Virtual scene interaction method and device, equipment, storage medium and program product
By performing the ingestion and release of object capabilities in the virtual world, and using the virtual summoning object to release the object ability of the virtual interactive object, the problems of cumbersome operation and high performance consumption in the existing technology are solved, and a simpler and more flexible operation process and lower performance consumption are achieved.
Patent Information
- Application Number
- CN202411668057.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-20
- Publication Date
- 2025-03-18
AI Technical Summary
In the open world game, when users want to have the object capabilities of other virtual interactive objects, the operation is complicated, the flexibility is low, and the performance consumption of electronic devices is large.
By performing ingestion and release operations of object capabilities in the virtual world, use virtual summoning objects to release the object capabilities of virtual interactive objects, simplifying the operation process, improving flexibility, and reducing the performance consumption of electronic devices.
It realizes simplicity and flexibility of operation, reduces the performance consumption of electronic devices, and improves the gaming experience.
Smart Images

Figure CN119633377A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of artificial intelligence, and relate to but are not limited to a virtual scene interaction method, device, equipment, storage medium and program product. Background Art
[0002] In an open world game, the end user controls the virtual character to move around in the virtual world and complete game tasks. There are also multiple virtual interactive objects in the virtual world, and the virtual character controlled by the user can play games and interact with the virtual interactive objects.
[0003] For the virtual characters and virtual interactive objects controlled by the user, each has at least one object capability, which is exclusive to the virtual characters and virtual interactive objects themselves. Different virtual characters or virtual interactive objects have different object capabilities. In the related art, if the terminal user wants to have the object capability of other virtual interactive objects, he needs to restart the game and select the virtual interactive object with the object capability as the virtual character controlled by the terminal user in the current virtual world.
[0004] Obviously, the implementation method in the related art is more complicated and less flexible when having the object capabilities of other virtual interactive objects, and will cause greater performance consumption of electronic devices. Summary of the invention
[0005] The embodiments of the present application provide a virtual scene interaction method, apparatus, device, storage medium and program product, which can be applied at least in the field of games. By executing object capability acquisition and release operations in the virtual world, the object capability of the virtual interactive object can be released through the summoned virtual summoning object, thereby simplifying the operation of having the object capability of other virtual interactive objects, improving the flexibility of operation, and greatly reducing the performance consumption of the electronic device when having the object capability of other virtual interactive objects.
[0006] The technical solution of the embodiment of the present application is implemented as follows:
[0007] An embodiment of the present application provides a virtual scene interaction method, the method comprising: displaying a virtual interactive object in a virtual world of a first virtual character; in response to an acquisition operation of an object capability of the virtual interactive object, transferring the object capability to the first virtual character; in response to a release operation of the object capability, releasing the object capability through a virtual summoning object; the virtual summoning object is a virtual object obtained by copying the virtual interactive object.
[0008] An embodiment of the present application provides a virtual scene interaction device, the device comprising: a display module, used to display a virtual interaction object in a virtual world of a first virtual character; a transfer module, used to transfer the object capability to the first virtual character in response to an acquisition operation of the object capability of the virtual interaction object; a release module, used to release the object capability through a virtual summoning object in response to a release operation of the object capability; the virtual summoning object is a virtual object obtained by copying the virtual interaction object.
[0009] In the above scheme, the virtual interactive object has multiple object capabilities; the transfer module is also used to: in response to an acquisition operation of the object capabilities of the virtual interactive object, randomly select at least one target object capability from the multiple object capabilities, and transfer the target object capability to the first virtual character.
[0010] In the above scheme, the virtual interactive object has multiple object capabilities; the transfer module is also used to: in response to an ingestion operation on the object capabilities of the virtual interactive object, determine the object capabilities that are currently in an ingestible state from the multiple object capabilities; randomly select at least one target object capability from the object capabilities that are currently in an ingestible state, and transfer the target object capability to the first virtual character.
[0011] In the above scheme, the virtual interactive object has multiple object capabilities; the device also includes: a panel display module, used to display an object capability selection panel in the virtual world, and the object capability selection panel displays the object capability icon of each object capability of the virtual interactive object; the transfer module is also used to: in response to a selection operation on any object capability icon and an acquisition operation on the object capability of the virtual interactive object, transfer the object capability corresponding to the object capability icon selected by the selection operation to the first virtual character.
[0012] In the above scheme, the device also includes: a special effect element display module, which is used to display a dynamic first special effect element at the position of the virtual interactive object when the object capability is transferred to the first virtual character, and to display the dynamic first special effect element moving from the position of the virtual interactive object to the position of the first virtual character.
[0013] In the above scheme, the device also includes: an audio playback module, which is used to play a first special effect audio when a dynamic first special effect element is displayed at the position of the virtual interactive object; and play a second special effect audio when the dynamic first special effect element is displayed and moves from the position of the virtual interactive object to the position of the first virtual character.
[0014] In the above scheme, the device also includes: a ejection object display module, which is used to change the virtual interactive object into a virtual ejection object when transferring the object capability to the first virtual character, and to display the virtual ejection object ejected from the position of the virtual interactive object to the position of the first virtual character.
[0015] In the above scheme, the release module is also used to: in response to the release operation of the object ability, display the skill release effect of the virtual summoning object releasing the object ability to the target release object of the current interface; display the response result of the target release object to the object ability.
[0016] In the above scheme, the device also includes: an object destruction module, which is used to display the object destruction special effect of the virtual summoning object after displaying the response result of the target release object to the object capability; wherein, when the object destruction special effect is displayed, the virtual summoning object disappears from the current interface.
[0017] In the above scheme, the target release object includes at least one of the following: a release object within the field of view of the first virtual character, a release object within the first area where the first virtual character is located, the current game object of the first virtual character, a release object within the field of view of the virtual interactive object, a release object within the second area where the virtual interactive object is located, and a release object selected in response to a release object selection operation; the game object is a virtual object that plays against the first virtual character at the current moment; the first virtual character is located at the center of the first area, and the first area has a first preset size; the virtual interactive object is located at the center of the second area, and the second area has a second preset size.
[0018] In the above scheme, the display module is also used to: in the target scene interaction mode, display the virtual interactive object and the interactive button with a first display state in the virtual world; the interactive button in the first display state is used to implement the capture operation of the object capability of the virtual interactive object.
[0019] In the above scheme, the device also includes: a state switching module, which is used to switch the display state of the interactive button to a second display state after transferring the object capability to the first virtual character in response to an acquisition operation of the object capability of the virtual interactive object; the interactive button in the second display state is used to release the object capability; the interactive button with the first display state corresponds to a first function; the interactive button in the second display state corresponds to a second function; there is a preset order between the second function and the first function; the preset order is a logical order, and the logical order is: execute the second function after executing the first function.
[0020] In the above scheme, the display module is also used to: display virtual interactive objects and interactive buttons displayed as a first display icon in the virtual world; the first display icon is an icon corresponding to the first function; the state switching module is also used to: switch the first display icon to a second display icon; the second display icon is an icon corresponding to the object capability.
[0021] In the above scheme, when there are multiple object capabilities, the second display icon is an icon corresponding to any one of the multiple object capabilities; or, the second display icon is a display icon after the icons of the multiple object capabilities are fused; or, the second display icon is an icon corresponding to the first object capability among the multiple object capabilities; the first object capability is the object capability with the highest release priority among the multiple object capabilities.
[0022] In the above scheme, the state switching module is also used to: in response to transferring the object capability of the virtual interactive object to the first virtual character, play a dynamic second special effect element at the display position of the interactive button; in response to the completion of playing the dynamic second special effect element, switch the display state of the interactive button to the second display state.
[0023] In the above scheme, the release module is also used to: respond to the triggering operation of the interactive button for the second display state, display the skill release effect of the virtual summoning object releasing the object ability to the target release object of the current interface; display the response result of the target release object to the object ability.
[0024] In the above scheme, the release module is also used to: respond to the triggering operation of the interactive button for the second display state, display the skill release effect of the first virtual character and the virtual summoning object simultaneously releasing the object ability to the target release object of the current interface; display the response result of the target release object to the object ability.
[0025] In the above solution, the state switching module is also used to: after releasing the object capability, switch the display state of the interactive button from the second display state to the first display state.
[0026] In the above scheme, the device also includes: a button display module, which is used to display an interactive button with a third display state in the virtual world of the first virtual character; in response to a triggering operation on the interactive button with the third display state, display the virtual world in the target scene interaction mode.
[0027] In the above scheme, the device also includes: a countdown module, which is used to display a countdown component at a first position of the current interface after the display state of the interactive button is switched to a second display state; the distance between the first position and the position where the interactive button is located is less than a preset distance threshold; the release module is also used to: in response to a trigger operation of the interactive button for the second display state and the countdown in the countdown component is greater than zero, release the object capability through the virtual summoning object.
[0028] In the above scheme, the countdown module is also used to: in response to the countdown in the countdown component being equal to zero, play a skill expiration special effect at the display position of the interactive button; and switch the display state of the interactive button from the second display state to the first display state.
[0029] An embodiment of the present application provides an electronic device, comprising: a memory for storing computer-executable instructions or computer programs; and a processor for implementing the above-mentioned virtual scene interaction method when executing the computer-executable instructions or computer programs stored in the memory.
[0030] An embodiment of the present application provides a computer program product, which includes computer executable instructions or a computer program. When the computer executable instructions or the computer program are executed by a processor, the above-mentioned virtual scene interaction method is implemented.
[0031] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the above-mentioned virtual scene interaction method is implemented.
[0032] The embodiments of the present application have the following beneficial effects:
[0033] When the terminal user displays the virtual interactive object in the virtual world of the first virtual character through the electronic device, the object capability of the virtual interactive object can be transferred to the first virtual character by performing an acquisition operation on the object capability of the virtual interactive object, and the object capability can be released by the virtual summoned object obtained by the release operation on the object capability, and the virtual summoned object is a virtual object obtained by copying the virtual interactive object. In this way, by performing the acquisition operation and the release operation of the object capability in the virtual world, the object capability of the virtual interactive object can be released by the summoned virtual summoned object, so that when the terminal user wants to have the object capability of other virtual interactive objects, there is no need to restart the game, and select the virtual interactive object with the object capability as the virtual character controlled by the terminal user in the current virtual world, so that the operation of having the object capability of other virtual interactive objects is more concise, the flexibility of the operation is improved, and the performance consumption of the electronic device is greatly reduced when having the object capability of other virtual interactive objects. BRIEF DESCRIPTION OF THE DRAWINGS
[0034] Figure 1 This is an optional architecture diagram of a virtual scene interaction system provided in an embodiment of the present application;
[0035] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application;
[0036] Figure 3 This is an optional flowchart of the virtual scene interaction method provided in the embodiment of the present application;
[0037] Figure 4 is another optional flowchart of the virtual scene interaction method provided in an embodiment of the present application;
[0038] Figure 5 This is another optional flowchart of the virtual scene interaction method provided in the embodiment of the present application;
[0039] Figure 6 is a schematic diagram of the interaction flow of the virtual scene interaction method provided in an embodiment of the present application;
[0040] Figure 7 It is an interface diagram of adding operation buttons in the related art;
[0041] Figure 8 This is an interface diagram of combining the object shooting function and the monster skill release function provided in the embodiment of the present application for operation replacement;
[0042] Fig. 9 This is a flowchart of the technology for implementing the object-capturing monster skill provided in the embodiment of the present application;
[0043] Fig.10It is a schematic diagram of the technical side process for acquiring skills provided in an embodiment of the present application;
[0044] Fig.11 This is a schematic diagram of the judgment process of the server when releasing a skill provided in an embodiment of the present application;
[0045] Fig.12 This is an interface diagram for modifying and configuring dropped skills and the upper limit of the number of ingestion provided by an embodiment of the present application;
[0046] Fig.13 It is a flow chart of the terminal acquisition skill provided in the embodiment of the present application;
[0047] Fig.14 This is a configuration interface diagram for creating afterimages for monsters provided in an embodiment of the present application;
[0048] Fig.15 This is a technical configuration interface diagram for successful performance of photographing provided by an embodiment of the present application;
[0049] Fig.16A This is an interface diagram for configuring avatars of different monsters provided in an embodiment of the present application;
[0050] Fig. 16B This is an interface diagram for playing special effects at the position of a camera button provided in an embodiment of the present application;
[0051] Fig.17 It is a schematic diagram of the technical side process when releasing a skill provided in an embodiment of the present application;
[0052] Fig.18 It is a configuration interface diagram of the technical side provided by the embodiment of the present application;
[0053] Fig.19 This is a background execution logic interface diagram of releasing the ingestion skill node provided in an embodiment of the present application;
[0054] Fig. 20 is a diagram of a behavior tree of a monster provided in an embodiment of the present application;
[0055] Fig.21 This is a background execution logic interface diagram for summoning a monster to perform self-destruction provided by an embodiment of the present application. DETAILED DESCRIPTION
[0056] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.
[0057] In the following description, reference is made to "some embodiments", which describe a subset of all possible embodiments, but it is understood that "some embodiments" may be the same subset or different subsets of all possible embodiments, and may be combined with each other without conflict. Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meaning as those commonly understood by those skilled in the art of the technical field of the embodiments of the present application. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0058] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0059] In the related art, if the terminal user wants to have the object capability of other virtual interactive objects, he needs to restart the game and select the virtual interactive object with the object capability as the virtual character controlled by the terminal user in the current virtual world. Obviously, the implementation method in the related art is more complicated and less flexible when having the object capability of other virtual interactive objects, and will cause greater performance consumption of the electronic device.
[0060] Based on at least one of the above problems existing in the methods in the related art, the embodiments of the present application provide a virtual scene interaction method, when a terminal user displays a virtual interactive object in a virtual world of a first virtual character through an electronic device, the object capability can be transferred to the first virtual character by performing an acquisition operation on the object capability of the virtual interactive object, and the object capability can be released by a virtual summon object obtained by summoning, and the virtual summon object is a virtual object obtained by copying the virtual interactive object. In this way, by performing the acquisition operation and release operation of the object capability in the virtual world, the object capability of the virtual interactive object can be released by the summoned virtual summon object, so that when the terminal user wants to have the object capability of other virtual interactive objects, there is no need to restart the game, and select the virtual interactive object with the object capability as the virtual character controlled by the terminal user in the current virtual world, so that the operation of having the object capability of other virtual interactive objects is more concise, the flexibility of the operation is improved, and the performance consumption of the electronic device is greatly reduced when having the object capability of other virtual interactive objects.
[0061] Here, firstly, an exemplary application of the virtual scene interaction device of the embodiment of the present application is described, and the virtual scene interaction device is an electronic device for implementing the virtual scene interaction method. In one implementation, the virtual scene interaction device (i.e., electronic device) provided in the embodiment of the present application can be implemented as a terminal or a server. In one implementation, the virtual scene interaction device provided in the embodiment of the present application can be implemented as a laptop, a tablet computer, a desktop computer, a mobile phone, a portable music player, a personal digital assistant, a dedicated messaging device, a portable game device, an intelligent robot, an intelligent home appliance, and an intelligent vehicle-mounted device, etc., any terminal with game data processing and game application operation; in another implementation, the virtual scene interaction device provided in the embodiment of the present application can also be implemented as a server, wherein the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDN, Content Delivery Network), and basic cloud computing services such as big data and artificial intelligence platforms. The terminal and the server may be connected directly or indirectly via wired or wireless communication, which is not limited in the embodiments of the present application. Below, an exemplary application when the virtual scene interaction device is implemented as a terminal will be described.
[0062] See also Figure 1 , Figure 1 It is an optional architectural diagram of the virtual scene interaction system provided in an embodiment of the present application. In order to support a game application and enable the terminal user to have the object capability of other virtual interaction objects by running the game application, the virtual scene interaction system 10 in the embodiment of the present application includes at least a terminal 100, a network 200 and a server 300. The terminal 100 is installed with a game application. The server 300 is the background server of the game application and is used to provide game data during the game operation, for example, image rendering data of the game interface.
[0063] The following is an example of installing a game application on a terminal. In the embodiment of the present application, the terminal 100 can constitute the virtual scene interaction device of the embodiment of the present application, that is, the virtual scene interaction method of the embodiment of the present application is implemented through the terminal 100. The terminal 100 is connected to the server 300 through the network 200. The network 200 can be a wide area network or a local area network, or a combination of the two. The server 300 is used to provide game data during the game operation.
[0064] See also Figure 1In the process of running the game application on the terminal 100, the virtual world of the first virtual character is displayed on the client of the game application, wherein the relevant display data of the virtual world of the first virtual character (such as image rendering data used to render the virtual world of the first virtual character in the game data, character configuration data of the first virtual character, etc.) is sent by the server 300 to the terminal 100 through the network 200 after the terminal sends a game running request to the server. After receiving these relevant display data, the terminal 100 can render the game interface based on these relevant display data, thereby obtaining the display interface of the virtual world of the first virtual character, and displaying the virtual world of the first virtual character on the terminal 100.
[0065] During the operation of the game application, when the terminal user wants to have the object capabilities of other virtual interactive objects, the virtual interactive object can be displayed in the virtual world of the first virtual character; then, the terminal 100 transfers the object capability to the first virtual character in response to the terminal user's operation of capturing the object capability of the virtual interactive object; finally, the terminal 100 releases the object capability through the virtual summoning object in response to the terminal user's operation of releasing the object capability; the virtual summoning object here is a virtual object obtained by copying the virtual interactive object.
[0066] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application, Figure 2 The electronic device shown may be a virtual scene interaction device, which includes: at least one processor 310, a memory 350, at least one network interface 320, and a user interface 330. The various components in the virtual scene interaction device are coupled together through a bus system 340. It is understood that the bus system 340 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 340 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, the bus system 340 is not shown in FIG. Figure 2 Various buses are labeled as bus system 340 .
[0067] The processor 310 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0068] The user interface 330 includes one or more output devices 331 that enable presentation of media content, and one or more input devices 332 .
[0069] The memory 350 may be removable, non-removable or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drive, optical disk drive, etc. The memory 350 may optionally include one or more storage devices physically away from the processor 310. The memory 350 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 350 described in the embodiment of the present application is intended to include any suitable type of memory. In some embodiments, the memory 350 can store data to support various operations, and examples of these data include programs, modules, and data structures or subsets or supersets thereof, as exemplarily described below.
[0070] An operating system 351 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic businesses and processing hardware-based tasks; a network communication module 352 is used to reach other computing devices via one or more (wired or wireless) network interfaces 320. Exemplary network interfaces 320 include: Bluetooth, wireless compatibility certification (WiFi), and Universal Serial Bus (USB), etc.; an input processing module 353 is used to detect one or more user inputs or interactions from one of the one or more input devices 332 and translate the detected inputs or interactions.
[0071] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. Figure 2 A virtual scene interaction device 354 stored in the memory 350 is shown. The virtual scene interaction device 354 may be a virtual scene interaction device in an electronic device, which may be software in the form of a program or a plug-in, and includes the following software modules: a display module 3541, a transfer module 3542, and a release module 3543. These modules are logical, and therefore may be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.
[0072] In some embodiments, the device provided in the embodiments of the present application can be implemented in hardware. As an example, the device provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the virtual scene interaction method provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field programmable gate arrays (FPGAs), or other electronic components.
[0073] The virtual scene interaction method provided in each embodiment of the present application can be executed by an electronic device, wherein the electronic device can be a server or a terminal, that is, the virtual scene interaction method in each embodiment of the present application can be executed by a server, or by a terminal, or by interaction between a server and a terminal.
[0074] Figure 3 This is an optional flow chart of the virtual scene interaction method provided in the embodiment of the present application. Figure 3 The steps shown are explained as Figure 3 As shown, the virtual scene interaction method is described by taking the execution subject of the terminal as an example, and the method includes the following steps S101 to S103:
[0075] Step S101: displaying a virtual interactive object in a virtual world of a first virtual character.
[0076] In an embodiment of the present application, during the running of the game application, the terminal can display a virtual world in the game scene on the current interface, where the virtual world is the game world, and also display virtual interactive objects in the virtual world of the first virtual character.
[0077] Here, the first virtual character may refer to a player character in a game, and a player character (PC, PlayerCharacter) in a game refers to a role played by a player in the game. The player plays the game, experiences the game story and completes the game task by controlling the role.
[0078] In an embodiment of the present application, the first virtual character can be a custom character, that is, the player is allowed to customize the appearance, gender, category, and skills of the character to meet the personalized needs of the player. The first virtual character may also have a level system, and the character can gain experience points by completing tasks, games, or explorations, and then upgrade to improve attributes and abilities. The first virtual character may also have various skills and equipment, which can be trained, purchased, or acquired during the game to enhance the combat effectiveness of the first virtual character. The first virtual character can interact with other characters (non-player characters, NPCs) in the virtual world, such as dialogue, transactions, cooperation, or hostility.
[0079] Step S102: In response to an acquisition operation of an object capability of a virtual interactive object, the object capability is transferred to the first virtual character.
[0080] Here, the terminal user (ie, the player) can perform an acquisition operation on the object capability of the virtual interactive object on the client of the game application, so that the terminal transfers the object capability to the first virtual character in response to the acquisition operation, thereby achieving the purpose of the first virtual character acquiring the object capability.
[0081] The virtual interactive object is a virtual object in the virtual world that can interact with the first virtual character, and the virtual interactive object has at least one object capability. For example, the virtual interactive object can be a monster in a game. In a game, a monster refers to a character controlled by a game AI. The virtual interactive object can be a hostile entity encountered by the first virtual character in the virtual world, and can also have multiple forms and functions.
[0082] In the embodiment of the present application, the virtual interactive object may have the following characteristics: different types and forms, the virtual interactive object may be a creature of various forms, from traditional animals to completely fictitious alien creatures, all of which can be used as the physical form of the virtual interactive object in the virtual world, the virtual interactive object may be based on real creatures, virtual creatures or purely designed by the creativity of the game designer, and the embodiment of the present application does not limit the physical form of the virtual interactive object. The virtual interactive object may also have different behavior modes, such as passive (not actively attacking the player), neutral (only counterattack when attacked) or active (actively looking for and attacking the player), and the virtual interactive object may follow a specific patrol path or have a random movement mode. The virtual interactive object may also have attribute parameters such as life value, attack power, defense power, or may have special abilities, such as casting magic, venom attack or controlling other creatures. The virtual interactive object may also be configured with a combat mechanism, and the combat mechanism of the virtual interactive object may be relatively simple, or it may be a complex behavior tree or state machine. The virtual interactive object may also have a specific attack mode or skill, which requires the player to learn and adapt. Virtual interactive objects can also have weaknesses and resistances. For example, they can have weaknesses (such as fire, ice, electricity) or resistance to certain types of attacks. Players understand these weaknesses to defeat monsters more effectively. Virtual interactive objects can also be key characters in the story of the virtual world, with their own unique background stories and motivations. For example, virtual interactive objects can be selected nobles, victims transformed into monsters, or creatures controlled by a certain force, etc. Therefore, under these background stories and motivations, the skills of virtual interactive objects will also change. When defeated, virtual interactive objects can also enable the player character to gain experience points, gold coins or items. These items can be equipment, consumables, materials or quest items. Virtual interactive objects can appear alone or in groups in nests or specific areas. Virtual interactive objects can also be large monsters (such as Boss) that require players to use special strategies and teamwork to defeat them. Virtual interactive objects can also adapt to specific environments, such as underground, water or forests, and have advantages in these environments. The appearance and behavior of virtual interactive objects will be affected by the environment they are in. Virtual interactive objects can also be dynamically generated, meaning their number and variety can vary based on the needs of the game and environmental conditions.
[0083] The object capability of a virtual interactive object refers to the various capabilities possessed by the virtual interactive object, which are the special skills or characteristics displayed by the virtual interactive object in the game match or interaction. These capabilities are designed to provide challenges for players and increase the depth and diversity of the game. The object capability can be a unique or exclusive capability of the virtual interactive object, or it can be a capability shared or possessed by multiple or multiple virtual interactive objects. The object capability of a virtual interactive object can be a skill of the virtual interactive object. For example, the object capabilities of the virtual interactive object may include at least one of the following: physical attack (including various melee and ranged physical attacks, such as swinging, biting, throwing objects or launching energy bullets), elemental attack (using elements such as fire, ice, electricity, wind, etc. to cause additional damage or status effects), poison attack (releasing venom through contact, ranged projectiles or environmental traps to cause continuous damage), summoning ability (summoning other monsters, friendly forces or illusions to assist in combat), control skills (using skills such as immobilization, sleep, fear, silence, etc. to control the player's actions), invisibility and stealth (temporarily invisible or stealthy, making it difficult for players to discover or lock monsters), recovery ability (self-recovery of health during the game), resistance and immunity (resistance to or complete immunity to certain types of damage), change of form (changing form during combat will change its capabilities, defense or attack methods), environmental adaptability (in The abilities of the monsters include enhanced abilities in specific environments, such as underwater or on specific terrains), group behavior (acting as a group, coordinating attacks or performing complex tactical actions), passive abilities (providing continuous buffs, such as increasing attack power, defense, or movement speed), displacement skills (allowing monsters to instantly move to different locations, evade, or quickly approach players), explosive attacks (using explosives or self-explosion to cause large-scale damage), perception abilities (having special perception abilities, such as night vision, farsightedness, or the ability to detect the player's hidden state), traps and ambushes (setting traps or ambushes, using the environment or disguise to gain advantages), shields and armor (having shields or armor that provide additional protection, requiring attacks on specific parts to cause effective damage), special attack modes (having unique attack modes, such as taking turns, charging attacks, or chain attacks), etc. These object abilities can be used alone or in combination to create a variety of combat scenarios and strategies.
[0084] In addition to the various object capabilities listed above, the object capabilities of the virtual interactive object may also refer to the skills of the virtual interactive object (ie, the skills of the monster). For example, the skills of a virtual interactive object may include at least one of the following: attack skills (used to attack opponents, such as swordsmanship, long-range shooting, etc.), physical attacks (such as sword strikes, punches, arrows, etc.), defense skills (used to reduce or resist damage from opponents), protective shields (such as magic shields, energy shields, etc.), healing skills (used to restore the character's health or eliminate negative states), auxiliary skills (provide additional help or enhance the character's abilities), deceleration skills (slow down the opponent's movement speed), gain effects (such as increasing attack power, defense power, speed, etc.), escape skills (used to quickly leave battle or avoid danger), dodge skills (increase the character's chance of dodging attacks), teleportation skills (instantly move to another location), exploration skills (help the character explore the environment in the game), teleportation skills (quickly traverse the map), perception skills (detect hidden objects or traps around), interaction skills (interact with the environment or objects in the game), unlocking skills (opening locked doors or containers), gathering skills (collecting resources or items), and special skills (skills with special effects, such as changing the weather, controlling time, etc.).
[0085] For a virtual interactive object, the object capability of the virtual interactive object can be unlocked by upgrading, learning, pre-configuration or completing a task. The virtual interactive object can have multiple object capabilities, and the object capability to be acquired by the first virtual character can be determined from the multiple object capabilities, and the object capability to be acquired can be transferred to the first virtual character.
[0086] In one implementation, in response to an acquisition operation of the object capability of the virtual interactive object, transferring the object capability to the first virtual character in step S102 may be: in response to an acquisition operation of the object capability of the virtual interactive object, randomly selecting at least one target object capability from a plurality of object capabilities, and transferring the target object capability to the first virtual character.
[0087] Here, the capture operation for the object capability of the virtual interactive object may be a capture operation performed by the player on the current interface, for example, a click operation may be performed on the capture button displayed on the current interface, a click operation may be performed on the capture button displayed next to the virtual interactive object, etc. After the player clicks the capture button, the terminal may randomly select one or more target object capabilities from multiple object capabilities of the virtual interactive object, wherein the number of selected target object capabilities may be a number pre-configured by the game, that is, the number of target object capabilities that the player can capture each time may be pre-configured; or, the number of selected target object capabilities may also be determined based on the player's operation on the terminal interface, for example, the player may select or input the target number of target object capabilities to be captured and perform the capture operation, and thus the target number of object capabilities will be randomly selected as the target object capabilities.
[0088] After the target object capabilities are selected, these target object capabilities are transferred to the first virtual character, so that the first virtual character has the target object capabilities.
[0089] In another implementation, in response to an ingestion operation on the object capability of the virtual interactive object, the object capability is transferred to the first virtual character in step S102, which can be: first, in response to the ingestion operation on the object capability of the virtual interactive object, the object capability currently in an ingestible state is determined from a plurality of object capabilities; then, at least one target object capability is randomly selected from the object capabilities currently in an ingestible state, and the target object capability is transferred to the first virtual character.
[0090] Here, the object capability in the ingestible state can be a skill that the virtual interactive object can release in the current game scene, or it can be a skill that the virtual interactive object has at the current level. Since each virtual interactive object has multiple object capabilities, an object capability display panel can be popped up by clicking on the virtual interactive object. In the object capability display panel, the object capability in the ingestible state is displayed with a color icon, and the object capability in the non-ingestible state is displayed with a gray icon.
[0091] When selecting the target object ability, one or more target object abilities can be randomly selected from the object abilities currently in the ingestible state, wherein the number of the selected target object abilities can be the number pre-configured by the game, that is, the number of object abilities in the ingestible state that the player can ingest each time can be pre-configured; or, the number of the selected target object abilities can also be determined based on the player's operation on the terminal interface, for example, the player can select or input the target number of object abilities in the ingestible state to be ingested and perform the ingestion operation, so the target number of object abilities will be randomly selected as the target object abilities. After the target object abilities are selected, these target object abilities will be transferred to the first virtual character, so that the first virtual character has the target object abilities.
[0092] In another implementation, an object capability selection panel may be displayed in the virtual world, and the object capability selection panel displays object capability icons of each object capability of the virtual interactive object. At this time, in response to the acquisition operation of the object capability of the virtual interactive object in step S102, the object capability is transferred to the first virtual character, which may be: in response to the selection operation of any object capability icon and the acquisition operation of the object capability of the virtual interactive object, the object capability corresponding to the object capability icon selected by the selection operation is transferred to the first virtual character.
[0093] Here, the object ability selection panel may be the same display panel as the object ability display panel, that is, the object ability display panel is the object ability selection panel. In the object ability selection panel, the player can select the object ability to be captured by clicking on the object ability icons of the displayed object abilities. The selection operation for any object ability icon is the click operation on the object ability icon. After the player performs the selection operation on one or more object ability icons, and then performs the click operation on the capture button, the object ability corresponding to the object ability icon selected by the selection operation will be transferred to the first virtual character.
[0094] In an embodiment of the present application, when a player chooses to click on multiple object ability icons, there will be a preset quantity threshold. When the number of object ability icons selected by clicking reaches the quantity threshold, other object ability icons cannot be selected and clicked. For the selected object ability icon, there may also be a cancel mark. When the player clicks the cancel mark, the selection operation of the object ability icon is canceled.
[0095] After the target object capabilities are transferred to the first virtual character, the virtual interactive object will uninstall these target object capabilities, that is, after the target object capabilities are transferred to the first virtual character, the terminal will uninstall the target object capabilities of the virtual interactive object, and at this time, the virtual interactive object will no longer have these target object capabilities; the virtual interactive object no longer has these target object capabilities, which may be permanent in the current game, or there may be a cooling time, when the cooling time is reached, the target object capabilities are automatically loaded again to the virtual interactive object, so that the target object capabilities are again possessed. Alternatively, after the target object capabilities are transferred to the first virtual character, the virtual interactive object may still have these target object capabilities.
[0096] After the terminal unloads the target object capability of the virtual interactive object, since the virtual interactive object does not have the target object capability, the target object capability of the virtual interactive object cannot be ingested within the time period (i.e., in this game or within the cooling-down period), and the target object capability is in a non-ingestible state; after the target object capability is loaded on the virtual interactive object, the target object capability is in an ingestible state, and the target object capability of the virtual interactive object can be ingested.
[0097] In some embodiments, when the target object capability is transferred to the first virtual character, a dynamic first special effect element can also be displayed at the location of the virtual interactive object, and the dynamic first special effect element can be moved from the location of the virtual interactive object to the location of the first virtual character.
[0098] Here, the first special effect element refers to the visual and auditory performance when the target object ability is transferred, which is used to enhance the player experience and game immersion, that is, the first special effect element is a performance special effect element. The first special effect element may include at least one of the following: luminous special effects, particle special effects, animation special effects, etc. Among them, for the luminous special effect, when the target object ability is transferred, it can be accompanied by a bright light, which can be represented by a luminous sphere, light or halo, and the luminous sphere, light or halo will move from the position of the virtual interactive object to the position of the first virtual character. For particle special effects, different particle effects can be used to simulate the transfer and flow of magic energy target object ability, such as smoke, sparks, flashing light, etc., and smoke, sparks, and flashing light will move from the position of the virtual interactive object to the position of the first virtual character. For animation special effects, when the target object ability is transferred, it can be accompanied by animation, which can be the target object ability jumping from the virtual interactive object to the first virtual character, or released from the backpack or an item of the virtual interactive object, and jumping to the first virtual character.
[0099] In some embodiments, the first special effects element may also be some action special effects elements. For example, the first special effects element may include at least one of the following: hand-held transfer special effects, absorption and release special effects, state change special effects, environment interaction special effects, character interaction special effects, visual indication special effects, special symbol special effects, etc.
[0100] Among them, for the hand-held transfer special effect, when the target object's ability is transferred, it can be transferred through physical contact, that is, the hand-held transfer special effect means that the virtual interactive object will actively make an obvious action, such as hand-holding the item or skill ball in the hand to the first virtual character, and the first virtual character will also reach out to receive the item or skill ball. For the absorption and release special effects, when the target object's ability is transferred, the virtual interactive object will show a release action (such as exhaling, spitting out), and the first virtual character will show an absorption action (such as inhaling, swallowing), accompanied by corresponding visual and sound effects. For the state change special effect, when the target object's ability is transferred, the virtual interactive object will change its state, such as body deformation, color change, or the appearance of specific symbols or patterns. For the environmental interaction special effect, when the target object's ability is transferred, it will affect the surrounding environment, such as causing the ground to tremble, the wind to blow, or the water surface to fluctuate. For the character interaction special effect, when the target object's ability is transferred, the first virtual character can perform specific interactions with the virtual interactive object to trigger the skill transfer, such as touching a specific part or item of the virtual interactive object. For visual indication effects, when the target object's ability is transferred, specific visual indications will appear on the game interface, such as the virtual interactive object's skill slot lighting up, skill icon changes, or prompt text. For special symbol effects, when the target object's ability is transferred, specific symbols or texts may appear, which may have cultural or game-specific meanings.
[0101] In some embodiments, when a dynamic first special effect element is displayed at the location of a virtual interactive object, a first special effect audio can also be played; and when the dynamic first special effect element is moved from the location of the virtual interactive object to the location of the first virtual character, a second special effect audio can also be played.
[0102] Here, the first special effect audio can be the same audio as the second special effect audio, or can be different audio. The first special effect audio and the second special effect audio are important elements for enhancing the player's immersion and game experience. The second special effect audio can be played immediately after the first special effect audio, that is, after the first special effect audio is played, the second special effect audio is played.
[0103] The first special effect audio and the second special effect audio may include at least one of the following: ancient language sounds (when the target object's ability is transferred, sounds similar to ancient spells can be played, which are low and mysterious), energy flow sounds (used to simulate the sound of energy flow, which can be buzzing, electric current sounds or sounds similar to energy waves), sound effect roars (similar to the sounds of explosions or shock waves, used to express the strong energy of skill transfer), sound effect scratching (used to imitate the sound of energy passing through the air, similar to the sound of fingers scratching on a blackboard), sound effect ripples (used to simulate the sound of sound waves or energy ripples propagating in space), sound effect ejection (when the target object's ability is transferred, sounds similar to ejection or flying can be played to express the dynamic characteristics of the skill), sound effect transition (when the target object's ability is transferred, there can be a smooth transition sound effect to express the transfer process).
[0104] For example, the first special effect audio and the second special effect audio can be a "portal" sound (when the target object's ability is transferred, a sound similar to the opening and closing of a portal can be played), an "energy absorption" sound (when the first virtual character absorbs the target object's ability, a sound similar to energy being sucked or liquefied can be played).
[0105] In other embodiments, when the target object capability is transferred to the first virtual character, the virtual interactive object may be changed to a virtual projectile object, and the virtual projectile object may be displayed as being projected from the location of the virtual interactive object to the location of the first virtual character.
[0106] After the target object's capabilities are transferred to the first virtual character, the target object's capabilities may be processed in the following ways:
[0107] Method 1: Change of skill form. After the skill is transferred to the first virtual character, the skill display icon and skill appearance will be adjusted, such as the skill icon or the animation effect when the skill is released.
[0108] Method 2: Adjustment of skill attributes. The transferred skill attributes can be adjusted according to the attributes of the first virtual character to adapt to the ability of the first virtual character or the game environment. For example, a skill that improves physical attack can be adjusted accordingly according to the attack type (e.g., physical attack) of the first virtual character.
[0109] Method 3: Change of skill cooldown time. The skill cooldown time may change according to the specific mechanism or skill configuration of the first virtual character.
[0110] Method 4: Adjustment of skill unlocking conditions. Some skills require specific levels, attribute values or other conditions to be used. After skill transfer, these conditions can be re-evaluated.
[0111] Method 5: Change of skill visual effects. The release animation, light effect or sound effect of the skill can be different according to the first virtual character to reflect the unique personality or ability of the first virtual character.
[0112] Method 6: Changes in skill range and impact. The attack range or impact radius of certain skills can be changed according to the body size or shape of the first avatar.
[0113] Method 7: The resources consumed by the skill are changed. For example, some skills may consume specific attribute values. After the skill is transferred, the consumed attribute values can be adjusted according to the ability of the first virtual character.
[0114] Step S103, in response to the release operation for the object capability, releasing the object capability through the virtual summoning object.
[0115] Here, the virtual summon object is a virtual object obtained by copying the virtual interactive object. The virtual summon object is a virtual object of the same type as the virtual interactive object, and can release the acquired object ability. The virtual summon object and the virtual interactive object have different identifiers. When receiving the release operation of the object ability by the terminal user, the object attribute parameters of the virtual interactive object can be obtained, and then the object attribute parameters can be copied to obtain the copy parameters, and the virtual summon object is created using the copy parameters, and the virtual summon object is displayed on the current interface. Afterwards, the object ability is released through the virtual summon object, that is, the skill release effect of the virtual summon object releasing the object ability is displayed.
[0116] The object attribute parameters of a virtual interactive object refer to the numerical values and characteristic parameters used to describe the characteristics of the virtual interactive object. The object attribute parameters determine the behavior, ability and way of interaction of the virtual interactive object with the player. For example, the object attribute parameters of the virtual interactive object may include at least one of the following: health points (HP), attack power (Attack), defense power (Defense), damage resistance (Magic Resistance), speed (Speed) (referring to the speed at which the virtual interactive object moves or attacks, affecting its combat rhythm), experience (referring to the amount of experience points obtained after the player character defeats the virtual interactive object), gold coins / rewards (referring to the amount of gold coins or other rewards obtained after the player character defeats the virtual interactive object), drop rate (referring to the probability that the virtual interactive object drops a specific item), skills and stunts (referring to the special attacks or abilities used by the virtual interactive object), weaknesses / resistances (referring to the virtual interactive object may be particularly vulnerable or resistant to certain types of attacks or elements), AI behavior (referring to the intelligent behavior patterns of the virtual interactive object, such as patrolling, attacking, escaping or seeking support), size and damage radius (affecting the virtual interactive object). The following are the main factors affecting the game: the effective range of the virtual interactive object in the game), field of view (the maximum distance at which the virtual interactive object can perceive the player character or other targets), trigger conditions (the conditions under which the virtual interactive object is activated or the game starts, such as the player entering a specific area or completing a specific action), special states (the virtual interactive object can have special states, such as burning, freezing, etc., which will affect its behavior and abilities), life recovery (the ability of the virtual interactive object to automatically restore health during the game), summoning ability (the ability of the virtual interactive object to summon other virtual interactive objects or creatures to assist in combat), leadership (the virtual interactive object may be able to command other virtual interactive objects or influence their behavior), and respawn time (the time interval for the virtual interactive object to reappear after being defeated).
[0117] In an embodiment of the present application, in step S103, in response to the release operation for the object ability, the object ability is released through the virtual summoning object, which can be: first, in response to the release operation for the object ability, the skill release effect of the virtual summoning object releasing the object ability to the target release object of the current interface is displayed; then, the response result of the target release object to the object ability is displayed.
[0118] Here, the target release object includes at least one of the following: a release object within the field of view of the first virtual character, a release object within the first area where the first virtual character is located, the current game object of the first virtual character, a release object within the field of view of the virtual interactive object, a release object within the second area where the virtual interactive object is located, and a release object selected in response to a release object selection operation. Among them, the game object is a virtual object that is playing against the first virtual character at the current moment. The first virtual character is located at the center of the first area, and the first area has a first preset size; the virtual interactive object is located at the center of the second area, and the second area has a second preset size.
[0119] During the implementation process, after displaying the response result of the target release object to the object capability, the object destruction effect of the virtual summon object can also be displayed; wherein, when the object destruction effect display is completed, the virtual summon object disappears from the current interface.
[0120] Here, the object destruction special effects include visual effects and audio effects, and the object destruction special effects are used to show the destruction process of the virtual summon object. Among them, the visual effects special effects may include at least one of the following: explosion and collapse (the virtual summon object may produce an explosion or body collapse effect when it is destroyed, accompanied by fragments flying and dust rising), liquid splash, light and energy waves (the virtual summon object may release light or energy waves when it is destroyed), fragments (the virtual summon object may leave body fragments after it is destroyed, and these body fragments may disappear over time or be collected by the player character), shadow (the virtual summon object may turn into a shadow when it is destroyed, and then gradually dissipate), elemental effects (the virtual summon object may produce elemental effects when it is destroyed, such as extinguishing a flame, melting ice, or calming a storm, etc.). The audio effects may include at least one of the following: destruction roar (a specific roar or call may be emitted when a virtual summon object is destroyed), popping and cracking sounds (the destruction of a virtual summon object may be accompanied by popping, cracking or the sound of objects colliding), environmental changes (the destruction of a virtual summon object may cause changes in the surrounding environment, such as shaking trees, ground vibrations or water surface fluctuations, as well as corresponding sounds), silence and tranquility (there may be a period of silence or tranquility when a virtual summon object is destroyed, expressing the end of the game).
[0121] Different types of virtual summon objects may have different styles of object destruction special effects, and different styles of object destruction special effects are used to reflect the unique identity and ability of the virtual summon objects.
[0122] The virtual scene interaction method provided by the embodiment of the present application is that when the terminal user displays a virtual interactive object in the virtual world of the first virtual character through an electronic device, the object capability of the virtual interactive object can be transferred to the first virtual character by performing an acquisition operation on the object capability of the virtual interactive object, and the object capability can be released by a virtual summon object obtained by summoning, and the virtual summon object is a virtual object obtained by copying the virtual interactive object. In this way, by performing the acquisition operation and release operation of the object capability in the virtual world, the object capability of the virtual interactive object can be released by the summoned virtual summon object, so that when the terminal user wants to have the object capability of other virtual interactive objects, there is no need to restart the game, and the virtual interactive object with the object capability is selected as the virtual character controlled by the terminal user in the current virtual world, so that the operation of having the object capability of other virtual interactive objects is more concise, the flexibility of the operation is improved, and the performance consumption of the electronic device is greatly reduced when having the object capability of other virtual interactive objects.
[0123] Based on the above embodiments, the present application further provides a virtual scene interaction method. Figure 4 This is another optional flow chart of the virtual scene interaction method provided in the embodiment of the present application. Figure 4 The steps shown are explained as Figure 4 As shown, the virtual scene interaction method is described by taking the execution subject of the terminal as an example, and the method includes the following steps S201 to S204:
[0124] Step S201: displaying a virtual interactive object and an interactive button with a first display state in a virtual world of a first virtual character.
[0125] Here, in the target scene interaction mode, a virtual interaction object and an interaction button with a first display state are displayed in the virtual world of the first virtual character.
[0126] In a game application, there can be a variety of different interaction modes. Different interaction modes refer to different ways of playing or functions within the game. Different interaction modes can provide players with a diverse gaming experience. Each mode has its own specific rules and goals. The target scene interaction mode refers to a mode that can capture the object capabilities of a virtual interactive object, and the ability to summon a virtual summoned object to release the captured object capabilities. For example, in a certain game application, the target scene interaction mode can be called the "Song Mouling Mode".
[0127] An interactive button is an operation button, which is an operation control in a touch-screen mobile terminal that controls the behavior of a character in the game by clicking, long pressing, dragging, etc. On the client interface of the game application, at least one interactive button can be displayed, and each interactive button corresponds to at least one function. In different interactive modes, the form and number of interactive buttons are different due to the different functions. The same interactive button can exist simultaneously in different interactive modes, or it can only appear in a specific interactive mode. In the target scene interactive mode, an interactive button with a first display state corresponds to a first function; the interactive button in the first display state is used to implement the capture operation of the object capability of the virtual interactive object. The first function may be a photography function.
[0128] In an embodiment of the present application, displaying a virtual interactive object and an interactive button with a first display state in the virtual world of the first virtual character may be displaying the virtual interactive object and the interactive button displayed as a first display icon in the virtual world; the first display icon is an icon corresponding to the first function.
[0129] Step S202: In response to an acquisition operation of an object capability of a virtual interactive object, the object capability is transferred to the first virtual character.
[0130] In the embodiment of the present application, the terminal user can perform a trigger operation on the interactive button with the first display state, and the trigger operation constitutes an acquisition operation for the object capability of the virtual interactive object. Therefore, the object capability of the virtual interactive object can be transferred to the first virtual character in response to the trigger operation on the interactive button with the first display state. That is, after receiving the trigger operation (e.g., a click operation) of the terminal user on the interactive button with the first display state, the object capability of the virtual interactive object can be transferred to the first virtual character in response to the trigger operation.
[0131] Step S203: switch the display state of the interactive button to a second display state.
[0132] Here, the interaction button in the second display state corresponds to the second function; the interaction button in the second display state is used to release the object capability of the captured virtual interactive object. There is a preset sequence between the second function and the first function. The preset sequence can be a logical sequence, and the logical sequence means: the second function is executed after the first function is executed. The second function can be a skill release function.
[0133] In the embodiment of the present application, since the interactive button is displayed as a first display icon in the virtual world, when the display state of the interactive button is switched to the second display state, the first display icon can be switched to the second display icon; the second display icon is an icon corresponding to the object capability of the captured virtual interactive object.
[0134] When displaying the second display icon, if there are multiple object capabilities to be ingested, the second display icon may be an icon corresponding to any one of the multiple object capabilities; or, the second display icon may be a display icon obtained by merging the icons of multiple object capabilities; or, the second display icon may also be an icon corresponding to the first object capability among the multiple object capabilities, and the first object capability is the object capability with the highest release priority among the multiple object capabilities.
[0135] For example, the second display icon can be displayed in a "first in, first out" display mode. For example, if three object capabilities A, B and C are captured, and object capability A is the first of the three object capabilities to be captured, followed by object capability B, and finally object capability C, therefore, the icon corresponding to object capability A can be displayed, and the icon corresponding to object capability A can be displayed as the second display icon at the interaction button position, so that the interaction button has a second display state; when object capability A is released and object capabilities B and C are not released, the icon corresponding to object capability B can be displayed again, and the icon corresponding to object capability B can be displayed as the second display icon at the interaction button position; thereafter, when object capability B is released and object capability C is not released, the icon corresponding to object capability C can be displayed again, and the icon corresponding to object capability C can be displayed as the second display icon at the interaction button position.
[0136] The second display icon can also be displayed in a "last in, first out" display mode. For example, if three object capabilities A, B and C are captured, and object capability A is the first of the three object capabilities to be captured, followed by object capability B, and finally object capability C. Therefore, after object capabilities A, B and C are captured, the icon corresponding to object capability C can be displayed, and the icon corresponding to object capability C can be displayed as the second display icon at the interactive button position, so that the interactive button has a second display state; when object capability C is released and object capabilities B and A are not released, the icon corresponding to object capability B can be displayed again, and the icon corresponding to object capability B can be displayed as the second display icon at the interactive button position; thereafter, when object capability B is released and object capability A is not released, the icon corresponding to object capability A can be displayed again, and the icon corresponding to object capability A can be displayed as the second display icon at the interactive button position.
[0137] The second display icon can also be displayed in the "automatic adaptation" display mode. For example, if three object abilities A, B, and C are captured, the icon corresponding to which object ability can be automatically adapted as the second display icon. For example, the first virtual character is currently in a house, and a fire occurs in the house. The captured object ability A is the skill of releasing flames, the object ability B is the skill of splashing water, and the object ability C is the skill of generating electricity. Since the skill most suitable for releasing in the current scene adaptation is object ability B, the icon corresponding to object ability B can be determined as the second display icon and displayed at the interactive button position.
[0138] The second display icon can also be displayed in a "pre-configured" display mode, and the priority of each object capability can be pre-configured, and different object capabilities have different priorities. When multiple object capabilities A, B, and C are captured at the same time, the priorities of the three object capabilities A, B, and C can be determined, and then the object capability with the highest priority can be selected, and the icon of the object capability with the highest priority can be used as the second display icon.
[0139] Icon fusion of multiple object capability icons can be performed by using image processing technology to fuse multiple icons into one display icon, or by using icon superposition to fuse multiple object capability icons into one display icon. For example, the icon of object capability A is a cloud, and the icon of object capability B is a ball of fire. Then, after icon fusion of the icons of object capability A and object capability B, a new display icon of a ball of fire on a cloud can be obtained.
[0140] In some embodiments, when multiple object capabilities are captured at the same time, the determined second display icon may be displayed all the time until all the multiple object capabilities are released, and then the display state of the interactive button is switched. For example, when multiple object capabilities A, B, and C are captured at the same time, assuming that the icon of object capability B is determined as the second display icon by any of the above methods, the icon of object capability B may be displayed all the time until all object capabilities A, B, and C are released, and then the display state of the interactive button is switched.
[0141] In some embodiments, the display state of the interactive button is switched to the second display state, and when the object capability of the virtual interactive object is transferred to the first virtual character, a dynamic second special effect element is played at the display position of the interactive button, and then when the dynamic second special effect element is played, the display state of the interactive button is switched to the second display state. For example, the second special effect element can be a particle element, and when the object capability of the virtual interactive object is transferred to the first virtual character, a particle special effect can be played around the interactive button, and when the particle special effect disappears, the display state of the interactive button is switched to the second display state.
[0142] Step S204, in response to the release operation for the object capability, releasing the object capability through the virtual summoning object.
[0143] In the embodiment of the present application, the object capability can be released by virtually summoning the object in response to a triggering operation of the interactive button for the second display state.
[0144] In one implementation, in response to a triggering operation of an interactive button for the second display state, a skill release effect of the virtual summoning object releasing the object ability to the target releasing object of the current interface can be displayed; and the response result of the target releasing object to the object ability can be displayed.
[0145] The target release object may include at least one of the following: a release object within the field of view of the first virtual character, a release object within the first area where the first virtual character is located, the current game object of the first virtual character, a release object within the field of view of the virtual interactive object, a release object within the second area where the virtual interactive object is located, and a release object selected in response to a release object selection operation; the game object is a virtual object that plays against the first virtual character at the current moment; the first virtual character is located at the center of the first area, and the first area has a first preset size; the virtual interactive object is located at the center of the second area, and the second area has a second preset size.
[0146] Skill release effects are visual effects produced by virtual summoned objects when using their abilities in the virtual world. Skill release effects not only enhance the visual effects of the game, but also help players identify the types and effects of skills. Skill release effects may include at least one of the following: energy rays (when skills are released, they can produce effects such as energy waves, beams, rays or explosions), visual effect overlays (some skills can produce overlay effects when released, such as halos, ripples or stripes), element animations (for elemental skills, such as fire, ice, electricity, etc., corresponding element animations can appear, such as flames, ice or lightning effects), particle effects (when using skills, there can be effects such as dust, stardust, light and shadow or particle explosions), action animations (when skills are released, the character can make specific movements or gestures, such as waving arms, making gestures or full-body movements), and skill casting animations (some skills can have a series of animations to simulate the complexity of the casting process). Of course, in addition to processing visual effects, there can also be sound effects, which can be coordinated with sound effects. When skills are released, they can be accompanied by specific sound effects, such as explosions and energy release sounds. Skill release special effects can also be some special visual effects, such as flashing and brightening (that is, when a skill is released, the character or skill target can flash or brighten briefly to highlight the effect), transparent or translucent effects (that is, certain skills can make the character or target temporarily become translucent or transparent to indicate a special state).
[0147] Here are some specific examples of skill release effects: Fireball: When released, a ball of fire can be generated that expands outward from the center, accompanied by high temperature and explosion sounds. Freeze Ray: When released, a blue light can appear, gradually spreading into ice cubes to show the skill release effect of the virtual summoned object releasing the object's ability to the target object on the current interface; and the response result of the target release object to the object's ability is displayed. Lightning: A flashing blue light can be generated around the character, accompanied by the sound of thunder and lightning. Healing Aura: When released, a halo can be generated around the character, and there can be a white light in the center, indicating a healing effect.
[0148] The design of skill release special effects needs to consider the following factors: Game style: Skill release special effects need to be consistent with the overall style of the game, such as cartoon style, realistic style, etc. Skill type: Different types of skills (such as physical, elemental, summoning, etc.) should have different visual expressions. Player identification: Skill release special effects need to be significant enough so that players can quickly identify the skills used. Balance: The design of skill release special effects should not distract players too much, so as not to affect the game experience.
[0149] After the virtual summon object releases the object ability to the target release object in the current interface, the response result of the target release object to the object ability can be displayed. When the target release object responds to the object ability, the response result depends on many factors, including the monster's AI, the nature of the skill, the monster's attributes, and the specific mechanism of the game. The response result of the target release object to the object ability may include at least one of the following: attack, dodge, defense or block, counterattack or counter, ignore, skill failure or resistance, state change, summon or summon support, escape, etc.
[0150] For example, if the ability of the virtual summoned object to release the target object is fireball, the target object can use water shield to resist fire damage or be burned by the fire. If the ability of the virtual summoned object to release the target object is stealth skill, the target object may not notice the player's existence until the player approaches or attacks. If the ability of the virtual summoned object to release the target object is stun skill, the target object can lose the ability to move for a period of time, during which time both the first virtual character and the virtual summoned object can attack safely.
[0151] In another implementation, in response to the triggering operation of the interactive button for the second display state, a skill release effect can be displayed in which the first virtual character and the virtual summoning object simultaneously release the object ability to the target release object of the current interface; and the response result of the target release object to the object ability is displayed.
[0152] In the embodiment of the present application, since the interactive button is displayed in the second display state at that time, after releasing the object capability, the display state of the interactive button can be switched from the second display state to the first display state, that is, the object capturing function can be realized again for the virtual interactive object, realizing a new round of object capturing operation.
[0153] In some embodiments, entering the target scene interaction mode can also be achieved through the same interaction button. That is, before entering the target scene interaction mode, an interaction button with a third display state can also be displayed in the virtual world of the first virtual character; then, in response to the triggering operation of the interaction button with the third display state, the virtual world in the target scene interaction mode is displayed.
[0154] The virtual scene interaction method provided by the embodiment of the present application uses the same interaction button when multiple functions are logically associated with each other, so that the interaction button produces different functional effects in different usage scenarios. That is, multiple logically associated functions are assigned to the same interaction button, and the functions of the interaction buttons at different stages are different, so that the interaction button replaces different functional effects in different usage scenarios, allowing multiple function buttons to occupy the same position on the screen, simplifying the complexity of the operation, and also making the visual effect of the screen more concise. A technical solution that is logical, ensures functional integrity, and reduces the number of screen operation buttons is realized.
[0155] The present application embodiment further provides a virtual scene interaction method, Figure 5 This is another optional flow chart of the virtual scene interaction method provided in the embodiment of the present application. Figure 5 The steps shown are explained as Figure 5 As shown, the virtual scene interaction method is described by taking the execution subject of the terminal as an example, and the method includes the following steps S301 to S307:
[0156] Step S301: displaying a virtual interactive object and an interactive button with a first display state in a virtual world of a first virtual character.
[0157] Step S302: In response to an acquisition operation of an object capability of a virtual interactive object, the object capability is transferred to the first virtual character.
[0158] Step S303: switch the display state of the interactive button to the second display state.
[0159] It should be noted that steps S301 to S303 are the same as the above-mentioned steps S201 to S203, and will not be repeated in the embodiment of the present application.
[0160] Step S304, displaying a countdown component at the first position of the current interface.
[0161] Here, the distance between the first position and the position where the interactive button is located is less than a preset distance threshold. For example, the first position can be any position around the interactive button and is connected to the position where the interactive button is located, that is, the countdown component is adjacent to the interactive button.
[0162] The countdown component is used to display a countdown for a preset time period. The countdown component can be a text display, or it can contain animation, sound or other visual elements to increase appeal. The key components of the countdown component include: time format (the countdown remaining time can be displayed in minutes (MM), seconds (SS) or even milliseconds (SSS) format), font and color (used to highlight the countdown and make the countdown easy to read in the game interface). The countdown in the countdown component automatically starts when the display state of the interactive button switches to the second display state.
[0163] The end user can customize the countdown time, that is, can enter or select the countdown time in the game setting interface. Game developers or game planners can also pre-configure the countdown time in the background.
[0164] The countdown component can also be dynamically updated during the display process. For example, the time is automatically updated as the countdown progresses, and the numbers gradually decrease or change color. A progress bar can also be displayed in the countdown component, that is, in addition to the digital display countdown, there can also be a progress bar to intuitively display the remaining time.
[0165] During the display of the countdown component, a countdown reminder sound may also be played, and a reminder sound may be played at important moments of the countdown (such as every minute or every second). When the countdown ends, a specific ending sound effect may be played.
[0166] Step S305, in response to the triggering operation of the interactive button for the second display state and the countdown in the countdown component being greater than zero, releasing the object capability through a virtual summoning object.
[0167] Here, when the terminal user performs a trigger operation on the interactive button of the second display state, if the countdown in the countdown component is greater than zero, it indicates that the trigger operation is valid, and thus the object capability is released through the virtual summoning object.
[0168] Step S306, in response to the countdown in the countdown component being equal to zero, playing a skill failure special effect at the display position of the interaction button.
[0169] Here, when the countdown in the countdown component is equal to zero, it indicates that the ability of the captured object has expired, so the skill expiration special effect is played at the display position of the interaction button.
[0170] A skill failure effect is a visual effect that occurs when the ability of an ingested object fails and cannot be used normally. A skill failure effect is used to provide feedback to the player, letting them know that a skill is not working as expected.
[0171] Step S307: Switch the display state of the interactive button from the second display state to the first display state.
[0172] Since the ability of the object absorbed at the current moment has expired and cannot be released, the skill absorption stage can be entered again. Therefore, the display state of the interaction button can be switched from the second display state to the first display state, so that the skill absorption operation can be performed again.
[0173] The virtual scene interaction method provided by the embodiment of the present application is that after capturing the object capability, the object capability is not permanently effective, but has a certain lifespan, and a countdown component can be displayed on the current interface. When the countdown of the countdown component is greater than zero, the object capability can be released normally, and when the countdown of the countdown component is equal to zero, the object capability can no longer be released. Therefore, after capturing the object capability, the player can release the object capability in time and perform further interactive operations, which can increase the probability of player interaction in the game and improve the interaction rate between the player and the game.
[0174] Next, the virtual scene interaction method of the embodiment of the present application will be further described in conjunction with the interaction process between the terminal installed with the game application and the server.
[0175] Figure 6 is a schematic diagram of the interaction flow of the virtual scene interaction method provided in the embodiment of the present application, such as Figure 6 As shown, the method includes the following steps S401 to S415:
[0176] Step S401: The terminal receives a game running operation input by a terminal user and generates a game running request.
[0177] Step S402: The terminal sends a game running request to the server.
[0178] Step S403: the server responds to the game running request and obtains game running data.
[0179] Step S404: the server sends the game running data to the terminal.
[0180] Step S405: the terminal renders the virtual world of the first virtual character based on the game running data, so as to display the virtual world of the first virtual character and display virtual interactive objects in the virtual world of the first virtual character during the process of the terminal running the game application.
[0181] The terminal here refers to the game terminal, on which the game application is running. During the running of the game application, relevant display data (i.e., game running data) can be obtained from the server of the game application in real time. During the running of the game application, the data interaction between the client on the terminal and the server is the key to ensure the smooth running of the game and the player experience.
[0182] In the process of data interaction between the client and the server of the game application, a data connection can be established first: when the client starts, it will first try to establish a connection with the server. This can be achieved through the Transmission Control Protocol (TCP) or the User Datagram Protocol (UDP); the server detects a specific port number and waits for the client's connection request. Then authentication and login are performed: once the connection is established, the client will send the player's login information, such as username and password, or log in without a password through a token. The server verifies this information, and if the authentication is successful, the client is allowed to enter the game world (i.e., the virtual world). After that, data synchronization is performed: after successful authentication, the server will send information about the current game status to the client, including the player's position, character status, and the status of the game world. The client receives this information and builds a local game environment based on it, including scene rendering, character animation, etc. During the game operation, the player performs operations on the client, such as moving characters, attacking enemies, interacting with other players, etc. The client sends these operations to the server in the form of data packets. The server receives the client's operation request and executes the corresponding game logic, such as calculating the moving path, processing the battle results, etc. The server updates the game state according to the results of the game logic and provides status feedback, that is, the server sends the operation results and the updated game state back to the client. The client updates the local game environment based on these feedbacks to ensure that the player sees the latest game state. In multiplayer games, the data interaction between the client and the server is real-time. For example, when a player attacks another player, the server processes this action in real time and feeds back the results to all relevant clients. In order to ensure the real-time and accuracy of the data, the server will take a series of network optimization measures, such as data compression, priority processing, and data packet merging. The server will also store key game data in the database to ensure that the player's progress and status can be retained even if the player is offline. This data interaction process continues until the player ends the game and disconnects from the server. In this process, ensuring the security, accuracy and timeliness of data is an important goal of game development and operation and maintenance.
[0183] Step S406: The terminal receives an operation for acquiring the object capability of the virtual interactive object input by the terminal user, and generates an object capability acquisition request in response to the acquisition operation.
[0184] Step S407: The terminal sends an object capability acquisition request to the server.
[0185] Step S408: The server verifies the terminal user's acquisition operation in response to the object capability acquisition request.
[0186] Here, the server can perform the following verification steps: verify whether the virtual interactive object is configured with additional item rewards; verify whether the virtual interactive object is configured with drop skills; verify whether the number of times the first virtual character absorbs monster skills has reached the upper limit.
[0187] If it is verified that the virtual interactive object is configured with additional item rewards, the additional item rewards can be transferred to the player character when the skill obtained by shooting the object is released on the virtual interactive object, or after the skill is released. If it is determined that the virtual interactive object is configured with a skill that can be dropped, the configured skill can be dropped when the skill obtained by shooting the object is released on the virtual interactive object, or after the skill is released.
[0188] Step S409: When the verification result is that the verification is passed, the object capability corresponding to the ingestion operation is transferred to the first virtual character, and the transfer result is sent to the terminal.
[0189] Here, the verification is passed means that the number of times the first virtual character's monster acquisition skill has not reached the upper limit. At this time, the object ability corresponding to the acquisition operation can be transferred to the first virtual character, and the transfer result is sent to the terminal.
[0190] Step S410: After receiving the transfer result, the terminal performs interface rendering based on the transfer result, thereby displaying a virtual scene animation of transferring the object capability to the first virtual character.
[0191] Step S411: the terminal receives a release operation for object capability input by a terminal user, and generates an object capability release request in response to the release operation.
[0192] Step S412: The terminal sends an object capability release request to the server.
[0193] Step S413: the server verifies the release operation of the terminal user in response to the object capability release request.
[0194] Here, verifying the release operation of the terminal user may include: verifying whether the countdown of the countdown component is equal to zero, verifying whether the object skill to be released has been acquired, and verifying whether the object skill to be released is in a releasable state.
[0195] It is understandable that since different skills correspond to different release conditions, for example, the accelerated running skill cannot be achieved on a mountain road or in a climbing state. Therefore, if the current player character is moving forward on a mountain road, the acquired accelerated running skill cannot be released. Therefore, the accelerated running skill is in an unreleasable state.
[0196] Step S414: when the verification result is that the verification is passed, the object capability corresponding to the release operation is released, and the release result is sent to the terminal.
[0197] Step S415, after receiving the release result, the terminal performs interface rendering based on the release result, thereby displaying a virtual scene animation of releasing the object's ability through the virtual summoning object.
[0198] Here, the virtual summoning object is a virtual object obtained by copying the virtual interactive object.
[0199] The virtual scene interaction method provided by the embodiment of the present application realizes, through the interaction between the terminal and the server, that when the terminal user displays the virtual interactive object in the virtual world of the first virtual character through the terminal, the object capability can be transferred to the first virtual character by the acquisition operation of the object capability of the virtual interactive object, and the object capability can be released by the virtual summon object obtained by summoning through the release operation of the object capability, and the virtual summon object is a virtual object obtained by copying the virtual interactive object. In this way, through the interaction between the terminal and the server, the acquisition operation and release operation of the object capability are performed in the virtual world, and the object capability of the virtual interactive object can be released by the summoned virtual summon object, so that when the terminal user wants to have the object capability of other virtual interactive objects, there is no need to restart the game, and the virtual interactive object with the object capability is selected as the virtual character controlled by the terminal user in the current virtual world, so that the operation of having the object capability of other virtual interactive objects is more concise, the flexibility of operation is improved, and the performance consumption of the electronic device is greatly reduced when having the object capability of other virtual interactive objects.
[0200] The following is an explanation of an exemplary application of the embodiments of the present application in a practical application scenario.
[0201] An embodiment of the present application provides a method for simplifying the number of operation buttons on a touch-screen mobile terminal, namely, the above-mentioned virtual scene interaction method. When multiple functions are logically related, the same operation button (i.e., interaction button) is used to produce different functional effects in different usage scenarios.
[0202] In the related art, when a new function appears, an additional operation button is added on the screen. The end user needs to pay attention to the timing and location of the operation button during use, such as Figure 7 As shown in the figure, it is an interface diagram of adding operation buttons in the related art. When adding new functions such as "burst", "release control", "continue", and "dodge", new operation buttons will be added in sequence. Obviously, in the method in the related art, when there are already a large number of operation buttons on the screen, additional new buttons are added, which will affect the user's operation experience and the visual perception of the screen. In certain specific types of games, users have high requirements for the convenience of operation and the visual effects of the screen.
[0203] Based on the above-mentioned problems existing in the related art, from the perspective of game play, the embodiment of the present application combines the object ability of the virtual interactive object with the object ability function of releasing the monster virtual interactive object. First, in response to the acquisition operation of the object ability of the virtual interactive object, the object ability is transferred to the first virtual character; then, in response to the release operation of the object ability, the object ability is released through the virtual summoning object. Furthermore, from the perspective of UI interface interaction, by assigning multiple logically related functions to the same operation button, the functions of buttons at different stages are different, so that different functional effects are replaced in different usage scenarios, and multiple function buttons occupy the same position on the screen, which simplifies the complexity of the operation and also makes the visual effect of the screen more concise. A technical solution that is logical, ensures functional integrity, and reduces the number of screen operation buttons is realized.
[0204] The virtual scene interaction method provided in the embodiment of the present application can be applied to 3D action role-playing games. Here, the object capability of capturing a virtual interactive object through a capture operation is called the "capture object" function, and the object capability of summoning a virtual summon object through a release operation is called the "release monster skill" function. The embodiment of the present application combines the "capture object" function and the "release monster skill" function. Figure 8 As shown, it is an interface diagram of combining the object shooting function and the monster releasing skill function provided by the embodiment of the present application for operation replacement. Figure 8 In the figure (a), the first virtual character 801 (ie, the player character) and the virtual interactive object 802 are displayed in the current interface, that is, the virtual interactive object (which may be a monster in the game) is displayed in the virtual world of the first virtual character; Figure 8 In the figure (b), a capture button 803 corresponding to the "capture" function is displayed on the current interface. When the terminal user (i.e., the player) clicks the capture button 803, the object capability of the virtual interactive object 802 (e.g., a skill of the virtual interactive object 802) is transferred to the first virtual character 801, and the interface jumps to Figure 8 Figure (c) in Figure 8In the figure (c), the skill release button 804 corresponding to the "Release Monster Skill" function is displayed; when the player clicks the skill release button 804, it will jump to Figure 8 As shown in FIG. (d), a virtual summon object 805 is summoned, and the acquired object capability is released through the virtual summon object 805. Figure 8 As shown in Figures (a) to (d) in the video, after the player uses the "capture" function on a monster, he or she can obtain a function to release the monster's skills. The "capture" function and the "release monster skills" function have a logical order, so after obtaining the monster's skills, the original capture button is replaced with the skill release button. When the user clicks the skill release button to release the monster's skills, the capture function is restored. This avoids adding a new operation button to the screen while ensuring a complete gameplay experience.
[0205] In the embodiment of the present application, after the user obtains the function of releasing monster skills, the original shooting function can be disabled. The shooting icon (i.e., the first display icon) of the shooting button is replaced with the skill release icon (i.e., the second display icon) for releasing monster skills. The operation result of clicking the shooting button is changed to releasing the corresponding monster skill. After the monster skill is released, the skill release icon is restored to the shooting icon, and the function of the shooting button is restored at the same time.
[0206] Fig. 9 is a flowchart of the monster photography skill implementation technology provided by the embodiment of the present application, such as Fig. 9 As shown, in step S901, the player clicks the capture button; in step S902, the capture function is used on the monster; in step S903, the button icon is replaced; in step S904, the capture function is disabled; in step S905, the monster skill is equipped; wherein steps S903 to S905 can be executed in parallel. Then, in step S906, the user clicks the skill release button; in step S907, the monster skill is released; in step S908, the button icon is replaced; in step S909, the capture function is restored; in step S910, the monster skill is removed; wherein steps S908 to S910 can be executed in parallel.
[0207] It should be noted here that the process of acquiring skills refers to the player obtaining a pre-configured skill from a monster through the object capture function in the target scene interaction mode. The technical process is as follows Fig.10 As shown, the steps include steps S1001 to S1008:
[0208] Step S1001: The terminal sends a photography request to the server.
[0209] Step S1002: The server checks whether the terminal meets the conditions for photographing the object.
[0210] Step S1003: on the basis of satisfying the photographing conditions, the server sends the photographing result to the terminal.
[0211] Step S1004, the terminal displays a successful performance of the object being photographed (ie, displays the first special effect element).
[0212] Step S1005: the terminal sends a terminal performance completion message to the server.
[0213] Step S1006, the server controls the player to acquire the skills of the monster being photographed.
[0214] Step S1007, the server feeds back the skill acquisition result to the terminal, and the terminal actually acquires the monster skill.
[0215] Step S1008: the terminal displays the acquired skill performance (ie, displays the second special effect element).
[0216] In the embodiment of the present application, when the player character releases the skill obtained by shooting at the monster, he will go to the server to request the shooting result, and the server will perform the following steps: Fig.11 The judgment process shown is:
[0217] Step S1101, determine whether the monster is equipped with additional item rewards.
[0218] If it is determined that the monster is equipped with additional item rewards, the additional item rewards can be transferred to the player character when the skill obtained by capturing objects is released on the monster, or after the skill is released.
[0219] Step S1102, determine whether the monster has a skill that can be dropped.
[0220] If you determine that the monster has a skill that can be dropped, you can also drop the configured skill when you release the skill obtained by capturing objects on the monster, or after the skill is released.
[0221] Step S1103, determine whether the number of times the monster's skills are absorbed has reached the upper limit.
[0222] If it is determined that the number of times the monster skills are captured has not reached the upper limit, the current capture operation can respond normally, that is, the monster skills can be captured normally; if it is determined that the number of times the monster skills are captured has reached the upper limit, the current capture operation cannot respond normally, that is, the monster skills cannot be captured.
[0223] It should be noted that whether there is a configuration for the dropped skills and the upper limit of the number of ingestion, the planner can Fig.12Once the judgment is successful, it is considered that the monster skill can be acquired by photographing the object this time, then the terminal will be informed that the skill can be acquired by photographing the monster this time, and then the terminal will proceed as follows Fig.13 The process shown:
[0224] Step S1301, receiving a notification from the server and obtaining a skill.
[0225] Step S1302: the terminal displays the monster playing special effects, and particles begin to fly out of the monster.
[0226] Step S1303, particles fly to the character.
[0227] Step S1304, this skill can be officially used.
[0228] At the same time, in order to achieve the goal of capturing monster skills, the technical side provides the following support: First, regarding the successful performance of capturing objects, it mainly includes: disabling the capture button to prevent players from continuing to operate; the monster plays the material animation, special effects and sound effects of the captured object, among which the special effects of the captured object can include the special effects of successful capture and the special effects of failed capture, and both special effects can be played on the target virtual object (i.e. the monster); creating an afterimage for the monster and absorbing it towards the player character, such as Fig.14 As shown, it is the position of the created afterimage 141; a special effect bullet is created with the monster as the starting point and the player character as the target, wherein the special effect bullet may include: a special effect bullet when the skill obtained by capturing an object successfully flies back to the skill (released by the player character), and a special effect bullet when the afterimage of the object obtained by capturing an object flies back to the skill (released by the monster); after the bullet flies to the position of the player character, a special effect is played on the player character. Fig.15 As shown, it is a diagram of the technical side configuration interface of the successful photography performance provided by the embodiment of the present application. In this interface, you can select and configure for different successful photography performances.
[0229] Secondly, regarding the performance of obtaining skills, it mainly includes: the camera button is unbanned; the camera button icon is replaced with the portrait of the monster that obtains the skill, such as Fig.16A As shown, it is an interface diagram for configuring avatars of different monsters provided by an embodiment of the present application. Square icon paths and front icon paths can be configured for monsters with different names; a special effect (i.e., the second special effect element) is played at the position of the camera button, such as Fig. 16B , play particle effects 161 at the position of the camera button.
[0230] Next, the process of releasing skills is explained.
[0231] In the embodiment of the present application, the process of releasing a skill refers to summoning a monster just captured (i.e., a virtual summon object), and then letting the summoned monster release a special skill. After the player clicks the icon, the process on the technical side is as follows Fig.17 As shown, the following steps S1701 to S1706 are included:
[0232] Step S1701, the terminal displays the player's performance before taking a photo.
[0233] Step S1702: The terminal sends a skill release request to the server.
[0234] Step S1703: The server checks whether the terminal meets the skill release condition.
[0235] Step S1704, based on satisfying the skill release conditions, a monster summon is created to the terminal.
[0236] Step S1705: the terminal displays an interface for summoning monsters to be born and releasing skills.
[0237] Step S1706: the terminal removes the summoned monster.
[0238] At the same time, in order to achieve the goal of releasing skills, the technical side provides the following support: First, when the player clicks the skill release icon, a general skill will be released, such as Fig.18 As shown in FIG. 1 , it is a configuration interface diagram of the technical side provided by the embodiment of the present application. The general skill 181 of the protagonist selected in the box is the skill of the captured monster. When the player clicks on the skill release icon, the skill can be released. Then, when the skill is executed to the node of releasing the captured skill, the server will be requested to release the corresponding skill. Fig.19 As shown, it is a background execution logic interface diagram of releasing the ingestion skill node 191 provided by the embodiment of the present application; and the summoned monster is a monster with another ID of the same model, so that the logic of the summoned monster can be prevented from affecting the original monster. In addition, in order to support the summoned monster to release skills, in the embodiment of the present application, nodes for selecting targets and releasing skills are configured in the behavior tree of the summoned monster. The skills that need to be released are the skills that are planned in Fig.18 The configuration interface shown above configures the protagonist's universal skills for on-the-spot release. This way, there is no need to configure a behavior tree for each summoned monster. The same behavior tree as the original monster can be used to solve the problem.
[0239] like Fig. 20 As shown, it is a schematic diagram of the behavior tree of the monster provided in the embodiment of the present application. After entering the monster behavior, the behavior sequence will be selected through the selector 201. Fig. 20exemplarily shows behavior sequence 202, behavior sequence 203 and behavior sequence 204. In behavior sequence 202, first, in step 205, the search object of the summoned monster is selected as the target; then, in step 206, the skill is released, and the target ID, skill ID, whether to use the target position and the target position when releasing the skill are also configured in the behavior tree. In behavior sequence 203, first, in step 207, the surrounding targets are selected as the objects according to the monster type, and the current state of the target when selecting, the monster strength type, the camp relationship, the cylinder radius, the cylinder height and the return result are also configured in the behavior tree; then, in step 208, the skill is released, and the target ID, skill ID, whether to use the target position and the target position when releasing the skill are also configured in the behavior tree. In behavior sequence 204, energy saving is directly released, and the target ID, skill ID, whether to use the target position and the target position when releasing the skill are also configured in the behavior tree.
[0240] In the embodiment of the present application, after the summoned monster releases a skill, it will execute the logic of self-destruction at the end of the skill, so that the summoned monster will not always be on the field to affect the interaction of players, such as Fig.21 As shown, it is a background execution logic interface diagram of summoning monsters to execute self-destruction 211 provided in an embodiment of the present application.
[0241] The virtual scene interaction method provided in the embodiment of the present application can reduce the number of screen operation buttons while ensuring complete functionality in some games or applications, thereby improving the convenience of user operation and achieving a simpler screen visual effect.
[0242] It is understandable that in the embodiments of the present application, when the embodiments of the present application are applied to specific products or technologies, the content related to user information or corporate information needs to obtain user permission or consent, or the information is blurred to eliminate the correspondence between the information and the user; and the relevant data collection and processing should be strictly in accordance with the requirements of relevant national laws and regulations when applied in examples, and the informed consent or separate consent of the subject of personal information should be obtained, and subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the subject of personal information.
[0243] The following is a description of an exemplary structure of a virtual scene interaction device 354 provided in an embodiment of the present application implemented as a software module. In some embodiments, for example, Figure 2As shown, the virtual scene interaction device 354 includes: a display module 3541, used to display a virtual interactive object in the virtual world of a first virtual character; a transfer module 3542, used to transfer the object capability to the first virtual character in response to an acquisition operation of the object capability of the virtual interactive object; a release module 3543, used to release the object capability through a virtual summoning object in response to a release operation of the object capability; the virtual summoning object is a virtual object obtained by copying the virtual interactive object.
[0244] In some embodiments, the virtual interactive object has multiple object capabilities; the transfer module is also used to: in response to an acquisition operation of the object capabilities of the virtual interactive object, randomly select at least one target object capability from the multiple object capabilities, and transfer the target object capability to the first virtual character.
[0245] In some embodiments, the virtual interactive object has multiple object capabilities; the transfer module is also used to: in response to an ingestion operation on the object capabilities of the virtual interactive object, determine the object capabilities that are currently in an ingestible state from the multiple object capabilities; randomly select at least one target object capability from the object capabilities that are currently in an ingestible state, and transfer the target object capability to the first virtual character.
[0246] In some embodiments, the virtual interactive object has multiple object capabilities; the device also includes: a panel display module, used to display an object capability selection panel in the virtual world, and the object capability selection panel displays an object capability icon for each object capability of the virtual interactive object; the transfer module is also used to: in response to a selection operation on any object capability icon and an acquisition operation on the object capability of the virtual interactive object, transfer the object capability corresponding to the object capability icon selected by the selection operation to the first virtual character.
[0247] In some embodiments, the device also includes: a special effect element display module, which is used to display a dynamic first special effect element at the position of the virtual interactive object when the object capability is transferred to the first virtual character, and to display the dynamic first special effect element moving from the position of the virtual interactive object to the position of the first virtual character.
[0248] In some embodiments, the device also includes: an audio playback module, which is used to play a first special effect audio when a dynamic first special effect element is displayed at the position of the virtual interactive object; and play a second special effect audio when the dynamic first special effect element is displayed and moves from the position of the virtual interactive object to the position of the first virtual character.
[0249] In some embodiments, the device further comprises: a ejection object display module, for changing the virtual interactive object into a virtual ejection object when transferring the object capability to the first virtual character, and displaying the virtual ejection object ejected from the position of the virtual interactive object to the position of the first virtual character.
[0250] In some embodiments, the release module is also used to: in response to a release operation for the object's ability, display a skill release effect of the virtual summoning object releasing the object's ability to the target release object in the current interface; and display the response result of the target release object to the object's ability.
[0251] In some embodiments, the device also includes: an object destruction module, which is used to display the object destruction special effect of the virtual summoning object after displaying the response result of the target release object to the object ability; wherein, when the object destruction special effect is displayed, the virtual summoning object disappears from the current interface.
[0252] In some embodiments, the target release object includes at least one of the following: a release object within the field of view of the first virtual character, a release object within the first area where the first virtual character is located, the current game object of the first virtual character, a release object within the field of view of the virtual interactive object, a release object within the second area where the virtual interactive object is located, and a release object selected in response to a release object selection operation; the game object is a virtual object that plays against the first virtual character at the current moment; the first virtual character is located at the center of the first area, and the first area has a first preset size; the virtual interactive object is located at the center of the second area, and the second area has a second preset size.
[0253] In some embodiments, the display module is also used to: in the target scene interaction mode, display the virtual interactive object and the interactive button with a first display state in the virtual world; the interactive button in the first display state is used to implement the capture operation of the object capability of the virtual interactive object.
[0254] In some embodiments, the device also includes: a state switching module, which is used to switch the display state of the interactive button to a second display state after transferring the object capability to the first virtual character in response to an acquisition operation of the object capability of the virtual interactive object; the interactive button in the second display state is used to release the object capability; the interactive button with the first display state corresponds to a first function; the interactive button in the second display state corresponds to a second function; there is a preset order between the second function and the first function; the preset order is a logical order, and the logical order is: execute the second function after executing the first function.
[0255] In some embodiments, the display module is also used to: display virtual interactive objects and interactive buttons displayed as a first display icon in the virtual world; the first display icon is an icon corresponding to the first function; the state switching module is also used to: switch the first display icon to a second display icon; the second display icon is an icon corresponding to the object capability.
[0256] In some embodiments, when there are multiple object capabilities, the second display icon is an icon corresponding to any one of the multiple object capabilities; or, the second display icon is a display icon obtained by merging the icons of the multiple object capabilities; or, the second display icon is an icon corresponding to the first object capability among the multiple object capabilities; and the first object capability is an object capability having the highest release priority among the multiple object capabilities.
[0257] In some embodiments, the state switching module is also used to: in response to transferring the object capability of the virtual interactive object to the first virtual character, play a dynamic second special effect element at the display position of the interactive button; in response to the completion of playing the dynamic second special effect element, switch the display state of the interactive button to the second display state.
[0258] In some embodiments, the release module is also used to: in response to the triggering operation of the interactive button for the second display state, display the skill release effect of the virtual summoning object releasing the object ability to the target release object of the current interface; and display the response result of the target release object to the object ability.
[0259] In some embodiments, the release module is also used to: in response to the triggering operation of the interactive button for the second display state, display the skill release effect of the first virtual character and the virtual summoning object simultaneously releasing the object ability to the target release object of the current interface; and display the response result of the target release object to the object ability.
[0260] In some embodiments, the state switching module is further used to: after releasing the object capability, switch the display state of the interaction button from the second display state to the first display state.
[0261] In some embodiments, the device further includes: a button display module, configured to display an interaction button having a third display state in the virtual world of the first virtual character; and to display the virtual world in the target scene interaction mode in response to a triggering operation on the interaction button in the third display state.
[0262] In some embodiments, the device also includes: a countdown module, which is used to display a countdown component at a first position of the current interface after the display state of the interactive button is switched to a second display state; the distance between the first position and the position where the interactive button is located is less than a preset distance threshold; the release module is also used to: in response to a trigger operation of the interactive button for the second display state and the countdown in the countdown component is greater than zero, release the object capability through the virtual summoning object.
[0263] In some embodiments, the countdown module is also used to: in response to the countdown in the countdown component being equal to zero, play a skill expiration special effect at the display position of the interactive button; and switch the display state of the interactive button from the second display state to the first display state.
[0264] It should be noted that the description of the device of the embodiment of the present application is similar to the description of the above method embodiment, and has similar beneficial effects as the method embodiment, so it is not repeated. For technical details not disclosed in the embodiment of the device, please refer to the description of the method embodiment of the present application for understanding.
[0265] The embodiment of the present application provides a computer program product, which includes an executable instruction, which is a computer instruction; the executable instruction is stored in a computer-readable storage medium. When a processor of an electronic device reads the executable instruction from the computer-readable storage medium and the processor executes the executable instruction, the electronic device executes the method described in the embodiment of the present application.
[0266] The present application embodiment provides a storage medium storing executable instructions, wherein the executable instructions are stored. When the executable instructions are executed by a processor, the processor will execute the method provided by the present application embodiment, for example, Figure 3 The method shown.
[0267] In some embodiments, the storage medium can be a computer-readable storage medium, for example, a ferroelectric random access memory (FRAM), a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPR OM), a flash memory, a magnetic surface memory, an optical disk, or a compact disk read-only memory (CD-ROM), etc.; it can also be various devices including one or any combination of the above memories.
[0268] In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
[0269] As an example, executable instructions may, but need not correspond to, a file in a file system, may be stored as part of a file storing other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions). As an example, executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed at multiple locations and interconnected by a communication network.
[0270] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. A virtual scene interaction method, characterized in that: The method comprises: displaying a virtual interactive object in the virtual world of the first virtual character; In response to an acquisition operation of an object capability of the virtual interactive object, transferring the object capability to the first virtual character; In response to a release operation for the object capability, the object capability is released through a virtual summoning object; the virtual summoning object is a virtual object obtained by copying the virtual interactive object.
2. The method according to claim 1, characterized in that The virtual interactive object has multiple object capabilities; In response to the acquisition operation of the object capability of the virtual interactive object, transferring the object capability to the first virtual character comprises: In response to an acquisition operation for the object capability of the virtual interactive object, at least one target object capability is randomly selected from the plurality of object capabilities, and the target object capability is transferred to the first virtual character.
3. The method according to claim 1, characterized in that The virtual interactive object has multiple object capabilities; In response to the acquisition operation of the object capability of the virtual interactive object, transferring the object capability to the first virtual character comprises: In response to an ingestion operation for an object capability of the virtual interactive object, determining an object capability that is currently in an ingestible state from among the plurality of object capabilities; At least one target object capability is randomly selected from the object capabilities currently in an ingestible state, and the target object capability is transferred to the first virtual character.
4. The method according to claim 1, characterized in that The virtual interactive object has multiple object capabilities; The method further comprises: displaying an object capability selection panel in the virtual world, wherein the object capability selection panel displays an object capability icon for each object capability of the virtual interactive object; In response to the acquisition operation of the object capability of the virtual interactive object, transferring the object capability to the first virtual character comprises: In response to a selection operation on any object capability icon and an acquisition operation on the object capability of the virtual interactive object, the object capability corresponding to the object capability icon selected by the selection operation is transferred to the first virtual character.
5. The method according to claim 1, characterized in that When transferring the object capability to the first virtual character, the method further includes: A dynamic first special effect element is displayed at the position where the virtual interactive object is located, and the dynamic first special effect element is displayed to move from the position where the virtual interactive object is located to the position where the first virtual character is located.
6. The method according to claim 5, characterized in that The method further comprises: When a dynamic first special effect element is displayed at the position where the virtual interactive object is located, playing a first special effect audio; When the dynamic first special effect element is displayed to move from the position of the virtual interactive object to the position of the first virtual character, the second special effect audio is played.
7. The method according to claim 1, characterized in that When transferring the object capability to the first virtual character, the method further includes: The virtual interactive object is changed into a virtual ejection object, and the virtual ejection object is displayed as being ejected from the position of the virtual interactive object to the position of the first virtual character.
8. The method according to claim 1, characterized in that: In response to the release operation for the object capability, releasing the object capability by virtually summoning the object, comprises: In response to a release operation for the object ability, displaying a skill release special effect of the virtual summon object releasing the object ability to a target release object in the current interface; The response result of the target release object to the object capability is displayed.
9. The method according to claim 8, characterized in that After displaying the response result of the target release object to the object capability, the method further includes: The object destruction special effect of the virtual summon object is displayed; wherein, when the object destruction special effect is displayed, the virtual summon object disappears from the current interface.
10. The method according to claim 8 or 9, characterized in that: The target release object includes at least one of the following: The release object within the visual range of the first virtual character, the release object within the first area where the first virtual character is located, the current game object of the first virtual character, the release object within the visual range of the virtual interactive object, the release object within the second area where the virtual interactive object is located, and the release object selected in response to the release object selection operation; The game object is a virtual object that plays against the first virtual character at the current moment; The first virtual character is located at the center of the first area, and the first area has a first preset size; The virtual interactive object is located at the center of the second area, and the second area has a second preset size.
11. The method according to claim 1, characterized in that: The displaying of the virtual interactive object in the virtual world of the first virtual character comprises: In the target scene interaction mode, the virtual interaction object and an interaction button with a first display state are displayed in the virtual world; the interaction button in the first display state is used to implement an acquisition operation for the object capability of the virtual interaction object.
12. The method according to claim 11, characterized in that After transferring the object capability to the first virtual character in response to an acquisition operation of the object capability of the virtual interactive object, the method further includes: Switching the display state of the interaction button to a second display state; the interaction button in the second display state is used to release the object capability; The interactive button with the first display state corresponds to the first function; the interactive button with the second display state corresponds to the second function; there is a preset order of precedence between the second function and the first function; the preset order of precedence is a logical order of precedence, and the logical order of precedence is: execute the second function after executing the first function.
13. The method according to claim 12, characterized in that The displaying of the virtual interactive object and the interactive button having the first display state in the virtual world includes: Displaying a virtual interactive object and an interactive button displayed as a first display icon in the virtual world; the first display icon is an icon corresponding to the first function; The switching the display state of the interactive button to the second display state includes: The first display icon is switched to a second display icon; the second display icon is an icon corresponding to the object capability.
14. The method according to claim 13, characterized in that In the case where there are multiple object capabilities, The second display icon is an icon corresponding to any one of the plurality of object capabilities; or, The second display icon is a display icon obtained by fusing the icons of the plurality of object capabilities; or, The second display icon is an icon corresponding to a first object capability among the plurality of object capabilities; The first object capability is an object capability having a highest release priority among the plurality of object capabilities.
15. The method according to claim 12, characterized in that The switching the display state of the interactive button to the second display state includes: In response to transferring the object capability of the virtual interactive object to the first virtual character, playing a dynamic second special effect element at a display position of the interactive button; In response to the completion of playing of the dynamic second special effect element, the display state of the interactive button is switched to the second display state.
16. The method according to claim 12, characterized in that In response to the release operation for the object capability, releasing the object capability by virtually summoning the object, comprises: In response to a triggering operation of the interactive button for the second display state, displaying a skill release special effect of the virtual summoning object releasing the object's ability to the target release object in the current interface; The response result of the target release object to the object capability is displayed.
17. The method according to claim 12, characterized in that In response to the release operation for the object capability, releasing the object capability by virtually summoning the object, comprises: In response to a triggering operation of the interactive button for the second display state, displaying a skill release special effect in which the first virtual character and the virtual summoned object simultaneously release the object abilities to the target release object in the current interface; The response result of the target release object to the object capability is displayed.
18. The method according to claim 12, characterized in that After releasing the object capability, the method further includes: The display state of the interactive button is switched from the second display state to the first display state.
19. The method according to claim 12, characterized in that The method further comprises: Displaying an interactive button having a third display state in the virtual world of the first virtual character; In response to a triggering operation of the interaction button for the third display state, the virtual world in the target scene interaction mode is displayed.
20. The method according to claim 12, characterized in that After switching the display state of the interactive button to the second display state, the method further includes: Displaying a countdown component at a first position of the current interface; the distance between the first position and the position where the interactive button is located is less than a preset distance threshold; In response to the release operation for the object capability, releasing the object capability by virtually summoning the object, comprises: In response to a triggering operation of the interactive button for the second display state and the countdown in the countdown component being greater than zero, the object capability is released through the virtual summoning object.
21. The method according to claim 20, characterized in that The method further comprises: In response to the countdown in the countdown component being equal to zero, playing a skill failure special effect at the display position of the interaction button; The display state of the interactive button is switched from the second display state to the first display state.
22. A virtual scene interaction device, characterized in that: The device comprises: A display module, used for displaying virtual interactive objects in the virtual world of the first virtual character; a transfer module, configured to transfer the object capability to the first virtual character in response to an acquisition operation of the object capability of the virtual interactive object; The release module is used to release the object capability through a virtual summoning object in response to a release operation on the object capability; the virtual summoning object is a virtual object obtained by copying the virtual interactive object.
23. An electronic device, characterized in that: include: A memory for storing computer executable instructions or computer programs; The processor is used to implement the virtual scene interaction method described in any one of claims 1 to 21 when executing the computer executable instructions or computer programs stored in the memory.
24. A computer-readable storage medium, characterized in that: Computer executable instructions or computer programs are stored, and when the computer executable instructions or computer programs are executed by a processor, the virtual scene interaction method according to any one of claims 1 to 21 is implemented.
25. A computer program product, characterized in that It includes computer executable instructions or a computer program, which, when executed by a processor, implements the virtual scene interaction method described in any one of claims 1 to 21.