformable arms refer to arms that transform during the strategic game; or, transformable arms refer to arms that can transform based on the player's control operation during the strategic game.

[0128] The deformation control is used to control the deformation of deformable soldiers during the strategic game.

[0129] In some embodiments, the display form of the deformation control includes at least one of the following, but is not limited thereto:

[0130] The deformation control may be an independent control, that is, after determining that the selected soldier is a deformable soldier, a deformation control is added next to the avatar of the deformable soldier; for example, Figure 8 The schematic diagram of the deformation control is shown, wherein after determining that the selected soldier is a deformable soldier, a deformation control 802 is added and displayed in the surrounding area of ​​the deformable soldier head portrait 801;

[0131] The deformation control may enable the avatar of the deformable soldier to have a deformation function, that is, after determining that the selected soldier is a deformable soldier, the avatar of the deformable soldier adds the function of the deformation control, and the deformation of the deformable soldier is realized by triggering the avatar of the deformable soldier;

[0132] The deformation control may be used to enable the body of the deformable soldier to have a deformation function, that is, after determining that the selected soldier is a deformable soldier, the body of the deformable soldier has the function of the deformation control, and the deformation of the deformable soldier is achieved by triggering the body of the deformable soldier; but the present application is not limited to this, and the embodiments of the present application do not make specific limitations on this.

[0133] Step 606: In response to the triggering operation of the transformation control, during the game, the first moving form of the transformable soldier is displayed to be transformed into a second moving form, and / or, the first combat form is transformed into a second combat form.

[0134] The forms include mobile form and combat form.

[0135] The movement form refers to the movement form of a soldier. For example, it changes from a ground form to a flying form. Different movement forms include a first movement form and a second movement form.

[0136] The different combat forms include a first combat form and a second combat form.

[0137] The type of combat formation includes at least one of combat attributes, combat form, and combat range of a type of arms.

[0138] Exemplarily, in response to a triggering operation on a transformation control, the computer device displays a transformable soldier transforming from a first moving form to a second moving form during a game.

[0139] Or, the computer device responds to the triggering operation of the transformation control to display the transformable soldier transforming from the first combat form to the second combat form during the game.

[0140] Or, in response to a triggering operation on a transformation control, the computer device displays the transformation of the transformable soldier from a first moving form to a second moving form, and from a first combat form to a second combat form during the game.

[0141] For example, the combat form of a type of arms changes from a first combat form to a second combat form; or, the combat attribute value of a type of arms changes from a first combat value to a second combat value; or, the combat range of a type of arms changes from a first combat range to a second combat range; but not limited to this, the embodiments of the present application do not make specific limitations on this.

[0142] Optionally, the combat attributes of a type of soldier include, but are not limited to, health, attack power, mana, attack speed, armor, magic resistance, etc. Usually, the combat attributes of a type of soldier include at least one of the above combat attributes.

[0143] Among them, the health value represents the life quota of the soldier, and is used to indicate the degree of damage caused by the enemy soldier to the soldier when the soldier participates in the battle: if the health value is the initial value X, it means that the soldier is not damaged; if the health value is 0, it means that the soldier is damaged and eliminated; if the health value is a value within the range of 0 to X, it means that the soldier is damaged but survives.

[0144] Among them, armor represents the defense level of a type of soldier, and is used to reduce the degree of damage caused by enemy soldiers when the soldier participates in a virtual battle. After the soldier is transformed, the defense level can change accordingly.

[0145] Among them, the attack power represents the attack level of the arms, and is used to indicate the degree of damage caused by the arms to the enemy arms when the arms participate in virtual battles; after the arms are transformed, the attack power of the arms changes accordingly.

[0146] Among them, the attack speed represents the attack speed of the arms, and is used when the arms participate in virtual battles to indicate the number of times the arms cause damage to the enemy arms within a certain period of time; after the arms are transformed, the attack speed of the arms changes accordingly.

[0147] Among them, mana represents the skill release level of a type of soldier. When a type of soldier participates in a virtual battle, the type of soldier consumes mana and uses its own skills to attack the enemy type of soldier and cause damage. After the type of soldier transforms, the mana of the type of soldier changes accordingly.

[0148] Among them, magic resistance represents the mana defense level of a soldier type, which is used to reduce the degree of damage caused by skills released by enemy soldiers when the soldier type participates in virtual battles; after the soldier type is transformed, the magic resistance of the soldier type changes accordingly.

[0149] For defensive arms.

[0150] In some embodiments, the transformable arms include a first defense type arm.

[0151] Exemplarily, in response to a triggering operation on a deformation control corresponding to the first defensive soldier, the computer device displays the first defensive soldier switching from a ground form to a flying form, and switching from a first attack form to a first defensive form.

[0152] Among them, the first defense type of arms in the first attack form supports attacking target objects on the ground, and the attack power value is greater than the defense power value; the first defense type of arms in the first defense form supports attacking target objects in the air, and the defense power value is greater than the attack power value.

[0153] For example, Fig. 9 The schematic diagram of the first defense type soldiers before and after the transformation is shown, as shown in FIG. Fig. 9 As shown in the figure (a) of the figure, the movement form of the first defense type soldier 901 is the ground form by default, and the combat form is the first attack form by default.

[0154] The first defensive soldier 901 in the first attack form can only attack the target object on the ground, and the attack power value is greater than the defense power value. The first defensive soldier 901 in the first attack form uses a virtual gun to attack, with an attack frequency of once every 0.8 seconds and a shooting distance of 4 units.

[0155] like Fig. 9 The first defensive soldier 901 after deformation shown in (b) of the figure, the moving form of the first defensive soldier 901 after deformation is the flying form, and the combat form is the first defensive form. The first defensive soldier 901 in the first defensive form can only attack the target object in the air, and the defense force value is greater than the attack force value. The first defensive soldier 901 in the defensive form uses virtual rockets to attack, the attack frequency is once per second, and the shooting distance is 5 unit lengths.

[0156] In some embodiments, the transformable arms include a second defensive arm.

[0157] Exemplarily, in response to a triggering operation on a deformation control corresponding to the second defensive type of soldier, the computer device displays the second defensive type of soldier switching from a single attack form to a multi-attack defense form soldier during the game.

[0158] Among them, the single attack form means that the second defensive type of soldiers is in an attack state, and can support attacking one target object at a time; the multi-attack defense form means that the second defensive type of soldiers is in a defense state, and can assist in attacking at least two target objects at a time.

[0159] Exemplarily, in response to a triggering operation on a deformation control corresponding to the second defensive type of soldier, the computer device displays during the game that the second defensive type of soldier switches from a single attack form to a multi-attack defense form with both arms as a defense shield.

[0160] For example, Fig.10 The schematic diagram of the second defensive soldier before and after the transformation is shown, as shown in FIG. Fig.10 The second defense type soldier 1001 shown in Figure (a) has a combat form of a single attack form.

[0161] The second defensive soldier 1001 in a single attack mode is in an attack state and supports attacking one target object at a time. For example, the second defensive soldier 1001 can attack both air and ground targets, but can only attack one target object at a time, with an attack frequency of once every 1.5 seconds and a shooting distance of 3 units.

[0162] like Fig.10The second defensive soldier 1001 after deformation shown in Figure (b) has a combat form of a multi-attack defense form. The second defensive soldier 1001 in the multi-attack defense form can only attack target objects in the air, and the defense value is greater than the attack value. The second defensive soldier 1001 in the defense form is in a defensive state, and can assist in attacking at least two target objects at a time. For example, the second defensive soldier 1001 after deformation uses the front of both arms to form a shield 1002. After the shield 1002 is formed, the attack power of the second defensive soldier 1001 after deformation is reduced, and the movement speed is slowed down, but the damage from the front of the second defensive soldier 1001 after deformation is reduced by 20%, and the damage from the back is increased by 20% (if the attack source is on the left and right sides, it can be classified as the front). The attack of the second defensive soldier 1001 after deformation changes from a single target object attack to a multi-target object attack.

[0163] For example, Fig.11 The schematic diagram of the attack range of the deformed second defense type soldiers is shown. The multi-target object attack range 1102 of the second defense type soldiers 1101 is a sector with the second defense type soldiers 1101 as the center, a radius of 2 units and an angle of 120°.

[0164] Targeted at attacking arms.

[0165] In some embodiments, the transformable arms include a first attacking type of arms.

[0166] Exemplarily, in response to a triggering operation on a deformation control corresponding to the first attack type soldier, the computer device displays the first attack type soldier switching from a main attack form to a sub-attack form.

[0167] Among them, the first attack type of soldiers in the main attack form are in a moving state, and attacks are carried out through the main body of the first attack type of soldiers; the first attack type of soldiers in the sub-attack form are in a stationary state, and attacks are carried out through the released sub-attack type of soldiers.

[0168] Optionally, the number of sub-attack arms released by the first attack type can be a fixed number; or, the number of sub-attack arms released by the first attack type can be n times the number of enemy arms, where n is a positive integer; or, the number of sub-attack arms released by the first attack type can be more than the number of enemy arms, and the sub-attack arms attack freely; or, the number of sub-attack arms released by the first attack type can be less than the number of enemy arms, and the sub-attack arms attack freely; or, the number of sub-attack arms released by the first attack type can be equal to the number of enemy arms, and the sub-attack arms attack one-on-one against the enemy arms; but the present invention is not limited to this, and the embodiments of the present application do not make specific limitations on this.

[0169] For example, Fig.12 The schematic diagram of the first attack type soldier before and after the transformation is shown, as shown in FIG. Fig.12 As shown in FIG. 1 (a), the first attack type soldier 1201 has a combat form of a main attack type soldier 1201.

[0170] The first attack type soldier 1201 in the main attack form is in a moving state, and attacks are carried out through the main body of the first attack type soldier 1201. For example, the first attack type soldier 1201 in the main attack form can move, and the attack frequency is 2 seconds / time. For enemy soldiers outside the 3 unit length, it can be attacked by using a virtual laser prop, and the charging time of the virtual laser prop is 0.5 seconds, and then a laser is fired; for enemy soldiers within the 3 unit length, it is attacked by using a virtual energy bomb.

[0171] like Fig.12 The first attack type soldier 1201 after deformation shown in FIG. (b) has a combat form of a sub-attack form. The first attack type soldier 1201 in the sub-attack form is in a stationary state, and attacks by releasing the sub-attack type soldier 1202. For example, the first attack type soldier 1201 after deformation attacks by releasing the sub-attack type soldier 1202, and does not attack itself.

[0172] For example, Fig.13 In the schematic diagram of releasing sub-attack arms shown, the first attack arms 1301 attacks the enemy arms 1302 through the released sub-attack arms 1303. For example, the first attack arms 1301 will send two sub-attack arms 1303 to attack each enemy arm 1302, and the sub-attack arms 1303 will circle around the enemy arms 1302. If the enemy arms 1302 are flying in the air, the sub-attack arms 1303 will attack the enemy arms 1302 through virtual laser props every 2 seconds; if the enemy arms 1302 are on the ground, the sub-attack arms 1303 will throw virtual energy bombs to attack the enemy arms 1302 every 2 seconds.

[0173] In some embodiments, the transformable soldier type includes a second attack-type soldier type.

[0174] Exemplarily, in response to a triggering operation on a deformation control corresponding to the second attack type soldier, the computer device displays the second attack type soldier switching from an aiming attack form to a random attack form.

[0175] Among them, the second attack type soldiers in the aiming attack mode aim at the target object to attack; the second attack type soldiers in the random attack mode randomly launch virtual blasting props and use the virtual blasting props in the free fall state to attack.

[0176] For example, Fig.14 The schematic diagram of the second attack type soldier before and after the transformation is shown, as shown in FIG. Fig.14 The second attack type soldier 1401 shown in Figure (a) has a combat form of aiming attack.

[0177] The second attack type soldier 1401 in the aiming attack mode attacks by aiming at the target object. For example, when the distance between the second attack type soldier 1401 and the target object is 2.5-5.5 unit lengths, it aims at the target object and launches the first virtual prop to attack. The attack frequency of the first virtual prop is once every 2.5 seconds. The attack has a 1-second aiming time. After aiming is completed, the attack is carried out. The attack range is a circle with a radius of 1.5 unit lengths and the second attack type soldier 1401 as the center. When the distance between the second attack type soldier 1401 and the target object is 2.5 unit lengths, it uses the second virtual prop to attack. The attack frequency of the second virtual prop is once every 1 second.

[0178] like Fig.14 The second attack type soldier 1401 after deformation shown in FIG. (b) has a combat form of a random attack form. The second attack type soldier 1401 in the random attack form randomly launches virtual blasting props and attacks using the virtual blasting props in a free fall state.

[0179] For example, Fig.15 The schematic diagram of the attack direction of the second attack type soldier before deformation is shown. The second attack type soldier 1501 in the aiming attack form locks the target object 1502 by aiming. After locking the target object 1502, the second attack type soldier 1501 attacks the target object 1502 along the aiming direction.

[0180] For example, Fig.16 The schematic diagram of the attack direction of the deformed second attack type soldier is shown. The second attack type soldier 1601 in the random attack form randomly launches virtual blasting props and uses the virtual blasting props in a free fall state to attack. When the target object 1602 walks into the explosion range 1603 of the virtual blasting props, the target object 1602 is attacked.

[0181] Targeted at mobile arms.

[0182] In some embodiments, the transformable arms include mobile arms.

[0183] Exemplarily, in response to a trigger operation on a deformation control corresponding to a mobile soldier, the computer device displays the mobile soldier switching from a second attack form to a trap deployment form.

[0184] Among them, mobile soldiers in the trap deployment form attack by deploying virtual trap props.

[0185] For example, Fig.17 The schematic diagram of the mobile arms before and after the transformation is shown, as shown in FIG. Fig.17 The mobile arms 1701 shown in Figure (a) has a combat form of the second attack form.

[0186] The mobile soldier 1701 in the second attack mode attacks with small virtual bullets.

[0187] like Fig.17 The deformed mobile arms 1701 shown in Figure (b) of the figure, the combat form of the deformed mobile arms 1701 is the trap deployment form. The mobile arms 1701 in the trap deployment form attacks by deploying virtual trap props. For example, in response to the triggering operation of the trap deployment button, the mobile arms 1701 immediately stops the current behavior on the spot, and then shrinks the formation to arrange the virtual trap props on the spot. The time required to arrange the virtual trap props is 4 seconds. When the virtual trap props are arranged, the mobile arms 1701 cannot attack others but can be attacked. After the arrangement is completed, the virtual trap props enter the invisible state; when the enemy arms enter the circular range of the virtual trap props with a radius of 1 unit length, the virtual trap props will explode, and there is a 20% probability of stunning the enemy arms for 2 seconds.

[0188] Optionally, virtual trap props in invisible state can be discovered by anti-stealth props.

[0189] For rescue troops.

[0190] In some embodiments, the transformable soldier class includes a rescue soldier class.

[0191] Exemplarily, in response to a triggering operation on a deformation control corresponding to a rescue type soldier, the computer device displays the rescue type soldier switching from the third attack form to the rescue form.

[0192] Among them, rescue troops in rescue mode stop attacking and provide assistance to other troops.

[0193] For example, Fig.18 The schematic diagram of the rescue troops before and after the transformation is shown, as shown in FIG. Fig.18 The rescue type soldier 1801 shown in Figure (a) has a combat form of the rescue type soldier 1801 is the third attack form.

[0194] The rescue soldier 1801 in the third attack mode attacks with small virtual bullets, with an attack frequency of 0.8 seconds per time.

[0195] like Fig.18 The rescue type soldier 1801 after the transformation shown in FIG. (b) has a combat form of the rescue type soldier 1801 after the transformation. The rescue type soldier 1801 in the rescue form stops attacking and helps other soldiers.

[0196] It should be noted that at least one type of arms selected by our account can be selected from the above-mentioned defensive arms, offensive arms, mobile arms, and rescue arms at the same time.

[0197] In some embodiments, when the sum of the health values ​​of the transformable arms is below a health value threshold, an attribute enhancement control corresponding to the non-transformable arms is displayed, and the attribute enhancement control is used to enhance the attribute value of the non-transformable arms; the computer device responds to the triggering operation of the attribute enhancement control corresponding to the non-transformable arms, and displays the attribute value of the non-transformable arms enhanced from a first attribute value to a second attribute value during the game; and the non-transformable arms at the second attribute value are displayed to fight in the strategic game.

[0198] For example, when at least one of the arms selected by our account includes both transformable arms and non-transformable arms, and during the battle, our side is at a disadvantage, that is, when the sum of the health values ​​of all transformable arms is below the health value threshold, the attribute enhancement controls corresponding to the non-transformable arms are displayed, and in response to the triggering operation of the attribute enhancement controls, the attribute values ​​of the non-transformable arms are enhanced, thereby relying on the non-transformable arms to reverse the situation.

[0199] Step 608: Display the transformable soldiers in the second form fighting in the strategic game.

[0200] Exemplarily, after the transformable soldier has completed its transformation, the transformable soldier in the second form is displayed to fight in a strategic game.

[0201] In summary, the method provided in this embodiment displays the arms used for strategic games, and in response to the triggering operation of the deformation control corresponding to the deformable arms in at least one arm selected by the own account, displays the deformable arms from the first form to the second form during the game. This application enables the deformable arms to be deformed according to the strategy during the game, enriching the strategic dimension of the game by displaying the deformation control corresponding to the deformable arms during the game.

[0202] The method provided in this embodiment displays the transformable arms after at least one of the mobile form and the combat form has changed during the game in response to the triggering operation of the transformation control. This application displays the transformation controls corresponding to the transformable arms during the game, so that the transformable arms can transform the mobile form and the combat form according to the strategy during the game, making the transformation of the arms more diverse and enriching the strategic dimension of the game.

[0203] The method provided in this embodiment responds to the triggering operation of the deformation controls corresponding to the defensive arms, the offensive arms, the mobile arms, and the rescue arms, and displays the deformable arms after at least one of the mobile form and the combat form has changed during the game. This application displays the deformation controls corresponding to a variety of deformable arms during the game, and deforms the mobile form and / or combat form of a variety of deformable arms according to the strategy, thereby making the deformation of the arms more diverse and enriching the strategic dimension of the game.

[0204] The method provided in this embodiment enriches the response strategies in the battle process by transforming the movement and combat forms of the soldiers according to the strategy during the strategic game, making the battle process interesting and varied: players can manually transform the soldiers in real time according to the battle situation to gain advantages; in addition, the transformation of the soldiers brings not only numerical effects, but also different attack methods (such as attack distance, attack range, attack speed, etc.), with more obvious characteristics and strategic changes, enriching the strategic dimension of the game.

[0205] Fig.19 1 is a flowchart of a human-computer interaction method based on a virtual world provided by an exemplary embodiment of the present application. The method can be executed by a computer device, which can be a terminal or a server. The method includes:

[0206] Step 1901: Start.

[0207] Step 1902: Select a military type.

[0208] Arms refer to movable objects in a virtual environment.

[0209] The classification of arms includes at least one of defensive arms, offensive arms, mobile arms, and rescue arms, but is not limited to these. The embodiments of the present application do not specifically limit this.

[0210] Step 1903: Whether to include transformable arms.

[0211] Exemplarily, the computer device determines whether the at least one type of soldier selected by the own account includes a deformable soldier. If the at least one type of soldier selected by the own account includes a deformable soldier, step 1904 is executed; if the at least one type of soldier selected by the own account does not include a deformable soldier, step 1909 is executed.

[0212] Transformable arms refer to arms that transform during the strategic game; or, transformable arms refer to arms that can transform based on the player's control operation during the strategic game.

[0213] Step 1904: Display the deformation control.

[0214] The deformation control is used to control the deformation of deformable soldiers during the strategic game.

[0215] When at least one of the arms selected by the own account includes a deformable arm, the deformation controls corresponding to the deformable arm are displayed.

[0216] Optionally, the display form of the deformation control includes at least one of the following, but is not limited thereto:

[0217] The deformation control can be an independent control, that is, after determining that the selected soldier is a deformable soldier, the deformation control is added next to the avatar of the deformable soldier;

[0218] The deformation control may enable the avatar of the deformable soldier to have a deformation function, that is, after determining that the selected soldier is a deformable soldier, the avatar of the deformable soldier adds the function of the deformation control, and the deformation of the deformable soldier is realized by triggering the avatar of the deformable soldier;

[0219] The deformation control may be used to enable the body of the deformable soldier to have a deformation function, that is, after determining that the selected soldier is a deformable soldier, the body of the deformable soldier has the function of the deformation control, and the deformation of the deformable soldier is achieved by triggering the body of the deformable soldier; but the present application is not limited to this, and the embodiments of the present application do not make specific limitations on this.

[0220] Step 1905: Trigger the deformation control.

[0221] The computer device executes the transformation process of the soldier in response to the triggering operation of the transformation control.

[0222] Optionally, the trigger operation includes at least one of single-click, double-click, triple-click, long press, and circle operation, but is not limited to this, and the embodiments of the present application do not make specific limitations on this.

[0223] Step 1906: Determine whether the transformation of the soldier type is obstructed.

[0224] Exemplarily, after the deformation control is triggered, it is determined whether the deformation of the soldier is blocked. If the deformation of the soldier is blocked, step 1909 is executed; if the deformation of the soldier is not blocked, step 1907 is executed.

[0225] Exemplarily, when executing the transformation process, the computer device determines whether the transformation process of the transformable soldier is blocked by judging the position of the transformable soldier, that is, the computer device determines whether there is an obstacle that hinders the transformation at the position of the transformable soldier. For example, when the transformable soldier changes from a drone form to a ground form, if the position is an inaccessible place on the ground, the transformation process is terminated.

[0226] Step 1907: Display the deformation animation.

[0227] When the transformation of the soldier is not blocked, the transformation animation of the transformable soldier is displayed.

[0228] Optionally, the transformation animation includes an animation of a transformation of a moving form of a transformable soldier, and / or an animation of a transformation of a combat form of a transformable soldier.

[0229] Step 1908: Display the transformable soldier transforming from the first form to the second form.

[0230] The forms include mobile form and combat form.

[0231] Movement form refers to the movement form of a soldier, for example, transforming from ground form to flying form.

[0232] Combat form refers to the combat mode of a type of military force.

[0233] For example, the combat form of a type of arms changes from a first combat form to a second combat form; or, the combat value of a type of arms changes from a first combat value to a second combat value; or, the combat range of a type of arms changes from a first combat range to a second combat range; but not limited to this, the embodiments of the present application do not make specific limitations on this.

[0234] After the transformable soldier completes the transformation, the transformable soldier in the second form is displayed.

[0235] Step 1909: End.

[0236] Fig. 20 A schematic diagram of the structure of a human-computer interaction device based on a virtual world provided by an exemplary embodiment of the present application is shown. The device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:

[0237] Display module 2001, used for displaying the arms used for the strategic game, wherein the strategic game is a game in which the arms selected by the own account before the battle fight against the arms selected by the enemy account before the battle;

[0238] Display module 2001, used for displaying a deformation control corresponding to a deformable type of soldier among at least one type of soldier selected by the own account, wherein the deformation control is used for controlling the deformable type of soldier to deform during the game process of the strategic game;

[0239] Display module 2001, for displaying the transformation of a transformable soldier from a first form to a second form during the game in response to a triggering operation on the transformation control;

[0240] The display module 2001 is used to display the transformable soldiers in the second form fighting in the strategic game.

[0241] In some embodiments, the display module 2001 is used to display the transformation of the transformable soldier from the first moving form to the second moving form during the game in response to the triggering operation of the transformation control;

[0242] Or, in response to a triggering operation on the transformation control, displaying the transformation of the transformable soldier from the first combat form to the second combat form during the game;

[0243] Or, in response to a triggering operation on the transformation control, the transformable soldier is displayed as transforming from the first moving form to the second moving form, and from the first combat form to the second combat form during the game.

[0244] In some embodiments, the display module 2001 is used to display the first defensive soldier switching from the ground form to the flying form, and from the first attack form to the first defense form during the game in response to the triggering operation of the deformation control corresponding to the first defensive soldier;

[0245] Among them, the first defensive type of arms in the first attack form supports attacking target objects on the ground, and the attack power value is greater than the defense power value; the first defensive type of arms in the first defense form supports attacking target objects in the air, and the defense power value is greater than the attack power value.

[0246] In some embodiments, the display module 2001 is used to display the second defensive soldier switching from a single attack form to a multi-attack defense form during the game in response to a triggering operation of the deformation control corresponding to the second defensive soldier;

[0247] Among them, the single attack form means that the second defensive type of soldiers is in an attack state and supports attacking one target object at a time; the multi-attack defense form means that the second defensive type of soldiers is in a defense state and can assist in attacking at least two target objects at a time.

[0248] In some embodiments, the display module 2001 is used to respond to the triggering operation of the deformation control corresponding to the second defensive type of soldier, and display the second defensive type of soldier switching from a single attack form to the multi-attack defense form with both arms as a defensive shield during the game.

[0249] In some embodiments, the display module 2001 is used to respond to the triggering operation of the deformation control corresponding to the first attack type soldier, and display the switching of the first attack type soldier from the main attack form to the sub-attack form during the game.

[0250] Among them, the first attack type arms in the main attack form are in a mobile state, and attack is carried out through the first attack type arms main body; the first attack type arms in the sub-attack form are in a stationary state, and attack is carried out through the released sub-attack type arms.

[0251] In some embodiments, the display module 2001 is used to respond to the triggering operation of the deformation control corresponding to the second attack type soldier, and display the second attack type soldier switching from the aiming attack form to the random attack form during the game.

[0252] Among them, the second attack type soldiers in the aiming attack mode aim at the target object to attack; the second attack type soldiers in the random attack mode randomly launch virtual blasting props and use the virtual blasting props in a free fall state to attack.

[0253] In some embodiments, the display module 2001 is used to respond to the triggering operation of the deformation control corresponding to the mobile arms, and display the mobile arms switching from the second attack form to the trap deployment form during the game.

[0254] Among them, the mobile soldiers in the trap deployment form attack by deploying virtual trap props.

[0255] In some embodiments, the display module 2001 is used to respond to the triggering operation of the deformation control corresponding to the rescue type soldier, and display the rescue type soldier switching from the third attack form to the rescue form during the game.

[0256] Among them, the rescue type soldiers in the rescue mode stop attacking and help other soldiers.

[0257] In some embodiments, the display module 2001 is used to display the attribute enhancement control corresponding to the non-deformable soldier when the sum of the health values ​​of the deformable soldier is lower than the health value threshold, and the attribute enhancement control is used to enhance the attribute value of the non-deformable soldier.

[0258] In some embodiments, the display module 2001 is used to respond to the triggering operation of the attribute enhancement control corresponding to the non-transformable soldier, and display that the attribute value of the non-transformable soldier is enhanced from the first attribute value to the second attribute value during the game.

[0259] In some embodiments, the display module 2001 is used to display the non-transformable soldiers fighting in the strategic game under the second attribute value.

[0260] Fig.21 The block diagram of the structure of a computer device 2100 provided by an exemplary embodiment of the present application is shown. The computer device 2100 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 2100 may also be called a user device, a portable terminal, or other names.

[0261] Typically, the computer device 2100 includes a processor 2101 and a memory 2102 .

[0262] The processor 2101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 2101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2101 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2101 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0263] The memory 2102 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2102 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2102 is used to store at least one instruction, which is used to be executed by the processor 2101 to implement the human-computer interaction method based on the virtual world provided in the embodiment of the present application.

[0264] In some embodiments, the computer device 2100 may further include: a peripheral device interface 2103 and at least one peripheral device. Specifically, the peripheral device includes: at least one of a radio frequency circuit 2104 , a touch display screen 2105 , a camera assembly 2106 , an audio circuit 2107 and a power supply 2108 .

[0265] The peripheral device interface 2103 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 2101 and the memory 2102. In some embodiments, the processor 2101, the memory 2102, and the peripheral device interface 2103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2101, the memory 2102, and the peripheral device interface 2103 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.

[0266] The radio frequency circuit 2104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2104 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 2104 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 2104 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The radio frequency circuit 2104 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 2104 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.

[0267] The touch display screen 2105 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 2105 also has the ability to collect touch signals on the surface or above the surface of the touch display screen 2105. The touch signal may be input to the processor 2101 as a control signal for processing. The touch display screen 2105 is used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the touch display screen 2105 may be one, and the front panel of the computer device 2100 is set; in other embodiments, the touch display screen 2105 may be at least two, which are respectively set on different surfaces of the computer device 2100 or are folded; in some embodiments, the touch display screen 2105 may be a flexible display screen, which is set on the curved surface or folded surface of the computer device 2100. Even, the touch display screen 2105 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The touch display screen 2105 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode, Organic Light Emitting Diode).

[0268] The camera assembly 2106 is used to capture images or videos. Optionally, the camera assembly 2106 includes a front camera and a rear camera. Typically, the front camera is used to realize video calls or selfies, and the rear camera is used to realize the shooting of photos or videos. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, and a wide-angle camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, and the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting functions. In some embodiments, the camera assembly 2106 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0269] The audio circuit 2107 is used to provide an audio interface between the user and the computer device 2100. The audio circuit 2107 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 2101 for processing, or input them into the radio frequency circuit 2104 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 2100. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 2101 or the radio frequency circuit 2104 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 2107 may also include a headphone jack.

[0270] The power supply 2108 is used to power various components in the computer device 2100. The power supply 2108 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 2108 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged through a wired line, and a wireless rechargeable battery is a battery that is charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0271] In some embodiments, the computer device 2100 further includes one or more sensors 2109 , including but not limited to: an acceleration sensor 2110 , a gyroscope sensor 2111 , a pressure sensor 2112 , an optical sensor 2113 , and a proximity sensor 2114 .

[0272] The acceleration sensor 2110 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the computer device 2100. For example, the acceleration sensor 2110 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 2101 can control the touch display screen 2105 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 2110. The acceleration sensor 2110 can also be used for collecting game or user motion data.

[0273] The gyro sensor 2111 can detect the body direction and rotation angle of the computer device 2100, and the gyro sensor 2111 can cooperate with the acceleration sensor 2110 to collect the user's 3D actions on the computer device 2100. The processor 2101 can implement the following functions based on the data collected by the gyro sensor 2111: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0274] The pressure sensor 2112 can be set on the side frame of the computer device 2100 and / or the lower layer of the touch display screen 2105. When the pressure sensor 2112 is set on the side frame of the computer device 2100, it can detect the user's grip signal of the computer device 2100, and perform left and right hand recognition or shortcut operations according to the grip signal. When the pressure sensor 2112 is set on the lower layer of the touch display screen 2105, it can control the operability controls on the UI interface according to the user's pressure operation on the touch display screen 2105. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0275] The optical sensor 2113 is used to collect the ambient light intensity. In one embodiment, the processor 2101 can control the display brightness of the touch display screen 2105 according to the ambient light intensity collected by the optical sensor 2113. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 2105 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 2105 is decreased. In another embodiment, the processor 2101 can also dynamically adjust the shooting parameters of the camera assembly 2106 according to the ambient light intensity collected by the optical sensor 2113.

[0276] The proximity sensor 2114, also called a distance sensor, is usually arranged on the front of the computer device 2100. The proximity sensor 2114 is used to collect the distance between the user and the front of the computer device 2100. In one embodiment, when the proximity sensor 2114 detects that the distance between the user and the front of the computer device 2100 is gradually decreasing, the processor 2101 controls the touch display screen 2105 to switch from the screen-on state to the screen-off state; when the proximity sensor 2114 detects that the distance between the user and the front of the computer device 2100 is gradually increasing, the processor 2101 controls the touch display screen 2105 to switch from the screen-off state to the screen-on state.

[0277] Those skilled in the art will understand that Fig.21 The structure shown in the figure does not constitute a limitation on the computer device 2100, and the computer device 2100 may include more or fewer components than shown in the figure, or combine some components, or adopt a different component arrangement.

[0278] An embodiment of the present application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the human-computer interaction method based on the virtual world provided by the above-mentioned method embodiments.

[0279] An embodiment of the present application also provides a computer-readable storage medium, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the human-computer interaction method based on a virtual world provided by the above-mentioned method embodiments.

[0280] An embodiment of the present application also provides a computer program product, which includes a computer program, and the computer program is stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes to implement the human-computer interaction method based on a virtual world provided by the above-mentioned method embodiments.

[0281] It will be understood that in the specific implementation of the present application, the data involved, historical data, and data related to user data processing such as portraits related to user identity or characteristics, when the above embodiments of the present application are applied to specific products or technologies, need to obtain user permission or consent, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.

[0282] It should be noted that, unless otherwise clearly defined herein, all terms used in the claims are interpreted according to their ordinary meanings in the technical field. Unless otherwise clearly stated, all references to "an element, device, component, equipment, step, etc." will be openly interpreted as referring to at least one instance of an element, device, component, equipment, step, etc. Unless explicitly stated, the steps of any method disclosed herein do not have to be performed in the exact order disclosed.

[0283] It should be understood that the "plurality" mentioned in this article refers to two or more. "And / or" describes the association relationship of the associated objects, indicating that there can be three relationships. For example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects are in an "or" relationship.

[0284] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0285] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent switching, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A human-computer interaction method based on a virtual world, characterized in that: The method comprises: Displaying the arms used for the strategic game, wherein the strategic game is a game in which the arms selected by the own account before the battle fight against the arms selected by the enemy account before the battle; Displaying a deformation control corresponding to a deformable soldier type among at least one soldier type selected by the own account, wherein the deformation control is used to control the deformable soldier type to deform during the game process of the strategic game; In response to a triggering operation on the transformation control, displaying the transformation of the transformable soldier from a first form to a second form during the game; The transformable soldier in the second form is displayed fighting in the strategic game.

2. The method according to claim 1, characterized in that In response to the triggering operation of the deformation control, displaying the deformation of the deformable soldier from the first form to the second form during the game, comprises: In response to a triggering operation on the deformation control, during the game, the deformable soldier is displayed to be deformed from a first moving form to a second moving form; or, In response to a triggering operation on the deformation control, during the game, the deformable soldier is displayed to be deformed from a first combat form to a second combat form; or, In response to a triggering operation on the transformation control, during the game, the transformable soldier is displayed to transform from the first moving form to the second moving form, and from the first combat form to the second combat form.

3. The method according to claim 2, characterized in that The transformable arms include first defense arms; In response to the triggering operation of the transformation control, displaying the transformation of the transformable soldier from the first moving form to the second moving form, and from the first combat form to the second combat form during the game, comprises: In response to a triggering operation on the deformation control corresponding to the first defensive soldier, displaying during the game that the first defensive soldier switches from a ground form to a flying form, and from a first attack form to a first defense form; Among them, the first defensive type of arms in the first attack form supports attacking target objects on the ground, and the attack power value is greater than the defense power value; the first defensive type of arms in the first defense form supports attacking target objects in the air, and the defense power value is greater than the attack power value.

4. The method according to claim 2, characterized in that: The transformable arms include the second defensive arms; In response to the triggering operation of the deformation control, displaying the deformation of the deformable soldier from the first combat form to the second combat form during the game, comprises: In response to a triggering operation on the deformation control corresponding to the second defensive soldier, during the game, displaying that the second defensive soldier is switched from a single attack form to a multi-attack defense form; Among them, the single attack form means that the second defensive type of soldiers is in an attack state and supports attacking one target object at a time; the multi-attack defense form means that the second defensive type of soldiers is in a defense state and can assist in attacking at least two target objects at a time.

5. The method according to claim 4, characterized in that In response to the triggering operation of the deformation control corresponding to the second defensive soldier, displaying the second defensive soldier switching from a single attack form to a multi-attack defense form during the game, includes: In response to the triggering operation of the deformation control corresponding to the second defensive soldier, the second defensive soldier is displayed to switch from a single attack form to a multi-attack defense form with both arms as a defense shield during the game.

6. The method according to claim 2, characterized in that The transformable arms include first attack arms; In response to the triggering operation of the deformation control, displaying the deformation of the deformable soldier from the first combat form to the second combat form during the game, comprises: In response to a triggering operation on the deformation control corresponding to the first attacking soldier, displaying that the first attacking soldier switches from a main attacking form to a sub-attacking form during the game; Among them, the first attack type arms in the main attack form are in a mobile state, and attack is carried out through the first attack type arms main body; the first attack type arms in the sub-attack form are in a stationary state, and attack is carried out through the released sub-attack type arms.

7. The method according to claim 2, characterized in that The transformable arms include a second attacking type of arms; In response to the triggering operation of the deformation control, displaying the deformation of the deformable soldier from the first combat form to the second combat form during the game, comprises: In response to a triggering operation on the deformation control corresponding to the second attack type soldier, displaying that the second attack type soldier switches from a targeted attack form to a random attack form during the game; Among them, the second attack type soldiers in the aiming attack mode aim at the target object to attack; the second attack type soldiers in the random attack mode randomly launch virtual blasting props and use the virtual blasting props in a free fall state to attack.

8. The method according to claim 2, characterized in that: The transformable arms include mobile arms; In response to the triggering operation of the deformation control, displaying the deformation of the deformable soldier from the first combat form to the second combat form during the game, comprises: In response to a triggering operation of the deformation control corresponding to the mobile soldier, displaying that the mobile soldier switches from the second attack form to the trap deployment form during the game; Among them, the mobile soldiers in the trap deployment form attack by deploying virtual trap props.

9. The method according to claim 2, characterized in that: The transformable arms include rescue arms; In response to the triggering operation of the deformation control, displaying the deformation of the deformable soldier from the first combat form to the second combat form during the game, comprises: In response to a triggering operation on the transformation control corresponding to the rescue type soldier, displaying that the rescue type soldier switches from the third attack form to the rescue form during the game; Among them, the rescue type soldiers in the rescue mode stop attacking and help other soldiers.

10. The method according to any one of claims 1 to 9, characterized in that: The method further comprises: When the sum of the health values ​​of the deformable soldiers is lower than the health value threshold, displaying the attribute enhancement control corresponding to the non-deformable soldiers, wherein the attribute enhancement control is used to enhance the attribute value of the non-deformable soldiers; In response to a triggering operation on the attribute enhancement control corresponding to the non-transformable soldier, during the game, the attribute value of the non-transformable soldier is enhanced from a first attribute value to a second attribute value; The non-transformable soldiers under the second attribute value are displayed to fight in the strategic game.

11. A human-computer interaction device based on a virtual world, characterized in that: The device comprises: A display module, used to display the arms used in the strategic game, wherein the strategic game is a game in which the arms selected by the own account before the battle fight against the arms selected by the enemy account before the battle; The display module is used to display a deformation control corresponding to a deformable type of soldier among at least one type of soldier selected by the own account, and the deformation control is used to control the deformable type of soldier to deform during the game process of the strategic game; The display module is used for displaying the transformation of the transformable soldier from the first form to the second form during the game in response to the triggering operation of the transformation control; The display module is used to display the transformable soldiers in the second form fighting in the strategic game.

12. A computer device, characterized in that: The computer device comprises: a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the human-computer interaction method based on a virtual world as described in any one of claims 1 to 10.

13. A computer storage medium, characterized in that: At least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by the processor to implement the human-computer interaction method based on a virtual world as claimed in any one of claims 1 to 10.

14. A computer program product, characterized in that The computer program product comprises a computer program, which is stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the human-computer interaction method based on a virtual world as described in any one of claims 1 to 10.