Human-machine interaction method, device and equipment of virtual character and medium
By displaying the different forms of virtual characters at different stages in the game, the problems of waste of computing resources and reduced player freshness in the guild confrontation environment are solved, and efficient use of resources and improved player participation are achieved.
Patent Information
- Application Number
- CN202311079737.2
- 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
In games where guilds are fighting against the environment, existing technology leads to waste of computing resources and players are unable to make full use of the advantages of the league, resulting in a less freshness of the game.
By displaying different forms of virtual characters at different stages in the game, each form has different attack characteristics, allowing the player alliance to make full use of its advantages to collaborate.
It improves resource utilization, enhances players' sense of participation and cooperation in tasks, and improves human-computer interaction efficiency.
Smart Images

Figure CN119499651A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device, equipment and medium for human-computer interaction of a virtual character. Background Art
[0002] In the Guild Versus Environment (GVE) game, players form alliances and work together as a unit to fight against monsters, environments or non-player characters (Non-Player Characters) set by the system, rather than against other players.
[0003] In the related technology, taking the confrontation between the player alliance and the monster as an example, since the monster is pre-set by the system, the monster fights the player according to the pre-designed attack method. The player does not need to perform too many operations. The mode is very simple and cannot effectively utilize the advantages of the player alliance, nor can it make full use of the levels designed by the system, resulting in a waste of computing resources.
[0004] Therefore, how to avoid wasting computing resources and allow players to gain a sense of freshness in the game is a problem that needs to be solved. Summary of the invention
[0005] The embodiment of the present application provides a human-computer interaction method, device, equipment and medium based on virtual characters, which can display different forms of virtual characters at different stages of the game battle, and different parts of the virtual characters have different attack characteristics, so that the player alliance can fully utilize the advantages to cooperate, so that the virtual characters are fully utilized and the resource utilization rate is improved. The technical solution is as follows:
[0006] On the one hand, a human-computer interaction method based on a virtual character is provided, the method being executed by a terminal, the method comprising:
[0007] Displaying a virtual character in a first form, wherein the virtual character in the first form includes a first part for attacking;
[0008] In response to a first attack operation on the virtual character in the first form, when the first part is destroyed, displaying the virtual character in a second form, wherein the virtual character in the second form includes a second part for attacking;
[0009] In response to a second attack operation on the virtual character in the second form, when the second part is destroyed, canceling the display of the virtual character;
[0010] The first part and the second part have different attack parameters from the main body of the virtual character.
[0011] On the one hand, a human-computer interaction method based on a virtual character is provided, the method being executed by a server, and the method comprising:
[0012] Determine a first form as the form of the virtual character, wherein the virtual character in the first form includes a first part for attacking;
[0013] In the case where the first part is damaged, determining a second form as the form of the virtual character, the virtual character in the second form including a second part for attacking;
[0014] In the case where the second part is damaged, determining that the virtual character is in a defeated state;
[0015] The first part and the second part have different attack parameters from the main body of the virtual character.
[0016] On the other hand, a human-computer interaction device based on a virtual character is provided, the device comprising:
[0017] A display module, configured to display a virtual character in a first form, wherein the virtual character in the first form includes a first part for attacking;
[0018] The display module is used for, in response to a first attack operation on the virtual character in the first form, displaying the virtual character in a second form when the first part is destroyed, wherein the virtual character in the second form includes a second part for attack;
[0019] The display module is configured to, in response to a second attack operation on the virtual character in the second form, cancel the display of the virtual character when the second part is destroyed;
[0020] The first part and the second part have different attack parameters from the main body of the virtual character.
[0021] On the other hand, a human-computer interaction device based on a virtual character is provided, the device comprising:
[0022] A determination module, configured to determine a first form as the form of the virtual character, wherein the virtual character in the first form includes a first part for attacking;
[0023] The determining module is used to determine the second form as the form of the virtual character when the first part is damaged, and the virtual character in the second form includes a second part for attacking;
[0024] The determination module is used to determine that the virtual character is in a defeated state when the second part is damaged;
[0025] The first part and the second part have different attack parameters from the main body of the virtual character.
[0026] On the other hand, a computer device is provided, comprising 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 a virtual character as described above.
[0027] On the other hand, a computer-readable storage medium is provided, in which at least one program is stored. The at least one program is loaded and executed by a processor to implement the human-computer interaction method based on a virtual character as described above.
[0028] On the other hand, an embodiment of the present application provides a computer program product or a computer program, in which at least one program segment is stored, and the at least one program segment is loaded and executed by a processor to implement the human-computer interaction method based on a virtual character as described above.
[0029] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0030] By displaying different forms of virtual characters at different stages of the battle with virtual characters in the game, and different parts of virtual characters have different attack characteristics, virtual characters can be fully utilized, improving resource utilization. In addition, player alliances can fully utilize their advantages to collaborate and choose to attack parts of virtual characters according to their own combat characteristics, which enhances players' sense of participation and cooperation in tasks and improves the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0031] 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 paying any creative work.
[0032] Figure 1 is a schematic diagram of an interface of a virtual character provided by an exemplary embodiment of the present application;
[0033] Figure 2 is a schematic diagram of the structure of a virtual character provided by an exemplary embodiment of the present application;
[0034] Figure 3 is a schematic diagram of an interface of a virtual character provided by an exemplary embodiment of the present application;
[0035] Figure 4is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;
[0036] Figure 5 is a flow chart of a human-computer interaction method based on a virtual character provided by an exemplary embodiment of the present application;
[0037] Figure 6 is a flow chart of a human-computer interaction method based on a virtual character provided by an exemplary embodiment of the present application;
[0038] Figure 7 is a schematic diagram of an interface of a virtual character provided by an exemplary embodiment of the present application;
[0039] Figure 8 is a schematic diagram of an interface of a virtual character provided by an exemplary embodiment of the present application;
[0040] Fig. 9 is a schematic diagram of the attack range of the Devour skill provided by an exemplary embodiment of the present application;
[0041] Fig.10 is a schematic diagram of an interface of a swallowing skill provided by an exemplary embodiment of the present application;
[0042] Fig.11 is a schematic diagram of an interface of a virtual character provided by an exemplary embodiment of the present application;
[0043] Fig.12 is a flow chart of a human-computer interaction method based on a virtual character provided by an exemplary embodiment of the present application;
[0044] Fig.13 is a flow chart of a human-computer interaction method based on a virtual character provided by an exemplary embodiment of the present application;
[0045] Fig.14 is a device block diagram of a human-computer interaction device based on a virtual character provided by an exemplary embodiment of the present application;
[0046] Fig.15 is a device block diagram of a human-computer interaction device based on a virtual character provided by an exemplary embodiment of the present application;
[0047] Fig.16 is a block diagram of a terminal provided by an exemplary embodiment of the present application;
[0048] Fig.17 It is a block diagram of a server provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0049] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0050] First, the nouns involved in the embodiments of the present application are introduced:
[0051] Virtual environment: is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual environment can be a simulation of the real world, a semi-simulation and semi-fictitious three-dimensional environment, or a purely fictitious three-dimensional environment. The virtual environment 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 a virtual environment battle between at least two virtual characters, and the virtual environment has virtual resources that can be used by at least two virtual characters.
[0052] Virtual character: refers to an movable object in a virtual environment. The movable object can be at least one of a virtual person, a virtual animal, and a cartoon character. Optionally, when the virtual world is a three-dimensional virtual world, the virtual character can be a three-dimensional stereo model, and each virtual character has its own shape and volume in the three-dimensional virtual world, occupying a part of the space in the three-dimensional virtual world. Optionally, the virtual character is a three-dimensional character built based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application. In some embodiments of the present application, a virtual character refers to a virtual character that can be controlled by a user in a virtual environment, and a virtual character that cannot be controlled by a user (such as a soldier, a wild monster, a non-player character (NPC)) can become an auxiliary virtual character.
[0053] GVE: Players work together in guilds or teams to interact with the environment, monsters or NPCs in the game world to complete tasks, explore maps, obtain resources, improve character abilities, etc., rather than directly confronting other players. This type of game emphasizes player collaboration and usually includes complex game economic systems and social elements to provide a deep and diverse gaming experience.
[0054] Multiplayer online tactical competition: refers to different virtual teams belonging to at least two hostile camps occupying their own map areas on the map provided by the virtual environment, and competing with a certain victory condition as the goal. The victory condition includes but is not limited to: occupying a stronghold or destroying a stronghold of the hostile camp, killing the virtual character of the hostile camp, ensuring one's own survival in a specified scene and time, grabbing certain resources, and exceeding the score of the opponent within a specified time. Tactical competition can be carried out in rounds, and the maps of each round of tactical competition can be the same or different. Each virtual team includes one or more virtual characters, such as 1, 3 or 5.
[0055] Virtual environment screen: A screen that uses a third-person bird's-eye view to observe a three-dimensional virtual environment. Optionally, the bird's-eye view is at a 45-degree angle. It should be noted that a virtual camera is generally provided in the game scene, and the game scene content captured by the virtual camera is the virtual environment screen presented by the user interface. In a 3D game with a third-person perspective, the virtual camera can capture the game scene content including virtual characters, and display the virtual characters on the virtual environment screen. For example, in some games without virtual characters, the movement and rotation of the virtual camera can also be directly controlled to update the game screen presented by the user interface.
[0056] Skills: A character ability possessed by a virtual character in a three-dimensional virtual environment, which can have an effect on virtual characters of other camps. The skill can be an offensive skill, a defensive skill, a skill with a specific target, a group attack skill, a skill that can produce a knockback effect on virtual characters of other camps, or a skill that can produce a deceleration effect on virtual characters of other camps, and this application does not limit this.
[0057] Life value: refers to the value corresponding to the length of life of the virtual character in the virtual environment. When the life value is zero, the life of the virtual character in the virtual environment ends. Optionally, the damage suffered by the virtual character in the virtual environment comes from the virtual character itself (such as damage caused by the user controlling the virtual character to fall from a height), or from other virtual characters in the virtual environment (such as other users controlling other virtual characters to use virtual props to attack the virtual character), or from inherent damage in the virtual environment (such as damage to the virtual character caused by swamps, poison gas circles, etc. in the virtual environment). When the virtual character is injured, the life value of the virtual character is reduced. Optionally, the life value of the virtual character is reduced to different degrees according to the number of times the virtual character is injured, or the life value of the virtual character is reduced to different degrees according to different types of injuries.
[0058] Monsters: Monsters are hostile virtual characters in the game whose task is to provide challenges, obstacles or hostile interactions to the player. Monsters can have different forms, appearances, abilities and behaviors, making the combat in the game more diverse. Usually, players need to fight monsters to obtain rewards, experience or advance the game plot. The types and complexity of monsters vary depending on the type of game, for example, simple hostile mobs or difficult boss (or leader) monsters.
[0059] Restraint relationship: also known as the restraint relationship between arms, refers to the relationship between different types of arms or units in the game, in which one type of arms has a clear advantage over another. For example, cavalry may have an advantage over infantry, while archers may have an advantage over cavalry; for another example, infantry restrains turrets, turrets restrain mechas, and mechas restrain infantry.
[0060] Pickups: Items that drop after defeating a monster or destroying an object and can be collected or picked up by the player character. These items usually include various types of rewards, such as equipment, currency, virtual props, resources, or other useful items in the game. Pickups usually have certain gameplay value and can help players improve their characters, improve the gaming experience, or be used to complete tasks and explore the game world.
[0061] Figure 1 The interface schematic diagram of a virtual character provided by an exemplary embodiment of the present application is shown. The virtual character (monster) is composed of a body 11, a turret 12 and a tentacle 13. The monster has two forms. The monster in the first form at the initial stage is composed of a body 11 and a turret 12, that is, there is no tentacle 13; the monster in the second form at the later stage will grow a tentacle 13. Among them, the body 11 of the monster is covered with a large area of armor, and the monster uses the turret 12 or extends the tentacles 13 to attack or prey. In battle, the turret 12, the tentacles 13 and the body 11 are all destructible targets, which will become pickable objects after being destroyed; that is, the destructible targets can be picked up by the player after being destroyed, and used as items or resources useful to the player for subsequent games. For example, after the player attacks the tentacle 13 and destroys it, the tentacle 13 falls and becomes a pickable object (for example, displayed as a treasure chest dropped on the ground), and the player can pick up the pickable object through the picking operation and obtain the corresponding resources.
[0062] Figure 2 The structure diagram of a virtual character provided by an exemplary embodiment of the present application is shown. The body of the virtual character is composed of a head 21, a trunk 22, limbs 23 and a tail 24. Figure 2 (a) shows a first form of a virtual character, which consists of a body of the virtual character and turrets (as shown in the diagonal shaded area in the figure), the turrets including limb turrets 25 and torso turrets 26; when the virtual character is in the first form, the turrets are used for attacking and are in a destructible state, that is, the turrets can be attacked and destroyed by the player. Figure 2 (b) shows a second form of the virtual character, which is composed of the virtual character's body and tentacles 27; when the virtual character is in the second form, the head 21, the tail 24 and the tentacles 27 can be used for attacking and are in a destructible state. Optionally, when all turrets of the virtual character in the first form are destroyed, the virtual character is converted to the second form.
[0063] based on Figure 2 The schematic diagram of the structure of the virtual character is shown. Figure 3 A schematic diagram of an interface of a virtual character provided by an exemplary embodiment of the present application is shown. Figure 3(a) shows a virtual character in a first form, which is composed of a body 31 of the virtual character and a turret, wherein the turret includes limb turrets 32 and a trunk turret 33, and the turrets are in a destructible state; when the turrets are destroyed, the virtual character is converted into a second form, such as Figure 3 As shown in (b), the virtual character is newly provided with tentacles 36. The head 34, tail 35 and tentacles 36 of the virtual character in the second form can be used for attacking and are in a destructible state.
[0064] Figure 4 The following is a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 110 , a server 120 , and a second terminal 130 .
[0065] The first terminal 110 is installed and runs a client 111 that supports a virtual environment, and the client 111 can be a game program that supports a virtual environment. 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 can be any one of a game that supports GVE gameplay, a strategy game (Simulation Game, SLG) game, and a multiplayer online tactical competition (Multiplayer Online Battle Arena, MOBA) game. In this embodiment, the client is an example of a game program that supports GVE gameplay. The first terminal 110 is a terminal used by the first user 112. The first user 112 uses the first terminal 110 to control the first player character in the virtual environment to carry out activities, and the first player character can be called the main control player character of the first user 112. The activities of the first player character include but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first player character is a first player character, such as a simulation character or an animation character.
[0066] The second terminal 130 is installed and runs a client 131 that supports a virtual environment, and the client 131 can be a game program that supports a virtual environment. 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 an SLG game and a MOBA game. In this embodiment, the client is an example of a game program that supports GVE-type gameplay. 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 second player character in the virtual environment to carry out activities, and the second player character can be called the main control player character of the second user 113. The activities of the second player character include but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first player character is a first player character, such as a simulation character or an animation character.
[0067] Optionally, the first player character and the second player character are in the same virtual environment. Optionally, the first player character and the second player character may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first player character and the second player character may belong to different camps, different teams, different organizations, or have a hostile relationship.
[0068] 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.
[0069] 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.
[0070] 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.
[0071] 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.
[0072] 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 a battle environment for users to fight; and 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.
[0073] Figure 5 A flowchart of a human-computer interaction method based on a virtual character provided by an exemplary embodiment of the present application is shown. Figure 4 The method comprises the following steps:
[0074] Step 220: Displaying the virtual character in the first form;
[0075] Exemplarily, a virtual character having a first form is displayed on a user interface of a terminal, and the virtual character in the first form includes a first part for attacking.
[0076] The first part may be a part of the main body of the virtual character; or the first part may be a part added to the main body of the virtual character. The main body of the virtual character includes the head, tail, trunk, limbs and other parts.
[0077] Optionally, the first part is a turret on the virtual character; the turret can be set on the trunk or limbs of the virtual character, and the embodiment of the present application does not limit the location of the turret. That is, the main body of the virtual character and the turret on the virtual character are displayed.
[0078] Optionally, the process of the virtual character participating in the battle in the first form can be divided into two stages. In stage one, the first part is in an attacking state to attack the player; when the first part is destroyed by the player, stage two is entered, and the main body of the virtual character begins to attack the player. Taking the first part as a turret as an example, that is, when the virtual character in the first form is displayed, the turret is displayed in an attacking state (stage one); when the turret is destroyed, the main body of the virtual character is displayed in an attacking state (stage two).
[0079] Optionally, after being destroyed, the first part drops and becomes a pickable object; after picking up the object, the player obtains the game resources corresponding to the pickable object.
[0080] Step 240: In response to a first attack operation on the virtual character in the first form, when the first part is destroyed, displaying the virtual character in the second form;
[0081] Exemplarily, the player performs a first attack operation on the virtual character; when a first part of the virtual character is destroyed, a virtual character having a second form is displayed on the user interface of the terminal, and the second form of the virtual character includes a second part for attacking.
[0082] The first attack operation may be at least one of a click operation, a double-click operation, a drag operation, a voice operation, a pressure touch operation, an eye control, and a body sensing control. This embodiment of the present application does not limit this.
[0083] The first part and the second part have different attack parameters from the main body of the virtual character. The attack parameters include attack skills, attack damage value, attack time, skill cooling time, etc. The embodiment of the present application does not limit the range and value of the attack parameters.
[0084] Optionally, the first part and the second part have different defense parameters from the main body of the virtual character. The defense parameters include defense skills, life value, number of rebirths, etc. The embodiment of the present application does not limit the range and value of the defense parameters.
[0085] In some embodiments, in response to a first attack operation on a virtual character in a first form, when a first part is damaged, a virtual character in a second form is displayed; in other embodiments, in response to a first attack operation on a virtual character in a first form, when the first part is damaged and the life value of the virtual character is reduced to a first life value threshold, a virtual character in a second form is displayed. The first life value threshold is a pre-set threshold for the life value of the virtual character, such as 80%.
[0086] The second part may be a part of the main body of the virtual character; or the second part may be a part additional to the main body of the virtual character.
[0087] Optionally, the second part is a tentacle of the virtual character; the tentacle is a part newly added when the virtual character transforms from the first form to the second form. That is, in response to a first attack operation on the virtual character in the first form, when the first part is destroyed and the life value of the virtual character is reduced to a first life value threshold, the main body of the virtual character and the tentacle of the virtual character are displayed.
[0088] Similar to step 240, the virtual character's participation in the battle in the first form can be divided into stage one and stage two. The process of the virtual character participating in the battle in the second form can also be divided into stage three and stage four: in stage three, the second part and the main body of the virtual character are both in an attacking state to attack the player; when the second part is destroyed by the player, the stage enters stage four, and only the main body of the virtual character attacks the player. Take the second part as a tentacle as an example, that is, when the virtual character in the second form is displayed, the main body and the tentacle of the virtual character are displayed in an attacking state; when the tentacle is destroyed, the main body of the virtual character is displayed in an attacking state.
[0089] Optionally, the second part of the virtual character has a swallowing function; when the virtual character successfully swallows a swallowing target with a first characteristic, the second part of the virtual character with the first characteristic is displayed. The first characteristic is a combat characteristic of the swallowing target (e.g., a player character or a legion controlled by a player), such as a flame characteristic, a laser characteristic, a live ammunition characteristic, etc. That is, for example, if the swallowing target successfully swallowed by the second part of the virtual character is a flame legion, the second part of the virtual character has the flame characteristic of the flame legion, and displays the effect of the flame characteristic.
[0090] After the virtual character successfully devours different devoured targets, the display effect includes at least one of the following:
[0091] When the virtual character successfully engulfs the engulfment target with the flame characteristic, displaying the second part of the virtual character with the flame characteristic;
[0092] When the virtual character successfully engulfs the engulfment target with laser characteristics, displaying a second part of the virtual character with laser characteristics;
[0093] When the virtual character successfully engulfs the engulfment target with missile characteristics, displaying the second part of the virtual character with missile characteristics;
[0094] When the avatar successfully engulfs the engulfment target having the machine gun characteristic, a second part of the avatar having the machine gun characteristic is displayed.
[0095] That is, after the second part of the virtual character devours the player character or the player legion, it will have the attack characteristics of the player character or the player legion; then the player alliance needs to change its strategy according to the changed attack characteristics, use the advantages of the players within the alliance, and adopt a better combat strategy.
[0096] Optionally, when the virtual character successfully devours the first object, the virtual character having a restraining relationship with the second object is displayed, and the first object is the devouring target having a restraining relationship with the second object. That is, when the first object can restrain the second object and the virtual character successfully devours the first object, the virtual character also has a restraining relationship with the second object. For example, the mecha type restrains the infantry type. After the virtual character successfully devours the mecha type, the virtual character will show the restraining effect on the infantry type.
[0097] That is, after the second part of the virtual character devours the player character or the player legion, it will have a type-restraint relationship with the player character or the player legion; then the player alliance needs to change its strategy according to the changed attack characteristics, and reasonably arrange the player legions of different types of arms within the alliance to fight according to the type-restraint relationship, thereby enhancing the operational participation and cooperation between players.
[0098] Optionally, after being destroyed, the second part drops and becomes a pickable object; after picking up the object, the player obtains the game resources corresponding to the pickable object.
[0099] Step 260: In response to a second attack operation on the virtual character in the second form, when the second part is destroyed, cancel the display of the virtual character.
[0100] Exemplarily, the player performs a second attack operation on the virtual character; when the second part of the virtual character is destroyed, the virtual character is no longer displayed on the user interface of the terminal, that is, the virtual character is defeated by the player.
[0101] The first attack operation may be at least one of a click operation, a double-click operation, a drag operation, a voice operation, a pressure touch operation, an eye control, and a body sensing control. This embodiment of the present application does not limit this.
[0102] In some embodiments, in response to the second attack operation on the virtual character in the second form, the virtual character is not displayed if the second part is damaged; in other embodiments, in response to the second attack operation on the virtual character in the second form, the virtual character is not displayed if the second part is damaged and the life value of the virtual character is reduced to a second life value threshold. The second life value threshold is a pre-set threshold for the life value of the virtual character, such as 0%.
[0103] To sum up, the method provided in the embodiment of the present application, by respectively displaying the first form and the second form of the virtual character at different stages, enables the virtual character to perform various transformations on the basic form, thereby making full use of resources and improving resource utilization; and the various form transformations of the virtual character can bring a sense of freshness to the players, allowing them to perform more operations and enhance their sense of participation in the game.
[0104] In addition, since the attacking parts of virtual characters of different forms have different attack parameters, the player alliance can make full use of the advantages within the alliance and reasonably allocate the attacking parts to maximize the attack effect, thereby enhancing the player's sense of participation and cooperation in the game and improving the efficiency of human-computer interaction.
[0105] Figure 6 A flowchart of a human-computer interaction method based on a virtual character provided by an exemplary embodiment of the present application is shown. Figure 4 The method is executed by any terminal in the system, or by a client running on any terminal, and the first account is logged in to the client. The method takes the first part as a turret and the second part as a tentacle as an example. The method includes the following steps:
[0106] Step 320: Displaying the main body of the virtual character and the turrets on the virtual character;
[0107] Exemplarily, a first form of the virtual character is displayed on the user interface of the terminal, that is, the main body of the virtual character and the turret on the virtual character, and the turret can be located on the torso and / or limbs, for example Figure 2 The torso turret 26 and / or limb turrets 25 shown in (a).
[0108] The combat process of the virtual character in the first form can be divided into stage one and stage two, which are described below respectively.
[0109] Stage 1: The turret is displayed in an attacking state. That is, in stage 1, the turret is in an attacking state, and the main body of the virtual character does not attack. In stage 1, the turret is in a destructible state, that is, the player mainly attacks the turret to cause damage, and attacks on the main body of the virtual character cause almost no damage. When the player destroys all the turrets, it enters stage 2.
[0110] Phase 2: The main body of the virtual character is displayed in an attacking state. When the player has destroyed all the turrets, this phase begins. In Phase 2, the main body of the virtual character begins to attack, and the player can also cause damage to the main body of the virtual character. When the health value of the virtual character drops to the first health value threshold, the virtual character transforms into the second form and enters Phase 3.
[0111] Step 340: In response to a first attack operation on the virtual character in the first form, when the turret is destroyed and the life value of the virtual character is reduced to a first life value threshold, displaying the body of the virtual character and the tentacles of the virtual character;
[0112] After the player performs the first attack operation on the virtual character in the first form (i.e., the aforementioned stage 1 and stage 2), when the turret is destroyed and the health value of the virtual character is reduced to the first health value threshold, the second form of the virtual character is displayed, that is, the main body of the virtual character and the tentacles of the virtual character are displayed. Figure 2 (b) shows the tentacle 27.
[0113] The tentacles of the virtual character have a swallowing function; when the virtual character successfully swallows a swallowing target with a first characteristic, the tentacles of the virtual character with the first characteristic are displayed. The first characteristic is a combat characteristic of the swallowing target (e.g., a player character or a legion controlled by a player), such as a flame characteristic, a laser characteristic, a live ammunition characteristic, etc. That is, for example, if the swallowing target successfully swallowed by the tentacles of the virtual character is a flame legion, the tentacles of the virtual character have the flame characteristic of the flame legion, and the effect of the flame characteristic is displayed.
[0114] The combat process of the virtual character in the second form can be divided into stage three and stage four, which are described below respectively.
[0115] Stage three: Display the main body and tentacles of the virtual character in an attacking state. In stage three, the virtual character adds a tentacle part, which attacks the player together with the main body of the virtual character. At the same time, the tentacles and the main body of the virtual character (such as the head and tail parts) are in a destructible state. Optionally, the tentacles also have a rebirth function, that is, the tentacles can be reborn within a preset number threshold after being destroyed. Optionally, the tentacles will fall and become pickable objects after being destroyed, and the player will obtain the game resources corresponding to the pickable objects after picking them up. When all tentacles are destroyed, or when all tentacles are destroyed after the number of tentacles reborn reaches a preset number threshold, stage four is entered.
[0116] Stage 4: The main body of the virtual character is displayed in an attacking state. When the player has destroyed all tentacles, this stage is entered. That is, the virtual character in stage 4 has no tentacles, and only the main body of the virtual character is in an attacking state. At the same time, the player can also cause damage to the main body of the virtual character until the health value of the virtual character drops to the second health value threshold.
[0117] Step 360: In response to a second attack operation on the virtual character in the second form, when the tentacles are destroyed and the health value of the virtual character is reduced to a second health value threshold, cancel the display of the virtual character.
[0118] After the player performs the second attack operation on the virtual character in the second form (i.e., the aforementioned stages three and four), when the tentacles are destroyed and the health of the virtual character is reduced to the second health threshold (e.g., the health is reduced to 0), the virtual character is no longer displayed on the user interface, i.e., the virtual character is defeated.
[0119] Based on the method described in steps 320 to 360 in the embodiment of the present application, combined with the aforementioned Figure 2 The structural diagram of the virtual character is shown. The following takes a virtual character as an example to illustrate its changes in four stages.
[0120] Figure 7 The interface diagram of the main body of the virtual character is shown. When the main body does not attack in the early stage, it will basically shrink into the large area of armor, with only the hard shell 41 (such as the back) exposed. Figure 7 (a) The virtual character's body parts other than the tentacles). When the body reaches the cumulative damage threshold (or the health value drops to the health value threshold) or is on the verge of death, it will launch a high-damage attack, such as revealing Figure 7 (b) shows the mouthparts 42 of the main body performing swallowing attack, or using the tail of the main body to bombard; wherein the swallowing attack will cause an immediate defeat effect, and the bombardment will cause a high percentage of damage. In addition, the mouthparts 42 also have a swallowing function.
[0121] Figure 8 The figure shows the interface diagram of the tentacles of the virtual character. The tentacles are the parts of the virtual character added later. Optionally, two tentacles appear on the front, left and right sides of the virtual character, for a total of six tentacles (such as Figure 2 (b) as shown by the tentacle 27). The tentacle has common attack methods, such as long-range attack; the tentacle can also engulf the engulfing target (fusion attack), the tentacle wraps the engulfing target with liquid, and if the engulfing target is not rescued within a certain period of time, the engulfing target flows into the main body's mouthparts, and the engulfment is successful; but if the tentacle is destroyed before the engulfing target flows into the main body's mouthparts, the engulfment is unsuccessful and the engulfment is cancelled.
[0122] Optionally, after the engulfment is successful, the tentacle will acquire the attack characteristics of the engulfed target, achieve an evolution, and change the appearance and attack method of the attack component; the original tentacle sinks into the ground, and the tentacle with the attack characteristics of the engulfed target re-extends. Optionally, each tentacle can only evolve once in this way. Optionally, when the tentacle is destroyed, it will form different drops according to the different evolutionary forms.
[0123] The battle of the virtual character includes four stages: the end of stage one is marked by the destruction of all turrets, and then enters stage two; in stage two, the life value of the virtual character is reduced to the first life value threshold, and then enters stage three; in stage three, tentacles are added, and the tentacles have a chance to regenerate after being destroyed. The number threshold of the regeneration opportunity of the tentacles is set. After reaching the number threshold, they will no longer regenerate. After all the tentacles are destroyed, enter stage four. Attack the virtual character until its life value is reduced to 0, and then defeat the virtual character. Among them, the head and tail of the virtual character (the body of the virtual character) account for 30% of the total life value. Before entering stage four, they will be locked when 5% of the life value is left. That is, after the life value of the virtual character is reduced to 5%, even if the head and tail are attacked before entering stage four, the life value of the virtual character will no longer be reduced.
[0124] The following is a phased explanation:
[0125] Phase 1:
[0126] 1. Behavior
[0127] The main body is in a silent state and does not attack;
[0128] ·The turrets are set up with 4 on the limbs and 2 on the torso.
[0129] 2. Skills
[0130] The main body adds a defense bonus to itself (that is, the health value of the main body is slightly reduced when attacking it in stage 1), and the cumulative damage is calculated;
[0131] The limb turret has two attack modes: normal attack and charged shot. Normal attack is a single laser shot with a frequency of 1 shot per second. After the skill is released, the light effect hits the target for 0.5 seconds, and the damage number is displayed once after hitting the target; charged shot is a skill attack that has a chance to be released once after every 5 to 8 normal attacks (for example, there is a 25% chance of triggering charged shot after releasing 5 normal attacks, a 50% chance of triggering charged shot after releasing 6 normal attacks, a 75% chance of triggering charged shot after releasing 7 normal attacks, and a 100% chance of triggering charged shot after releasing 8 normal attacks. The probability is cleared after releasing charged shot). The pre-charge time of the charged shot skill is 2 seconds, the release is 1 second, the light effect hits the target for 0.5 seconds, and the damage number is displayed once every 0.2 seconds after hitting the target, for a total of 5 times.
[0132] The torso turret has two attack modes: normal attack and charged shot. Normal attack is a single laser shot, which is fired once every 2 seconds. After the skill is released, the light effect hits the target for 1 second, and the damage number is displayed once after hitting the target. The triggering method of charged shot is similar to that of the limb turret. Its skill pre-charge time is 2 seconds, and it is released for 1 second. The light effect hits the target for 1 second, and the damage number is displayed every 0.5 seconds after hitting the target, for a total of 4 times. Compared with the limb turret, the shells of the torso turret are larger in size, the explosion effect is more intense after the shells land, the explosion effect lasts longer, and the damage to the health of the virtual character is greater.
[0133] 3. Attackable parts
[0134] Main body: Has a defense bonus in phase 1, and the health damage caused by attacking the main body is very small;
[0135] Turrets: Can now be destroyed and will no longer respawn after being destroyed.
[0136] Phase 2:
[0137] 1. Behavior
[0138] In the second stage, the main body of the virtual character randomly selects a devouring attack (head attack, such as an attack by the mouthparts) or a cannon shot (tail attack) to counterattack once according to the accumulated damage in the first stage. Optionally, the first two attacks are different attack forms. Optionally, the interval for releasing the subsequent devouring attack and cannon shot skills is once every 10% reduction in total health.
[0139] Optionally, a target is randomly selected within the virtual character's own attack range to release a skill (the target needs to be in the damage list). For example, if the target is within the head / tail attack range, a devouring attack or a focused cannon shot is directly released to the target.
[0140] Optionally, if there is no target within the attack range, a candidate target outside the attack range is selected; detect which part of the head and the tail requires a smaller turning angle when turning towards the candidate target, use the side with the smaller turning angle to turn towards the candidate target, and release the skill on the candidate target after the turning is completed; if the turning angles required for the head and the tail to turn towards the candidate target are the same, randomly select which side to turn towards the candidate target, and release the skill after the turning is completed.
[0141] Optionally, when the main body is attacked, different injured actions are displayed corresponding to different parts of the body being attacked. For example, there are four injured actions corresponding to the four limbs respectively, and the corresponding animations are played after being attacked.
[0142] Optionally, for the devouring attack, in the preparation phase, frames 0 to 160 are output separately as the preparation phase animation. The virtual character first paces in place to prepare to move forward, then opens and closes its mouthparts, and stirs with the teeth inside its mouth; the two claws beside the mouthparts reach forward and dig the ground, and the entire preparation action lasts about 5 seconds. In the skill release phase of the devouring attack, the two claws beside the mouthparts stretch forward as far as possible to grab, the mouthparts open and close, the teeth inside the mouth stir, and the limbs step forward, such as Fig. 9 As shown, the box 43 is the attack range of the virtual character, which is located in front of the mouthparts 44 of the virtual character; the swallowing attack action lasts for about 2 seconds. During the attack, at the 180th frame of the animation, all player legions within the attack range are aggregated and cause a defeat damage (that is, the damage value is the upper limit of the legion's health value, and the legion is directly defeated). Fig.10 As shown, when the virtual character sends a devouring attack, it gathers the player legions at circle 45 and devours all the player legions in the circle. The animation of the first and last stages of the devouring attack lasts about 3 seconds. From frame 200 to frame 290, the devoured player legions will play the explosion and fragmentation effect three times, with the three reductions of 20%, 40%, and 60% of the remaining units of the legion respectively, and the legion must always maintain a fixed relative position with the virtual character (for example, retreat with the virtual character) until all are shattered.
[0143] Optionally, for the energy-focusing cannon shooting (tail attack), the animation lasts about 7 seconds in the preparation stage, and the tail energy-focusing cannon opens from the outside to the inside (for example, the four outer petal structures are unfolded first, and when the four outer petal structures are unfolded by about 70%, the four inner curled petal structures also begin to unfold), and after all are unfolded, they remain still for about 1 to 2 seconds (at this time, the charging energy-focusing light effect is displayed); in the skill release stage, the main body of the virtual character will have obvious recoil action when the tail energy-focusing cannon is fired, and the whole attack action lasts for 3 seconds. The player legion hit by the light effect will show damage once per second, and it will be displayed 3 times in total. The legion will actually lose people and play explosion effects. The 3 damages are 30%, 20%, and 10% of the legion's upper life limit respectively; in the first and last stages, as the firing is completed, the recoil action amplitude of the virtual character's main body becomes smaller and smaller, and finally it becomes a normal standing state. The whole finishing action lasts about 1 second.
[0144] 2. Skills
[0145] After a certain amount of damage is accumulated, the main body of the virtual character uses the mouthparts (head) to perform a swallowing attack or a cannon shot (tail). For example, every time the total health is reduced by 10%, a swallowing attack or a cannon shot is randomly selected.
[0146] 3. Attackable parts
[0147] The main body is the attackable part.
[0148] Optionally, there will be preparation time and warning time before the main body launches a devouring attack or a focused energy cannon shot. At this time, the main body will release the damage reduction buff, that is, the main body is more vulnerable to damage, for example, the model will show its mouthparts, extend the barrel, etc.
[0149] Phase 3:
[0150] 1. Behavior
[0151] The behavior of the main body is the same as that of stage 2, so I will not repeat it here;
[0152] Tentacles: A new tentacle part has been added, and the player legion swallowed by the tentacles will cause the tentacles to evolve.
[0153] For unevolved tentacles, there is a chance to release a swallowing attack after every 8 to 11 normal attacks; for example, there is a 25% chance of releasing a swallowing attack after releasing 8 normal attacks, 50% after 9, 75% after 10, 100% after 11, and the chance is cleared to 0 after release.
[0154] Optionally, the tentacle's shaking and swaying animation is played once after it receives a certain amount of damage, for example, every time it receives 30% of its health in damage.
[0155] Optionally, the destroyed tentacle will be separated from the main body and fall to the ground, that is, the last frame of the action will become a collectible drop model.
[0156] Optionally, for the tentacles' normal attacks, the tentacles swing and then spray secretions to attack. For the tentacles' devouring attacks, during the preparation phase, the tentacles' tips drill through the ground, and then the tentacles drill into the ground; the tentacles that have penetrated the ground rush out from the ground, and if there is a devouring target at that location, the devouring target will be wrapped in liquid metal or asphalt fluid and suspended in the air; if there is no devouring target at that location, the tentacles will retract into the ground after drilling out; the tentacles are pulled out from the ground and return to the combat standing state.
[0157] Optionally, as a preparatory action before the tentacle's evolution, the tentacle changes back into a fluid state of liquid metal or asphalt material, and then retracts into the body.
[0158] For evolved tentacles (i.e. tentacles that have carried out devouring attacks), the evolved tentacles have different special skills according to the characteristics of the devouring targets they devour. The probability of releasing special skills is that there is a chance to release a special skill after every 5 to 8 normal attacks. For example, there is a 25% probability of releasing a special skill after releasing 5 normal attacks, a 50% probability of releasing a special skill after releasing 6 normal attacks, a 75% probability of releasing a special skill after releasing 7 normal attacks, and a 100% probability of releasing a special skill after releasing 8 normal attacks. The probability is reset to zero after release.
[0159] The following are descriptions of the four different evolved tentacles:
[0160] (1) Tentacles with laser characteristics: Normal attacks are laser bursts with little recoil. The special skill has the following effects: during the preparation phase, the muzzle will emit a light effect of energy storage, and the gun will turn to a certain angle to prepare for a sweep; when released, the laser will continue to be fired across multiple plots of land, and the swept plots will have an explosion light effect after the laser passes through them; when the sweep is over, the avatar will return to its normal standing position.
[0161] (2) Tentacles with missile characteristics: Normal attacks have the effect of a single missile attack, with significant recoil. The effect of its special skill is that in the preparation phase, the tip of the tentacle points upward, ready to launch multiple missiles; when released, missiles are fired continuously, and then missiles fall at randomly generated impact points in the fan-shaped area in front of itself (with warning); after the launch, the virtual character returns to normal standing position.
[0162] (3) Tentacles with machine gun characteristics: Normal attacks are horizontal or vertical sweeps with a wide horizontal or vertical range. The effect of its special skill is that during the preparation phase, the machine gun at the tip of the tentacle turns to the target direction, the barrel starts to rotate at high speed, and a skill warning appears on the target plot; when released, it continuously fires at a high rate of fire at a single plot (about 5 seconds), causing great damage; after shooting, the virtual character returns to normal standing position.
[0163] (4) Tentacles with flame characteristics: Normal attacks are small-angle fan-shaped flame spray effects. The effects of their special skills are that during the preparation phase, a charging light effect appears at the muzzle (a flame of another color to reflect its higher temperature), and a skill warning appears in the target area; when released, flames are sprayed in a fan-shaped pattern (a flame of another color to reflect its higher temperature) to the ground in front, and a burning effect is left on the ground after spraying; after the spraying ends, the avatar returns to its normal standing position.
[0164] 2. Skills
[0165] The skills of the main body are the same as those in stage 2, so I will not repeat them here;
[0166] Tentacles: The attack methods of unevolved tentacles are fixed, divided into normal attacks and devouring attacks; the attack methods of evolved tentacles have different special skills according to the attack characteristics of the devouring targets, which will not be elaborated here.
[0167] 3. Attackable parts
[0168] · Body: Same as stage 2, no further details here;
[0169] Tentacles: Destructible, and will regenerate after being destroyed; the number of times a tentacle can regenerate is limited, and after reaching the threshold number of times, the tentacle will no longer regenerate. Optionally, an evolved tentacle will regenerate into an unevolved tentacle after being destroyed.
[0170] Phase 4:
[0171] 1. Behavior
[0172] After all the tentacles are destroyed, it enters stage four, and the main body has the aforementioned head attack (mouthparts swallowing) and tail attack (energy cannon attack).
[0173] 2. Skills
[0174] After the main body enters the near-death state, the blood lock state of the mouthparts and the tail cannon is released and the high-damage skills of the two parts begin to be released continuously (that is, the damage value caused by releasing the skills increases) until the virtual character is defeated.
[0175] 3. Attackable parts
[0176] The main body is the attackable part, same as stage 2 and stage 3.
[0177] Fig.11 A possible interface schematic diagram of the above virtual character is shown. Fig.11 (a) is a schematic diagram of the overall virtual character shown from different angles; Fig.11 The left side of (b) shows different implementations of the virtual character's tail 62 (energy-focused laser cannon); Fig.11 The right side of (b) shows different implementations of the tentacle 63; Fig.11 (c) is a schematic diagram showing different angles of the virtual character's legs 64, tail 65, mouthparts 66, and turrets 67.
[0178] In summary, the method provided in the embodiment of the present application, by displaying the first form and the second form of the virtual character respectively at different stages, allows the virtual character to perform various transformations on the basic form, thereby making full use of resources and improving resource utilization; and the various form transformations of the virtual character can bring a sense of freshness to the players.
[0179] In addition, since the attacking parts of virtual characters of different forms have different attack parameters, the player alliance can make full use of the advantages within the alliance and reasonably allocate the attacking parts to maximize the attack effect, thereby enhancing the player's sense of participation and cooperation in the game and improving the efficiency of human-computer interaction.
[0180] In addition, in the embodiment of the present application, the battle of the virtual character is divided into four stages. In each stage, the part of the virtual character that attacks will change, making the battle process more flexible and changeable, using existing resources to give players a full experience, improving resource utilization, and enhancing the freshness of players participating in the battle.
[0181] Fig.12 A flowchart of a human-computer interaction method based on a virtual character provided by an exemplary embodiment of the present application is shown. Figure 4 The method comprises the following steps:
[0182] Step 420: Determine the first form as the form of the virtual character;
[0183] The first form is the initial form of the virtual character. The virtual character in the first form includes a first part for attacking. The first part may be a part of the main body of the virtual character; or the first part may be a part attached to the main body of the virtual character. The main body of the virtual character includes parts such as the head, tail, trunk, and limbs.
[0184] Optionally, the first part is a turret on the virtual character; the turret can be set on the trunk or limbs of the virtual character, and the embodiment of the present application does not limit the location of the turret. That is, the main body of the virtual character and the turret on the virtual character are determined as the first form of the virtual character.
[0185] Exemplarily, the server obtains a first form of the virtual character according to the setting of the virtual character, determines the first form as the form of the virtual character, and sends the virtual character in the first form to the terminal.
[0186] Optionally, the process of the virtual character participating in the battle in the first form can be divided into two stages. In stage one, the first part is in an attacking state to attack the player; when the first part is destroyed by the player, it enters stage two, and the main body of the virtual character begins to attack the player.
[0187] Optionally, the main body of the virtual character has a swallowing function; if there is a candidate swallowing target within the attack range of the main body of the virtual character, the candidate swallowing target is determined as the final swallowing target; if there is no candidate swallowing target within the attack range of the main body of the virtual character, the candidate swallowing target with the smallest required turning angle among the candidate swallowing targets outside the attack range is determined as the final swallowing target. For example, if there is a candidate swallowing target within the attack range of the head or tail of the virtual character, the swallowing skill is directly released to the candidate swallowing target; if there is no candidate swallowing target within the attack range, the turning angles required for the head and tail of the virtual character to turn to the nearest candidate swallowing target are detected, and the candidate swallowing target with the smallest required turning angle is determined as the target for releasing the swallowing skill.
[0188] Step 440: when the first part is destroyed, determining the second form as the form of the virtual character;
[0189] The player performs a first attack operation on the virtual character; when the first part of the virtual character is destroyed, the server determines the second form as the form of the virtual character, and the virtual character in the second form includes a second part for attacking.
[0190] The first part and the second part have different attack parameters from the main body of the virtual character. The attack parameters include attack skills, attack damage value, attack time, skill cooling time, etc. The embodiment of the present application does not limit the range and value of the attack parameters.
[0191] Optionally, the first part and the second part have different defense parameters from the main body of the virtual character. The defense parameters include defense skills, life value, number of rebirths, etc. The embodiment of the present application does not limit the range and value of the defense parameters.
[0192] Optionally, when the first part is damaged and the life value of the virtual character is reduced to a first life value threshold, the second form is determined as the form of the virtual character, wherein the first life value threshold is a pre-set threshold for the life value of the virtual character, such as 80%.
[0193] The second part may be a part of the main body of the virtual character; or the second part may be a part additional to the main body of the virtual character.
[0194] Optionally, the second part is a tentacle of the virtual character; the tentacle is a part newly added when the virtual character is transformed from the first form to the second form. That is, the body of the virtual character and the tentacle of the virtual character are determined as the virtual character in the second form.
[0195] Similar to step 520, the virtual character's participation in the battle in the first form can be divided into stage one and stage two. The process of the virtual character participating in the battle in the second form can also be divided into two stages: in stage three, the second part and the main body of the virtual character are both in an attacking state to attack the player; when the second part is destroyed by the player, it enters stage four, and only the main body of the virtual character is left to attack the player.
[0196] Optionally, the second part of the virtual character has a swallowing function; the first characteristic of the swallowing target successfully swallowed by the virtual character is determined as the characteristic of the second part of the virtual character. The first characteristic is a combat characteristic of the swallowing target (such as a player character or a legion controlled by a player), such as a flame characteristic, a laser characteristic, a live ammunition characteristic, etc. That is, for example, if the swallowing target successfully swallowed by the second part of the virtual character is a flame legion, the flame characteristic is determined as the characteristic of the second part of the virtual character.
[0197] After the virtual character successfully devours different devouring targets, the second part has at least one of the following characteristics:
[0198] When the virtual character successfully engulfs the engulfment target having the flame characteristic, the flame characteristic is determined as the characteristic of the second part of the virtual character;
[0199] When the virtual character successfully engulfs the engulfment target having the laser characteristic, the laser characteristic is determined as the characteristic possessed by the second part of the virtual character;
[0200] When the virtual character successfully engulfs the engulfment target having the missile characteristic, the missile characteristic is determined as the characteristic possessed by the second part of the virtual character;
[0201] When the avatar successfully engulfs an engulfment target having a machine gun characteristic, the machine gun characteristic is determined as the characteristic of the second part of the avatar.
[0202] Optionally, when the virtual character successfully devours the first object, it is determined that the virtual character has a restraint relationship with the second object, wherein the first object is a devouring target that has a restraint relationship with the second object. That is, when the first object can restrain the second object and the virtual character successfully devours the first object, the virtual character also has a restraint relationship with the second object. For example, the mecha type restrains the infantry type. After the virtual character successfully devours the mecha type, the virtual character will show a restraint effect on the infantry type.
[0203] Step 460: When the second part is destroyed, determine that the virtual character is in a defeated state.
[0204] Exemplarily, the player performs a second attack operation on the virtual character; when the second part of the virtual character is destroyed, the virtual character is defeated by the player, the server determines that the virtual character is in a defeated state, and the server sends a signal to the terminal to cancel the display of the virtual character.
[0205] Optionally, when the second part is damaged and the life value of the virtual character is reduced to a second life value threshold, the virtual character is determined to be in a defeated state, wherein the second life value threshold is a preset threshold value for the life value of the virtual character, such as 0%.
[0206] In summary, the method provided in the embodiment of the present application, by displaying the first form and the second form of the virtual character respectively at different stages, allows the virtual character to perform various transformations on the basic form, thereby making full use of resources and improving resource utilization; and the various form transformations of the virtual character can bring a sense of freshness to the players.
[0207] In addition, since the attacking parts of virtual characters of different forms have different attack parameters, the player alliance can make full use of the advantages within the alliance and reasonably allocate the attacking parts to maximize the attack effect, thereby enhancing the player's sense of participation and cooperation in the game and improving the efficiency of human-computer interaction.
[0208] Fig.13 A flowchart of a human-computer interaction method based on a virtual character provided by an exemplary embodiment of the present application is shown. Figure 4 The method is executed by the server in. Taking the first part as a turret and the second part as a tentacle as an example, the battle stage is divided into four stages for explanation. The method includes the following steps:
[0209] Phase 1:
[0210] Step 501, determine whether there is still a turret; if there is a turret, execute step 502; if there is no turret, that is, the first part is completely destroyed, enter stage two and execute step 503.
[0211] Step 502, if there is a turret, execute this step; the turret launches an attack on the player's legion. In stage one, the main body of the virtual character does not launch an attack.
[0212] Phase 2:
[0213] Step 503, determine whether the life value of the virtual character is higher than the first life value threshold. If it is higher than the first life value threshold, execute steps 504 to 505 (the two steps are executed in no particular order); if it is not higher than the first life value threshold, enter stage three and execute step 506.
[0214] Step 504, the virtual character's head skill is released; for example, the aforementioned virtual character uses its mouthparts to launch a swallowing attack.
[0215] Step 505, the virtual character's tail skill is released; for example, the aforementioned virtual character uses the tail to launch a focused energy cannon attack.
[0216] Phase 3:
[0217] Step 506, determine whether there are tentacles; if there are tentacles, execute steps 507 to 509 (the three steps are executed in no particular order); if there are no tentacles, enter stage four and execute step 510.
[0218] Step 507, adding tentacles; in stage three, the second form of the virtual character adds tentacles; and the tentacles have the function of rebirth within the rebirth number threshold range, and after destroying the tentacles, new tentacles can still be added. The tentacles can perform ordinary attacks or special attacks of evolution. Steps 5071 to 5074 show the process of the tentacles performing special attacks:
[0219] Step 5071, the tentacles select a player legion to devour; after successfully devouring the player legion, the tentacles will obtain the attack characteristics of the player legion, such as special attack methods such as flames, lasers, etc., which will not be repeated here.
[0220] Step 5072, determine whether the engulfment is cancelled within the engulfment time; it takes a certain amount of time for the tentacles to engulf the player legion. During the engulfment time, if the engulfment is cancelled (for example, the tentacles are destroyed), the engulfment fails and step 5071 is executed again; if the engulfment is not cancelled, the engulfment is successful and step 5073 is executed.
[0221] Step 5073, engulfment is successful, and the tentacles evolve; this step is executed when the engulfment is not canceled, that is, the tentacle engulfment is successful, the tentacles evolve, and the attack characteristics of the engulfed player legion are obtained.
[0222] Step 5074, tentacle attack; after the tentacles evolve, they launch special attacks on the virtual characters according to the attack characteristics acquired through evolution.
[0223] Step 508, the virtual character's head skill is released; for example, the aforementioned virtual character uses its mouthparts to launch a swallowing attack.
[0224] Step 509, the virtual character's tail skill is released; for example, the aforementioned virtual character uses the tail to launch a focused energy cannon attack.
[0225] Phase 4:
[0226] Step 510, determine whether the health value of the virtual character is higher than the second health value threshold; if it is higher, execute step 511; if it is not higher, confirm that the virtual character is in a defeated state and the battle is over.
[0227] Step 511, the damage of all skills of the virtual character is increased; that is, in phase 4, the skills released by the virtual character will cause higher health damage to the player legion.
[0228] The following is an embodiment of the device of the present application. For details not described in detail in the embodiment of the device, reference may be made to the above method embodiment.
[0229] Fig.14 : is a block diagram of a human-computer interaction device based on a virtual character provided by an exemplary embodiment of the present application. The device includes:
[0230] A display module 620, configured to display a virtual character in a first form, wherein the virtual character in the first form includes a first part for attacking;
[0231] The display module 620 is used for, in response to a first attack operation on the virtual character in the first form, displaying the virtual character in a second form when the first part is destroyed, wherein the virtual character in the second form includes a second part for attack;
[0232] The display module 620 is configured to, in response to a second attack operation on the virtual character in the second form, cancel the display of the virtual character when the second part is destroyed;
[0233] The first part and the second part have different attack parameters from the main body of the virtual character.
[0234] In an optional embodiment, the display module 620 is used to respond to a first attack operation on the virtual character in the first form, and display the virtual character in the second form when the first part is destroyed and the life value of the virtual character is reduced to a first life value threshold.
[0235] In an optional embodiment, the second part is a tentacle of the virtual character; the display module 620 is used to respond to the first attack operation on the virtual character in the first form, and display the body of the virtual character and the tentacles of the virtual character when the first part is destroyed and the life value of the virtual character is reduced to the first life value threshold.
[0236] In an optional embodiment, the display module 620 is used to display the main body of the virtual character and the tentacles in an attacking state when displaying the second form of the virtual character; when the tentacles are destroyed, display the main body of the virtual character in an attacking state.
[0237] In an optional embodiment, the first part is a turret on the virtual character; the display module 620 is used to display the body of the virtual character and the turret on the virtual character.
[0238] In an optional embodiment, the display module 620 is used to display the turret in an attacking state when displaying the virtual character in the first form; and to display the main body of the virtual character in an attacking state when the turret is destroyed.
[0239] In an optional embodiment, the display module 620 is used to respond to a second attack operation on the second form of the virtual character, and cancel the display of the virtual character when the second part is destroyed and the health value of the virtual character is reduced to a second health value threshold.
[0240] In an optional embodiment, the second part of the virtual character has a swallowing function; the display module 620 is used to display the second part of the virtual character having the first characteristic when the virtual character successfully swallows the swallowing target having the first characteristic.
[0241] In an optional embodiment, the display module 620 is used for at least one of the following: when the virtual character successfully engulfs an engulfing target with flame characteristics, displaying the second part of the virtual character with the flame characteristics; when the virtual character successfully engulfs an engulfing target with laser characteristics, displaying the second part of the virtual character with the laser characteristics; when the virtual character successfully engulfs an engulfing target with missile characteristics, displaying the second part of the virtual character with the missile characteristics; when the virtual character successfully engulfs an engulfing target with machine gun characteristics, displaying the second part of the virtual character with the machine gun characteristics.
[0242] In an optional embodiment, the display module 620 is used to display the virtual character having a restraining relationship with a second object when the virtual character successfully engulfs a first object, and the first object is a engulfing target having a restraining relationship with the second object.
[0243] In an optional embodiment, the device further includes a human-computer interaction module 640, and the human-computer interaction module 640 is used to respond to operations on the terminal.
[0244] Fig.15 : is a block diagram of a human-computer interaction device based on a virtual character provided by an exemplary embodiment of the present application. The device includes:
[0245] A determination module 720 is used to determine the first form as the form of the virtual character, wherein the virtual character in the first form includes a first part for attacking;
[0246] The determining module 720 is used to determine the second form as the form of the virtual character when the first part is damaged, and the virtual character in the second form includes a second part for attacking;
[0247] The determination module 720 is used to determine that the virtual character is in a defeated state when the second part is damaged;
[0248] The first part and the second part have different attack parameters from the main body of the virtual character.
[0249] In an optional embodiment, the determination module 720 is used to determine the second form as the form of the virtual character when the first part is destroyed and the life value of the virtual character is reduced to a first life value threshold.
[0250] In an optional embodiment, the determination module 720 is used to determine that the virtual character is in a defeated state when the second part is destroyed and the life value of the virtual character is reduced to a second life value threshold.
[0251] In an optional embodiment, the second part of the virtual character has a phagocytic function; the determination module 720 is used to determine the first characteristic of the phagocytic target successfully phagocytosed by the virtual character as the characteristic of the second part of the virtual character.
[0252] In an optional embodiment, the body of the virtual character has a devouring function; the determination module 720 is used to, when there is a candidate devouring target within the attack range of the body of the virtual character, determine the candidate devouring target as the final devouring target; when there is no candidate devouring target within the attack range of the body of the virtual character, determine the candidate devouring target with the smallest required turning angle among the candidate devouring targets outside the attack range as the final devouring target.
[0253] In an optional embodiment, the device further includes a transceiver module 740, and the transceiver module 740 is used to receive an operation instruction sent by a terminal, and send a virtual character in the first form / second form to the terminal.
[0254] It should be noted that the human-computer interaction device based on virtual characters provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the human-computer interaction device based on virtual characters provided in the above embodiment and the human-computer interaction method embodiment based on virtual characters belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0255] The present application also provides a terminal, which includes a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the human-computer interaction method based on a virtual character provided by each of the above method embodiments. It should be noted that the terminal can be as follows Fig.16 The terminal provided.
[0256] Fig.16 The structure block diagram of a terminal 900 provided by an exemplary embodiment of the present application is shown. The terminal 900 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4), a laptop computer or a desktop computer. The terminal 900 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
[0257] Typically, the terminal 900 includes a processor 901 and a memory 902 .
[0258] The processor 901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 901 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 901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 901 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 901 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0259] The memory 902 may include one or more computer-readable storage media, which may be non-transitory. The memory 902 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 902 is used to store at least one instruction, which is used to be executed by the processor 901 to implement the human-computer interaction method based on a virtual character provided in the method embodiment of the present application.
[0260] In some embodiments, the terminal 900 may also optionally include: a peripheral device interface 903 and at least one peripheral device. The processor 901, the memory 902 and the peripheral device interface 903 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 903 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 904, a display screen 905, a camera assembly 906, an audio circuit 907, a position assembly 908 and a power supply 909.
[0261] The peripheral device interface 903 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 901 and the memory 902. In some embodiments, the processor 901, the memory 902, and the peripheral device interface 903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 901, the memory 902, and the peripheral device interface 903 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0262] The radio frequency circuit 904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 904 communicates with communication networks and other communication devices through electromagnetic signals. The radio frequency circuit 904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 904 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, and the like. The radio frequency circuit 904 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 904 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0263] The display screen 905 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos and any combination thereof. When the display screen 905 is a touch display screen, the display screen 905 also has the ability to collect touch signals on the surface or above the surface of the display screen 905. The touch signal can be input to the processor 901 as a control signal for processing. At this time, the display screen 905 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 905 can be one, and the front panel of the terminal 900 is set; in other embodiments, the display screen 905 can be at least two, which are respectively set on different surfaces of the terminal 900 or are folded; in some other embodiments, the display screen 905 can be a flexible display screen, which is set on the curved surface or folded surface of the terminal 900. Even, the display screen 905 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 905 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode) and the like.
[0264] The camera assembly 906 is used to capture images or videos. Optionally, the camera assembly 906 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 906 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.
[0265] The audio circuit 907 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 901 for processing, or input them into the radio frequency circuit 904 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 terminal 900. 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 901 or the radio frequency circuit 904 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 ranging. In some embodiments, the audio circuit 907 may also include a headphone jack.
[0266] The location component 908 is used to locate the current geographical location of the terminal 900 to implement navigation or LBS (Location Based Service). The location component 908 can be a location component based on the GPS (Global Positioning System), Beidou system or Galileo system.
[0267] The power supply 909 is used to power various components in the terminal 900. The power supply 909 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 909 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 charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0268] In some embodiments, the terminal 900 further includes one or more sensors 910 . The one or more sensors 910 include, but are not limited to: an acceleration sensor 911 , a gyroscope sensor 912 , a pressure sensor 913 , an optical sensor 915 , and a proximity sensor 916 .
[0269] The acceleration sensor 911 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 900. For example, the acceleration sensor 911 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 901 can control the display screen 905 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 911. The acceleration sensor 911 can also be used to collect motion data of games or users.
[0270] The gyro sensor 912 can detect the body direction and rotation angle of the terminal 900, and the gyro sensor 912 can cooperate with the acceleration sensor 911 to collect the user's 3D actions on the terminal 900. The processor 901 can implement the following functions based on the data collected by the gyro sensor 912: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0271] The pressure sensor 913 can be set on the side frame of the terminal 900 and / or the lower layer of the display screen 905. When the pressure sensor 913 is set on the side frame of the terminal 900, it can detect the user's holding signal of the terminal 900, and the processor 901 performs left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 913. When the pressure sensor 913 is set on the lower layer of the display screen 905, the processor 901 controls the operability controls on the UI interface according to the user's pressure operation on the display screen 905. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0272] The optical sensor 915 is used to collect the ambient light intensity. In one embodiment, the processor 901 can control the display brightness of the display screen 905 according to the ambient light intensity collected by the optical sensor 915. Specifically, when the ambient light intensity is high, the display brightness of the display screen 905 is increased; when the ambient light intensity is low, the display brightness of the display screen 905 is reduced. In another embodiment, the processor 901 can also dynamically adjust the shooting parameters of the camera component 906 according to the ambient light intensity collected by the optical sensor 915.
[0273] The proximity sensor 916, also called a distance sensor, is usually arranged on the front panel of the terminal 900. The proximity sensor 916 is used to collect the distance between the user and the front of the terminal 900. In one embodiment, when the proximity sensor 916 detects that the distance between the user and the front of the terminal 900 is gradually decreasing, the processor 901 controls the display screen 905 to switch from the screen-on state to the screen-off state; when the proximity sensor 916 detects that the distance between the user and the front of the terminal 900 is gradually increasing, the processor 901 controls the display screen 905 to switch from the screen-off state to the screen-on state.
[0274] Those skilled in the art will understand that Fig.16 The structure shown in the figure does not constitute a limitation on the terminal 900, and the terminal 900 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.
[0275] The memory also includes one or more programs, which are stored in the memory, and the one or more programs include a method for performing a human-computer interaction method based on a virtual character provided in an embodiment of the present application.
[0276] Fig.17 1 is a schematic diagram of a server structure according to an exemplary embodiment. The server 1300 includes a central processing unit (CPU) 1301, a system memory 1304 including a random access memory (RAM) 1302 and a read-only memory (ROM) 1303, and a system bus 1305 connecting the system memory 1304 and the central processing unit 1301. The computer device 1300 also includes a basic input / output system (I / O system) 1306 for helping to transmit information between various devices in the computer device, and a large-capacity storage device 1307 for storing an operating system 1313, an application program 1314 and other program modules 1315.
[0277] The basic input / output system 1306 includes a display 1308 for displaying information and an input device 1309 such as a mouse and a keyboard for user inputting information. The display 1308 and the input device 1309 are connected to the central processing unit 1301 through an input / output controller 1310 connected to the system bus 1305. The basic input / output system 1306 may also include an input / output controller 1310 for receiving and processing inputs from a plurality of other devices such as a keyboard, a mouse, or an electronic stylus. Similarly, the input / output controller 1310 also provides output to a display screen, a printer, or other types of output devices.
[0278] The mass storage device 1307 is connected to the central processing unit 1301 through a mass storage controller (not shown) connected to the system bus 1305. The mass storage device 1307 and its associated computer device readable medium provide non-volatile storage for the computer device 1300. That is, the mass storage device 1307 may include a computer device readable medium (not shown) such as a hard disk or a compact disc read-only memory (CD-ROM) drive.
[0279] Without loss of generality, the computer device readable medium may include computer device storage media and communication media. Computer device storage media include volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer device readable instructions, data structures, program modules or other data. Computer device storage media include RAM, ROM, Erasable Programmable Read-Only Memory (EPROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), CD-ROM, Digital Video Disc (DVD) or other optical storage, cassette, tape, disk storage or other magnetic storage devices. Of course, those skilled in the art will know that the computer device storage medium is not limited to the above. The above-mentioned system memory 1304 and mass storage device 1307 can be collectively referred to as memory.
[0280] According to various embodiments of the present disclosure, the server 1300 may also be connected to a remote computer device on a network through a network such as the Internet. That is, the computer device 1300 may be connected to the network 1311 through a network interface unit 1312 connected to the system bus 1305, or the network interface unit 1312 may be used to connect to other types of networks or remote computer device systems (not shown).
[0281] The memory also includes one or more programs, which are stored in the memory. The central processing unit 1301 implements all or part of the steps of the above-mentioned human-computer interaction method based on virtual characters by executing the one or more programs.
[0282] The present application provides a computer-readable storage medium, in which at least one instruction is stored. The at least one instruction is loaded and executed by the processor to implement the human-computer interaction method based on a virtual character provided by each of the above method embodiments.
[0283] The present application also provides a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. A processor of a computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the human-computer interaction method based on a virtual character provided in the above optional implementation.
[0284] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0285] 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.
[0286] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
[0287] It should be noted that before collecting relevant data of users and during the process of collecting relevant data of users, this application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained. In other words, all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.
Claims
1. A human-computer interaction method based on a virtual character, characterized in that: The method is executed by a terminal, and includes: Displaying a virtual character in a first form, wherein the virtual character in the first form includes a first part for attacking; In response to a first attack operation on the virtual character in the first form, when the first part is destroyed, displaying the virtual character in a second form, wherein the virtual character in the second form includes a second part for attacking; In response to a second attack operation on the virtual character in the second form, when the second part is destroyed, canceling the display of the virtual character; The first part and the second part have different attack parameters from the main body of the virtual character.
2. The method according to claim 1, characterized in that In response to the first attack operation on the virtual character in the first form, when the first part is destroyed, displaying the virtual character in the second form includes: In response to a first attack operation on the virtual character in the first form, when the first part is destroyed and the life value of the virtual character is reduced to a first life value threshold, the virtual character in the second form is displayed.
3. The method according to claim 2, characterized in that The second part is a tentacle of the virtual character; In response to the first attack operation on the virtual character in the first form, when the first part is destroyed and the life value of the virtual character is reduced to a first life value threshold, displaying the virtual character in the second form includes: In response to the first attack operation on the virtual character in the first form, when the first part is destroyed and the life value of the virtual character is reduced to the first life value threshold, the main body of the virtual character and the tentacles of the virtual character are displayed.
4. The method according to claim 3, characterized in that The method further comprises: When displaying the virtual character in the second form, displaying the main body of the virtual character and the tentacles in an attacking state; When the tentacle is destroyed, the main body of the virtual character is displayed in an attacking state.
5. The method according to claim 1, characterized in that: The first part is a turret on the virtual character; The virtual character displaying the first form includes: The main body of the virtual character and the turret on the virtual character are displayed.
6. The method according to claim 5, characterized in that The method further comprises: When the virtual character in the first form is displayed, the turret is displayed in an attacking state; When the turret is destroyed, the main body of the virtual character is displayed in an attacking state.
7. The method according to claim 1, characterized in that In response to the second attack operation on the virtual character in the second form, when the second part is destroyed, canceling the display of the virtual character, comprises: In response to a second attack operation on the virtual character in the second form, when the second part is destroyed and the life value of the virtual character is reduced to a second life value threshold, the display of the virtual character is cancelled.
8. The method according to claim 1, characterized in that The second part of the virtual character has a phagocytic function; The method further comprises: When the virtual character successfully engulfs the engulfment target having the first characteristic, a second part of the virtual character having the first characteristic is displayed.
9. The method according to claim 8, characterized in that When the virtual character successfully engulfs the engulfment target having the first characteristic, displaying the second part of the virtual character having the first characteristic includes at least one of the following: When the virtual character successfully engulfs the engulfment target with the flame characteristic, displaying a second part of the virtual character with the flame characteristic; When the virtual character successfully engulfs the engulfment target with the laser characteristic, displaying a second part of the virtual character with the laser characteristic; When the virtual character successfully engulfs the engulfment target with missile characteristics, displaying a second part of the virtual character with the missile characteristics; When the virtual character successfully engulfs the engulfment target having the characteristics of a machine gun, a second part of the virtual character having the characteristics of a machine gun is displayed.
10. The method according to claim 8, characterized in that The method further comprises: When the virtual character successfully engulfs the first object, the virtual character is displayed as having a restraining relationship with a second object, and the first object is a target of engulfment having a restraining relationship with the second object.
11. A human-computer interaction method based on a virtual character, characterized in that: The method is executed by a server, and comprises: Determine a first form as the form of the virtual character, wherein the virtual character in the first form includes a first part for attacking; In the case where the first part is damaged, determining a second form as the form of the virtual character, the virtual character in the second form including a second part for attacking; In the case where the second part is damaged, determining that the virtual character is in a defeated state; The first part and the second part have different attack parameters from the main body of the virtual character.
12. The method according to claim 11, characterized in that The step of determining the second form as the form of the virtual character when the first part is destroyed comprises: When the first part is destroyed and the life value of the virtual character is reduced to a first life value threshold, the second form is determined as the form of the virtual character.
13. The method according to claim 11, characterized in that In the case where the second part is damaged, determining that the virtual character is in a defeated state includes: When the second part is destroyed and the life value of the virtual character is reduced to a second life value threshold, it is determined that the virtual character is in a defeated state.
14. The method according to claim 11, characterized in that The second part of the virtual character has a phagocytic function; The method further comprises: The first characteristic of the engulfment target successfully engulfed by the virtual character is determined as the characteristic of the second part of the virtual character.
15. The method according to claim 11, characterized in that The main body of the virtual character has a phagocytic function; The method further comprises: In the case where there is a candidate engulfing target within the attack range of the main body of the virtual character, determining the candidate engulfing target as the final engulfing target; In the case that the candidate engulfing target does not exist within the attack range of the main body of the virtual character, the candidate engulfing target with the smallest required turning angle among the candidate engulfing targets outside the attack range is determined as the final engulfing target.
16. A human-computer interaction device based on a virtual character, characterized in that: The device comprises: A display module, configured to display a virtual character in a first form, wherein the virtual character in the first form includes a first part for attacking; The display module is used for, in response to a first attack operation on the virtual character in the first form, displaying the virtual character in a second form when the first part is destroyed, wherein the virtual character in the second form includes a second part for attack; The display module is configured to, in response to a second attack operation on the virtual character in the second form, cancel the display of the virtual character when the second part is destroyed; The first part and the second part have different attack parameters from the main body of the virtual character.
17. A human-computer interaction device based on a virtual character, characterized in that: The device comprises: A determination module, configured to determine a first form as the form of the virtual character, wherein the virtual character in the first form includes a first part for attacking; The determining module is used to determine the second form as the form of the virtual character when the first part is damaged, and the virtual character in the second form includes a second part for attacking; The determination module is used to determine that the virtual character is in a defeated state when the second part is damaged; The first part and the second part have different attack parameters from the main body of the virtual character.
18. A computer device, characterized in that: The computer device 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 a virtual character as described in any one of claims 1 to 10 or the human-computer interaction method based on a virtual character as described in any one of claims 11 to 15.
19. A computer-readable storage medium, characterized in that: The readable storage medium 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 a virtual character as described in any one of claims 1 to 10 or the human-computer interaction method based on a virtual character as described in any one of claims 11 to 15.
20. A computer program product or a computer program, characterized in that The computer program product stores at least one program, which is loaded and executed by a processor to implement the human-computer interaction method based on a virtual character as described in any one of claims 1 to 10 or the human-computer interaction method based on a virtual character as described in any one of claims 11 to 15.