Game interaction method, device and equipment and computer readable storage medium
By displaying the throwing curve of the virtual throwing object in a virtual scene and determining the curve attributes based on the remaining physical strength value of the virtual object, the problem of game interaction diversity and insufficient display effect in the prior art is solved, and a richer player experience and more efficient use of the virtual throwing object is achieved.
Patent Information
- Application Number
- CN202311257021.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-09-26
- Publication Date
- 2025-03-28
AI Technical Summary
Existing game interaction methods are difficult to improve the diversity and display effect of game interaction, resulting in insufficient player experience.
By displaying virtual objects and throw controls in the virtual scene, in response to the player's triggering operation, display the throw curve of the virtual throw object, and determine the attributes of the throw curve, such as transparency and throw deflection angle, based on the remaining physical strength value of the virtual object.
The throwing curve of virtual throwing objects is achieved more diversified and displaying effects is better, allowing players to more clearly understand the situation of throwing virtual throwing objects at the current physical strength value, thereby more effectively controlling the throwing frequency and improving the utilization rate of virtual throwing objects.
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Figure CN119701330A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a game interaction method, device, equipment, and computer-readable storage medium. Background Art
[0002] With the continuous development of computer technology, electronic games have become a common form of entertainment in people's daily lives. The diversity of game interactions and display effects have become important factors to attract players. Therefore, it is necessary to provide a game interaction method to improve the diversity and display effects of game interactions. Summary of the invention
[0003] The embodiments of the present application provide a game interaction method, device, equipment and computer-readable storage medium, which can improve the diversity and display effect of game interaction. The technical solution is as follows:
[0004] On the one hand, an embodiment of the present application provides a game interaction method, the method comprising:
[0005] Displaying a virtual scene, wherein a virtual object and a throwing control are displayed in the virtual scene, the virtual object holds a virtual throwing object, and the throwing control is used to throw the virtual throwing object;
[0006] In response to a trigger operation on the throwing control, a throwing curve of the virtual throwing object is displayed in the virtual scene, at least one attribute of the throwing curve is determined based on the remaining physical strength value of the virtual object, and the attribute includes at least one of transparency and a throwing deflection angle.
[0007] On the other hand, an embodiment of the present application provides a game interaction device, the device comprising:
[0008] A display module, used for displaying a virtual scene, wherein a virtual object and a throwing control are displayed in the virtual scene, wherein the virtual object holds a virtual throwing object, and the throwing control is used for throwing the virtual throwing object;
[0009] The display module is also used to display the throwing curve of the virtual throwing object in the virtual scene in response to a trigger operation on the throwing control, at least one attribute of the throwing curve is determined based on the remaining physical strength value of the virtual object, and the attribute includes at least one of transparency and throwing deflection angle.
[0010] In a possible implementation manner, the attribute includes the transparency; and the device further includes:
[0011] A first determination module is used to determine the remaining physical strength value of the virtual object in response to a trigger operation on the throwing control; determine the physical strength value ratio of the remaining physical strength value of the virtual object to the physical strength value of the virtual object; based on the physical strength value ratio being lower than a ratio threshold, determine a first transparency according to the physical strength value ratio, the transparency of the first curve segment of the throwing curve displayed in the virtual scene is the first transparency, the transparency of the second curve segment is the second transparency, the first transparency and the second transparency are different, the ratio of the distance from any point included in the first curve segment to the virtual object to the length of the throwing curve is greater than the distance ratio, and the second curve segment is the curve segment in the throwing curve other than the first curve segment.
[0012] In a possible implementation, the first determination module is used to obtain a correspondence between transparency and a physical strength value ratio; and determine the first transparency according to the physical strength value ratio and the correspondence between the transparency and the physical strength value ratio.
[0013] In a possible implementation, the first determination module is used to obtain a first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio and the transparency corresponding to the second physical strength value ratio; construct a first reference function, the first reference function is a linear function; according to the first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio and the transparency corresponding to the second physical strength value ratio, the first reference function is adjusted to obtain a first function, the first function is used to indicate the correspondence between the transparency and the physical strength value ratio.
[0014] In a possible implementation, the attribute includes the throwing deflection angle; and the device further includes:
[0015] The second determination module is used to determine the remaining physical strength value of the virtual object in response to the trigger operation on the throwing control; determine the physical strength value ratio of the remaining physical strength value of the virtual object and the physical strength value of the virtual object; based on the physical strength value ratio being lower than a ratio threshold, determine the target angle according to the physical strength value ratio, the target angle is used to indicate the deflection angle of the throwing direction when the virtual object throws the virtual throwing object under the physical strength value ratio, and the throwing deflection angle of the throwing curve displayed in the virtual scene is the target angle.
[0016] In a possible implementation, the second determination module is used to obtain the correspondence between the deflection angle and the physical strength value ratio; and determine the target angle according to the physical strength value ratio, the correspondence between the deflection angle and the physical strength value ratio.
[0017] In a possible implementation, the attribute further includes a throwing height; and the device further includes:
[0018] The third determination module is used to determine the remaining physical strength value of the virtual object in response to the trigger operation of the throwing control; determine the physical strength value ratio of the remaining physical strength value of the virtual object to the physical strength value of the virtual object; based on the physical strength value ratio being lower than a ratio threshold, determine the gravity acceleration corresponding to the virtual throwing object according to the physical strength value ratio; determine the target height according to the gravity acceleration corresponding to the virtual throwing object, and the throwing height of the throwing curve displayed in the virtual scene is the target height.
[0019] In a possible implementation, the third determination module is used to obtain the correspondence between the magnification of the standard gravity acceleration and the physical strength value ratio; determine the magnification of the standard gravity acceleration corresponding to the physical strength value ratio according to the correspondence between the physical strength value ratio, the magnification of the standard gravity acceleration and the physical strength value ratio; determine the gravity acceleration corresponding to the virtual throwing object according to the magnification corresponding to the standard gravity acceleration corresponding to the physical strength value ratio and the standard gravity acceleration.
[0020] In a possible implementation, the third determination module is used to determine the throwing time according to the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; and determine the target height according to the gravitational acceleration corresponding to the virtual throwing object and the throwing time.
[0021] In a possible implementation, the attribute further includes a throwing distance; and the device further includes:
[0022] The fourth determination module is used to determine the remaining physical strength value of the virtual object in response to the trigger operation of the throwing control; determine the physical strength value ratio of the remaining physical strength value of the virtual object to the physical strength value of the virtual object; based on the physical strength value ratio being lower than a ratio threshold, determine the gravity acceleration corresponding to the virtual throwing object according to the physical strength value ratio; determine the target distance according to the gravity acceleration corresponding to the virtual throwing object, and the throwing distance of the throwing curve displayed in the virtual scene is the target distance.
[0023] In a possible implementation, the fourth determination module is used to determine the throwing time according to the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; and determine the target distance according to the throwing time and the horizontal initial velocity of the virtual throwing object.
[0024] In a possible implementation, the remaining physical strength value of the virtual object includes a remaining physical strength value of an upper limb of the virtual object, and the physical strength value of the virtual object includes a maximum physical strength value of an upper limb of the virtual object.
[0025] In a possible implementation, an upper limb strength bar of the virtual object is also displayed in the virtual scene, and the upper limb strength bar of the virtual object is used to indicate the remaining upper limb physical strength value of the virtual object and the maximum upper limb physical strength value of the virtual object. The remaining upper limb physical strength value of the virtual object and the maximum upper limb physical strength value of the virtual object are displayed differently in the upper limb strength bar of the virtual object.
[0026] In a possible implementation manner, the device further includes:
[0027] The throwing module is used for throwing the virtual throwing object according to the throwing curve in response to the end of the triggering operation.
[0028] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor so that the computer device implements any of the above-mentioned game interaction methods.
[0029] On the other hand, a computer-readable storage medium is provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor so that a computer implements any of the above-mentioned game interaction methods.
[0030] On the other hand, a computer program or a computer program product is also provided, wherein at least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor so that the computer implements any of the above-mentioned game interaction methods.
[0031] The technical solution provided by the embodiments of the present application brings at least the following beneficial effects:
[0032] In the technical solution provided by the embodiment of the present application, when throwing a virtual projectile, the properties of the throwing curve of the virtual projectile are determined according to the remaining physical strength value of the virtual object, and then the virtual projectile is displayed according to the properties of the throwing curve of the virtual projectile. When the remaining physical strength value of the virtual object is different, the properties of the throwing curve of the virtual projectile are different. The properties of the throwing curve of the virtual projectile are associated with the remaining physical strength value of the virtual object, so that the throwing curve of the virtual projectile is more diversified and the display effect is better. Moreover, the display method of the throwing curve allows the player to know the situation of throwing the virtual projectile under the current remaining physical strength value, and then can control the frequency of the player throwing the virtual projectile, thereby improving the utilization rate of the virtual projectile. BRIEF DESCRIPTION OF THE DRAWINGS
[0033] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0034] Figure 1 It is a schematic diagram of an implementation environment of a game interaction method provided in an embodiment of the present application;
[0035] Figure 2 is a flow chart of a game interaction method provided by an embodiment of the present application;
[0036] Figure 3 is a display schematic diagram of a virtual scene provided in an embodiment of the present application;
[0037] Figure 4 is a schematic diagram of an image of a first function provided in an embodiment of the present application;
[0038] Figure 5 is a schematic diagram showing a throwing curve of a virtual throwing object provided in an embodiment of the present application;
[0039] Figure 6 is a schematic diagram of an image of a third function provided in an embodiment of the present application;
[0040] Figure 7 It is a schematic diagram of a process for determining a throwing deflection angle of a throwing direction of a virtual throwing object provided in an embodiment of the present application;
[0041] Figure 8 is a schematic diagram of an image of a second function provided in an embodiment of the present application;
[0042] Fig. 9 is a schematic diagram showing a throwing curve of another virtual throwing object provided in an embodiment of the present application;
[0043] Fig.10 is a flow chart of a game interaction method provided by an embodiment of the present application;
[0044] Fig.11 is a structural schematic diagram of a game interaction device provided in an embodiment of the present application;
[0045] Fig.12 It is a structural diagram of a terminal device provided in an embodiment of the present application;
[0046] Fig.13 It is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0047] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0048] It should be noted that the terms "first", "second", etc. in this application are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the terms used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0049] Figure 1 is a schematic diagram of an implementation environment of a game interaction method provided in an embodiment of the present application, such as Figure 1 As shown, the implementation environment includes: a terminal device 101 and a server 102 .
[0050] Among them, a client capable of providing a virtual scene is installed and run in the terminal device 101, and the terminal device 101 is used to execute the game interaction method provided in the embodiment of the present application.
[0051] The embodiments of the present application do not limit the type of client that can provide a virtual scene. Exemplarily, the client that can provide a virtual scene refers to a game client. For example, a third-person shooting (TPS) game, a first-person shooting (FPS) game, a multiplayer online tactical competitive (MOBA) game, a multiplayer shooting survival game, a massively multiplayer online role-playing game (MMO), an action role-playing game (ARPG), etc.
[0052] Of course, in addition to game clients, clients that can provide virtual scenes can also be other types of clients, such as virtual reality (VR) clients, augmented reality (AR) clients, three-dimensional map programs, map simulation programs, social clients, interactive entertainment clients, etc.
[0053] The server 102 is used to provide background services for the client that can provide virtual scenes installed in the terminal device 101. In a possible implementation, the server 102 undertakes the main computing work, and the terminal device 101 undertakes the secondary computing work. Alternatively, the server 102 undertakes the secondary computing work, and the terminal device 101 undertakes the main computing work. Alternatively, the terminal device 101 and the server 102 use a distributed computing architecture for collaborative computing.
[0054] Optionally, the terminal device 101 may be any electronic device product that can interact with a user through one or more methods such as a keyboard, a touch pad, a remote controller, voice interaction, or a handwriting device, for example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car machine, a smart TV, a smart speaker, a smart watch, etc.
[0055] The server 102 is a single server, or a server cluster consisting of multiple servers, or any one of a cloud computing platform and a virtualization center, which is not limited in the embodiments of the present application. The server 102 is connected to the terminal device 101 through a wired network or a wireless network. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 may also have other functions, which are not limited in the embodiments of the present application.
[0056] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are only for illustration, and other existing or future terminal devices or servers, if applicable to the present application, should also be included in the scope of protection of the present application and are included here by reference.
[0057] The present application embodiment provides a game interaction method, which can be applied to the above Figure 1 The implementation environment shown is Figure 2 As an example, the flowchart of a game interaction method provided in the embodiment of the present application is shown in FIG. Figure 1 The terminal device 101 in the embodiment can also be implemented by the interaction between the terminal device 101 and the server 102. The embodiment of the present application only takes the terminal device 101 as the execution subject as an example. Figure 2 As shown, the method includes the following steps 201 to 202.
[0058] In step 201, a virtual scene is displayed, in which a virtual object and a throwing control are displayed. The virtual object holds a virtual throwing object, and the throwing control is used to throw the virtual throwing object.
[0059] In an exemplary embodiment of the present application, a client capable of providing a virtual scene is installed and run in the terminal device, and the client can be any type of client, which is not limited in the embodiment of the present application. Exemplarily, the client is a game client. The game client involved in the embodiment of the present application is a game client based on frame synchronization, that is, the game interaction method provided in the embodiment of the present application can be applied to a game client based on frame synchronization.
[0060] The display interface of the terminal device displays the relevant information of the client, and the relevant information of the client can be the icon of the client, the name of the client, or other information that can uniquely represent the client, which is not limited in the embodiments of the present application. When the target object wants to run the client, the target object selects the relevant information of the client, the terminal device receives the selection instruction for the relevant information of the client, and displays the home page of the client. The home page of the client displays the start control, which is used to start a game. The target object selects the start control, the terminal device receives the selection instruction for the start control, and displays a virtual scene, in which a virtual object and a throwing control are displayed, the virtual object holds a virtual throwing object, and the throwing control is used to throw the virtual throwing object. The virtual object is an object controlled by the target object, and the target object is an object using the terminal device, that is, an object logged in the client. Optionally, the virtual object holding a virtual throwing object can refer to the virtual object holding a virtual throwing object in its hand.
[0061] Among them, the relevant information of the target object selecting the client can be the relevant information of the target object clicking the client, or the relevant information of the target object double-clicking the client, or the relevant information of the target object selecting the client by voice, or the relevant information of the client selected by other means, which is not limited in the embodiments of the present application. The way in which the target object selects the start control is similar to the way in which the target object selects the relevant information of the client, and will not be repeated here. The virtual throwing object can be a virtual fragmentation grenade, a virtual offensive grenade, a virtual Molotov cocktail, a virtual tear gas bomb, a virtual smoke bomb, a virtual flash bomb, a virtual stun bomb, a virtual footstep generator, and a virtual grenade.
[0062] like Figure 3 is a display schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 3 A virtual object 301 and a throwing control 302 are displayed in the virtual scene. The virtual object 301 holds a virtual throwing object 303. Optionally, other controls may also be displayed in the virtual scene, which is not limited in the embodiment of the present application.
[0063] In step 202, in response to a trigger operation on a throwing control, a throwing curve of a virtual throwing object is displayed in a virtual scene, and at least one attribute of the throwing curve is determined based on the remaining physical strength value of the virtual object.
[0064] The attributes include at least one of transparency and a throwing deflection angle.
[0065] In one possible implementation, when the target object wants to throw a virtual throwing object, the target object triggers the throwing control, the terminal device receives the trigger operation for the throwing control, and displays the throwing curve of the virtual throwing object in the virtual scene. Wherein, the trigger operation refers to a long press operation, and the target object long presses the throwing control means that the target object selects the throwing control for a time period greater than the time threshold. The time threshold is set based on experience or adjusted according to the implementation environment, and the embodiment of the present application does not limit this. Exemplarily, the time threshold is 3 seconds.
[0066] Optionally, based on the attribute including transparency, before displaying the throwing curve of the virtual throwing object in the virtual scene, it is necessary to first determine the transparency of the throwing curve, and the process of determining the transparency of the throwing curve includes: determining the remaining physical strength value of the virtual object in response to the trigger operation for the throwing control; determining the physical strength value ratio of the remaining physical strength value of the virtual object and the physical strength value of the virtual object; based on the physical strength value ratio being lower than the ratio threshold, determining the first transparency according to the physical strength value ratio, the transparency of the first curve segment of the throwing curve displayed in the virtual scene is the first transparency, the transparency of the second curve segment is the second transparency, the second transparency is different from the first transparency, the ratio between the distance from any point included in the first curve segment to the virtual object and the length of the throwing curve is greater than the distance ratio, and the second curve segment is the curve segment in the throwing curve except the first curve segment. Optionally, the first transparency can be higher than the second transparency, or the first transparency can be lower than the second transparency. The trigger operation for the throwing control can refer to a long press operation for the throwing curve, or it can be other operations, and the embodiment of the present application does not limit this. Among them, the ratio threshold is set based on experience, or adjusted according to the implementation environment, and the embodiments of the present application do not limit this. Exemplarily, the ratio threshold is 0.5. Since throwing a virtual throwing object requires the consumption of the upper limb strength of the virtual object, the remaining physical strength value of the virtual object includes the remaining physical strength value of the upper limbs of the virtual object, and the physical strength value of the virtual object includes the maximum physical strength value of the upper limbs of the virtual object. Alternatively, the remaining physical strength value of the virtual object includes the remaining physical strength value of the upper limbs of the virtual object, and the physical strength value of the virtual object includes the overall maximum physical strength value of the virtual object. Alternatively, the remaining physical strength value of the virtual object includes the overall remaining physical strength value of the virtual object, and the physical strength value of the virtual object includes the overall maximum physical strength value of the virtual object.
[0067] The embodiment of the present application does not limit the method for determining the remaining physical strength value of the virtual object. Optionally, the process of determining the remaining physical strength value of the virtual object includes: generating a request for obtaining the remaining physical strength value, the request for obtaining the remaining physical strength value includes the object identification of the virtual object; the terminal device sends the request for obtaining the remaining physical strength value to the server. The server receives the request for obtaining the remaining physical strength value, parses the request for obtaining the remaining physical strength value, and obtains the object identification of the virtual object. The server stores the correspondence between the object identification of each object and the remaining physical strength value of each object. The server determines the remaining physical strength value of the virtual object based on the object identification of the virtual object and the correspondence between the object identification of each object and the remaining physical strength value of each object. The server sends the remaining physical strength value of the virtual object to the terminal device, so that the terminal device obtains the remaining physical strength value of the virtual object.
[0068] Before the terminal device determines the remaining physical strength value of the virtual object and the physical strength value ratio of the virtual object, it is also necessary to obtain the physical strength value of the virtual object. The process by which the terminal device obtains the physical strength value of the virtual object is similar to the above-mentioned process by which the terminal device obtains the remaining physical strength value of the virtual object, and will not be repeated here.
[0069] After the terminal device obtains the remaining physical strength value of the virtual object and the physical strength value of the virtual object, the process of determining the physical strength value ratio of the remaining physical strength value of the virtual object and the physical strength value of the virtual object includes: taking the quotient between the remaining physical strength value of the virtual object and the physical strength value of the virtual object as the physical strength value ratio. Exemplarily, the remaining physical strength value of the virtual object refers to the remaining physical strength value of the upper limb of the virtual object, and the physical strength value of the virtual object refers to the maximum physical strength value of the upper limb of the virtual object. The remaining physical strength value of the upper limb of the virtual object is 30, and the maximum physical strength value of the upper limb of the virtual object is 100, then the physical strength value ratio is 30 / 100=0.3.
[0070] In one possible implementation, based on the physical strength value ratio being lower than a ratio threshold, the process of determining the first transparency according to the physical strength value ratio includes: obtaining the correspondence between transparency and the physical strength value ratio; determining the first transparency according to the correspondence between the physical strength value ratio, the transparent bottom and the physical strength value ratio.
[0071] The process of obtaining the correspondence between transparency and physical strength value ratio includes: obtaining a first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio and the transparency corresponding to the second physical strength value ratio; constructing a first reference function, the first reference function is a linear function of one variable; according to the first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio and the transparency corresponding to the second physical strength value ratio, the first reference function is adjusted to obtain a first function, and the first function is used to indicate the correspondence between transparency and physical strength value ratio.
[0072] For example, the first physical strength ratio is 0, the transparency corresponding to the first physical strength ratio is 1, the second physical strength ratio is 0.5, the transparency corresponding to the second physical strength ratio is 0, and the first reference function constructed is y=k1x+b1. Substituting (0, 1) and (0.5, 0) into the first reference function respectively, we get k1=-2, b1=1. Substituting k1=-2, b1=1 into the first reference function, we get the first function y=-2x+1. Figure 4 It is a schematic diagram of an image of a first function provided in an embodiment of the present application.
[0073] Optionally, according to the corresponding relationship between the physical strength value ratio, the transparency and the physical strength value ratio, the process of determining the first transparency includes: substituting the physical strength value ratio into the first function to obtain the first transparency. Exemplarily, the physical strength value ratio is 0.3, substituting 0.3 into the first function y=-2x+1, and the obtained first transparency is 0.4.
[0074] After determining the first transparency, the process of determining the second transparency according to the first transparency includes: using a transparency lower than the first transparency as the second transparency. For example, 0 is used as the second transparency. Alternatively, using a transparency higher than the first transparency as the second transparency. For example, 0.5 is used as the second transparency.
[0075] After determining the first transparency and the second transparency, a throwing curve of a virtual throwing object is generated according to the first transparency and the second transparency, and the throwing curve of the virtual throwing object is displayed in a virtual scene, and the transparency of the first curve segment of the throwing curve is the first transparency, and the transparency of the second curve segment is the second transparency. The ratio between the distance from any point in the first curve segment to the virtual object and the length of the throwing curve is greater than the distance ratio, and the second curve segment is the curve segment in the throwing curve other than the first curve segment. Among them, the distance ratio is set based on experience, or adjusted according to the implementation environment, and the embodiments of the present application are not limited to this. Exemplarily, the distance ratio is 70%. That is, the first 70% of the curve segments close to the virtual object in the throwing curve are the second curve segments, and the remaining curve segments are the first curve segments.
[0076] like Figure 5 is a schematic diagram showing a throwing curve of a virtual throwing object provided in an embodiment of the present application. Figure 5 In the figure, 501 is a throwing curve of a virtual throwing object, 502 is a first curve segment, and 503 is a second curve segment. The transparency of the first curve segment is a first transparency, and the transparency of the second curve segment is a second transparency.
[0077] Optionally, an upper limb strength bar of a virtual object may also be displayed in the virtual scene. The upper limb strength bar of the virtual object is used to indicate the remaining upper limb strength value of the virtual object and the maximum upper limb strength value of the virtual object. The remaining upper limb strength value of the virtual object and the maximum upper limb strength value of the virtual object are displayed differently in the upper limb strength bar of the virtual object. Figure 5 504 is an upper limb strength bar of the virtual object, 505 is used to indicate the maximum upper limb strength value of the virtual object, and 506 is used to indicate the remaining upper limb strength value of the virtual object.
[0078] Optionally, a virtual object's lower limb strength bar may also be displayed in the virtual scene. The virtual object's lower limb strength bar is used to indicate the virtual object's lower limb remaining strength value and the virtual object's lower limb maximum strength value. The virtual object's lower limb remaining strength value and the virtual object's lower limb maximum strength value are displayed differently in the virtual object's lower limb strength bar. Figure 5 507 is a lower limb strength bar of the virtual object, 508 is used to indicate the maximum physical strength value of the lower limbs of the virtual object, and 509 is used to indicate the remaining physical strength value of the lower limbs of the virtual object.
[0079] In a possible implementation, based on the attribute including the throwing deflection angle, before displaying the throwing curve of the virtual projectile in the virtual scene, it is necessary to first determine the throwing deflection angle of the throwing curve, and the determination process of the throwing deflection angle includes: in response to the trigger operation for the throwing control, determining the remaining physical strength value of the virtual object, determining the physical strength value ratio between the remaining physical strength value of the virtual object and the physical strength value of the virtual object; based on the physical strength value ratio being lower than the ratio threshold, determining the target angle according to the physical strength value ratio, the target angle is used to indicate the deflection angle of the throwing direction when the virtual object throws the virtual projectile under the physical strength value ratio; the throwing deflection angle of the throwing curve of the virtual projectile displayed in the virtual scene is the target angle. As the remaining physical strength value of the virtual object decreases, the accuracy of throwing the virtual projectile will decrease, that is, deflection will occur when throwing the virtual projectile.
[0080] The embodiment of the present application does not limit the method of determining the target angle according to the physical strength ratio. Optionally, the process of determining the target angle according to the physical strength ratio includes: obtaining the corresponding relationship between the deflection angle and the physical strength ratio; determining the target angle according to the corresponding relationship between the physical strength ratio, the deflection angle and the physical strength ratio.
[0081] The process of obtaining the correspondence between the deflection angle and the physical strength value ratio includes: obtaining the first physical strength value ratio, the throwing deflection angle corresponding to the first physical strength value ratio, the second physical strength value ratio and the throwing deflection angle corresponding to the second physical strength value ratio; constructing a third reference function, which is a linear function of one variable; adjusting the third reference function according to the first physical strength value ratio, the throwing deflection angle corresponding to the first physical strength value ratio, the second physical strength value ratio and the throwing deflection angle corresponding to the second physical strength value ratio to obtain a third function, which is used to indicate the correspondence between the deflection angle and the physical strength value ratio.
[0082] For example, the first physical strength ratio is 0, and the throwing deflection angle corresponding to the first physical strength ratio is 4. The second physical strength ratio is 0.5, and the throwing deflection angle corresponding to the second physical strength ratio is 0. The third reference function constructed is y=k3x+b3. Substituting (0, 4) and (0.5, 0) into the third reference function respectively, we get k3=-8, b3=4. Substituting k3=-8, b3=4 into the third reference function, we get the third function y=-8x+4. Figure 6 It is a schematic diagram of an image of a third function provided in an embodiment of the present application.
[0083] Optionally, according to the correspondence between the physical strength value ratio, the deflection angle and the physical strength value ratio, the process of determining the target angle includes: substituting the physical strength value ratio into a third function to obtain a target angle. Optionally, substituting the physical strength value ratio into the third function to obtain a reference angle, using the reference angle as the target angle, or using any angle less than the reference angle as the target angle, and the value of the target angle is a positive integer. For example, the physical strength value ratio is 0.3, and 0.3 is substituted into the second function y=-8x+4, and the reference angle obtained is 1.6. Optionally, 1.6 can be used as the target angle. An angle less than 1.6 can also be used as the target angle, for example, 1 is used as the target angle.
[0084] like Figure 7 Schematic diagram of a process for determining a throwing deflection angle of a throwing direction of a virtual throwing object provided in an embodiment of the present application. Figure 7 In the figure, the dotted line with an arrow is the direction vector of the throwing direction of the virtual projectile, and angle 1 is the reference angle. According to the reference angle and the throwing direction of the virtual projectile, a cone is obtained. Starting from the vertex of the vertebral body within the threshold, the angle between any direction vector within the cone and the direction vector of the throwing direction of the virtual projectile is the throwing deflection angle of the throwing direction of the virtual projectile.
[0085] In a possible implementation, the attribute also includes a throwing height. Before displaying the throwing curve of the virtual throwing object in the virtual scene, it is necessary to first determine the throwing height of the throwing curve. The process of determining the throwing height includes: determining the remaining physical strength value of the virtual object in response to the trigger operation for the throwing control; determining the physical strength value ratio between the remaining physical strength value of the virtual object and the physical strength value of the virtual object; based on the physical strength value ratio being lower than the ratio threshold, determining the gravity acceleration corresponding to the virtual throwing object according to the physical strength value ratio; determining the target height according to the gravity acceleration corresponding to the virtual throwing object; the throwing height of the throwing curve of the virtual throwing object displayed in the virtual scene is the target height. As the remaining physical strength value of the virtual object decreases, the throwing height of the virtual throwing object will also decrease. When the remaining physical strength value of the virtual object gradually recovers, the throwing height of the virtual throwing object will also increase.
[0086] The process of determining the remaining physical strength value and the physical strength value ratio of the virtual object has been described above and will not be repeated here. The embodiment of the present application does not limit the process of determining the gravity acceleration corresponding to the virtual throwing object based on the physical strength value ratio. Optionally, obtain the correspondence between the standard gravity acceleration ratio and the physical strength value ratio; determine the standard gravity acceleration ratio corresponding to the physical strength value ratio based on the physical strength value ratio, the standard gravity acceleration ratio and the physical strength value ratio; determine the gravity acceleration corresponding to the virtual throwing object based on the standard gravity acceleration ratio and the standard gravity acceleration. Wherein, the standard gravity acceleration (g) is 9.8m / s 2 (m / s 2 ).
[0087] The process of obtaining the correspondence between the multiplier of the standard gravity acceleration and the physical strength value ratio includes: obtaining the first physical strength value ratio, the multiplier of the standard gravity acceleration corresponding to the first physical strength value ratio, the second physical strength value ratio and the multiplier of the standard gravity acceleration corresponding to the second physical strength value ratio; constructing a second reference function, which is a linear function of one variable; adjusting the second reference function according to the first physical strength value ratio, the multiplier of the standard gravity acceleration corresponding to the first physical strength value ratio, the second physical strength value ratio and the multiplier of the standard gravity acceleration corresponding to the second physical strength value ratio to obtain a second function, which is used to indicate the correspondence between the multiplier of the standard gravity acceleration and the physical strength value ratio.
[0088] For example, the first physical strength value ratio is 0, and the first physical strength value ratio corresponds to a standard gravity acceleration multiplier of 2. The second physical strength value ratio is 0.5, and the second physical strength value ratio corresponds to a standard gravity acceleration multiplier of 1. The constructed second reference function is y=k2x+b2. Substituting (0, 2) and (0.5, 1) into the second reference function, k2=-2, b2=2 is obtained. Substituting k2=-2, b2=2 into the second reference function, the second function is y=-2x+2. Figure 8 It is a schematic diagram of an image of a second function provided in an embodiment of the present application.
[0089] Optionally, according to the correspondence between the physical strength value ratio, the multiplier of the standard gravity acceleration and the physical strength value ratio, the process of determining the multiplier of the standard gravity acceleration corresponding to the physical strength value ratio includes: substituting the physical strength value ratio into the second function to obtain the multiplier of the standard gravity acceleration corresponding to the physical strength value ratio. For example, if the physical strength value ratio is 0.3, substituting 0.3 into the second function y=-2x+2, the multiplier of the standard gravity acceleration corresponding to the physical strength value ratio is 1.4.
[0090] After obtaining the multiplier of the standard gravity acceleration corresponding to the physical strength value ratio, the process of determining the gravity acceleration corresponding to the virtual throwing object according to the multiplier of the standard gravity acceleration corresponding to the physical strength value ratio and the standard gravity acceleration includes: taking the product of the multiplier of the standard gravity acceleration corresponding to the physical strength value ratio and the standard gravity acceleration as the gravity acceleration corresponding to the virtual throwing object.
[0091] For example, the standard gravity acceleration corresponding to the physical strength ratio is 1.4, and the gravity acceleration corresponding to the virtual throwing object is 1.4×9.8=13.72m / s 2 .
[0092] In one possible implementation, the process of determining the target height according to the gravitational acceleration corresponding to the virtual throwing object includes: determining the throwing time according to the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; determining the target height according to the gravitational acceleration corresponding to the virtual throwing object and the throwing time.
[0093] The vertical initial velocity of the virtual projectile is set based on experience or adjusted according to the implementation environment, which is not limited in the embodiment of the present application. For example, the vertical initial velocity of the virtual projectile is 10 meters per second.
[0094] According to the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object, the throwing time is determined according to the following formula (1).
[0095]
[0096] In the above formula (1), t is the throwing time, G is the gravitational acceleration corresponding to the virtual throwing object, and v1 is the vertical initial velocity of the virtual throwing object.
[0097] According to the gravity acceleration and throwing time corresponding to the virtual throwing object, the target height is determined according to the following formula (2).
[0098]
[0099] In the above formula (2), h is the target height, G is the gravitational acceleration corresponding to the virtual throwing object, and t is the throwing time.
[0100] In a possible implementation, the attribute also includes a throwing distance. Before displaying the throwing curve of the virtual throwing object in the virtual scene, it is also necessary to determine the throwing distance of the throwing curve of the virtual throwing object. The process of determining the throwing distance includes: determining the remaining physical strength value of the virtual object in response to the trigger operation for the throwing control; determining the physical strength value ratio of the remaining physical strength value of the virtual object and the physical strength value of the virtual object; based on the physical strength value ratio being lower than the ratio threshold, determining the gravity acceleration corresponding to the virtual throwing object according to the physical strength value ratio; determining the target distance according to the gravity acceleration corresponding to the virtual throwing object, and the throwing distance of the throwing curve displayed in the virtual scene is the target distance. As the remaining physical strength value of the virtual object decreases, the throwing distance of the virtual throwing object will also decrease. When the remaining physical strength value of the virtual object gradually recovers, the throwing distance of the virtual throwing object will also increase.
[0101] Among them, according to the gravity acceleration corresponding to the virtual projectile, the process of determining the target distance includes: determining the throwing time according to the gravity acceleration corresponding to the virtual projectile and the vertical initial velocity of the virtual projectile; determining the target distance according to the throwing time and the horizontal initial velocity of the virtual projectile. Among them, the horizontal initial velocity of the virtual projectile is set based on experience, or adjusted according to the implementation environment, and the embodiments of the present application do not limit this. Exemplarily, the horizontal initial velocity of the virtual projectile is 5 meters per second.
[0102] Among them, the process of determining the throwing time according to the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object has been described above and will not be repeated here.
[0103] According to the throwing time and the horizontal initial velocity of the virtual throwing object, the target distance is determined according to the following formula (3).
[0104] s=v2t Formula (3)
[0105] In the above formula (3), s is the target distance, v2 is the horizontal initial velocity of the virtual throwing object, and t is the throwing time.
[0106] In a possible implementation, after the throwing curve of the virtual throwing object is displayed in the virtual scene, in response to the end of the trigger operation, the virtual throwing object is thrown according to the throwing curve. When throwing the virtual throwing object, the throwing height of the virtual throwing object is the target height, the throwing distance between the landing point of the virtual throwing object and the virtual object is the target distance, and the throwing deflection angle of the virtual throwing object is the target angle. The target height, target distance, and target angle are all determined based on the remaining physical strength value of the virtual object, which have been described in the above process and will not be repeated here.
[0107] Optionally, based on the fact that the physical strength ratio between the remaining physical strength value of the virtual object and the physical strength value of the virtual object is not less than the ratio threshold, a throwing curve of the virtual throwing object is displayed in the virtual scene, and the transparency of the throwing curve is the second transparency. Fig. 9 is a schematic diagram showing another throwing curve of a virtual throwing object provided in an embodiment of the present application. Fig. 9 901 is a throwing curve of a virtual throwing object.
[0108] In the above method, when throwing a virtual projectile, the properties of the throwing curve of the virtual projectile are determined according to the remaining physical strength value of the virtual object, and then the virtual projectile is displayed according to the properties of the throwing curve of the virtual projectile. When the remaining physical strength value of the virtual object is different, the properties of the throwing curve of the virtual projectile are different. The properties of the throwing curve of the virtual projectile are associated with the remaining physical strength value of the virtual object, so that the throwing curve of the virtual projectile is more diversified and the display effect is better. Moreover, the display method of the throwing curve allows the player to know the situation of throwing the virtual projectile under the current remaining physical strength value, and then can control the frequency of the player throwing the virtual projectile, thereby improving the utilization rate of the virtual projectile.
[0109] Fig.10 : is a flow chart of a game interaction method provided by an embodiment of the present application. The method includes:
[0110] The player long presses the throwing control; in response to the player's long press operation on the throwing control, it is determined whether the player's physical strength ratio is lower than the ratio threshold. Based on the fact that the player's physical strength ratio is not lower than the ratio threshold, no processing is performed. Based on the fact that the player's physical strength ratio is lower than the ratio threshold, the first transparency is determined according to the physical strength ratio; the target angle is determined according to the physical strength ratio; the gravity acceleration is determined according to the physical strength ratio; the target height and the target distance are determined according to the gravity acceleration. According to the first transparency, the target angle, the target height and the target distance, the throwing curve of the virtual throwing object is displayed, the transparency of the first curve segment of the throwing curve is the first transparency, the transparency of the second curve segment is the second transparency, the second transparency is lower than the first transparency, the throwing height of the throwing curve is the target height, the throwing distance of the throwing curve is the target distance, and the throwing deflection angle of the throwing curve is the target angle. The ratio between the distance from any point of the first curve segment to the virtual object and the length of the throwing curve is greater than the distance ratio, and the second curve segment is a curve segment in the throwing curve other than the first curve segment.
[0111] Fig.11 FIG. 1 is a schematic diagram of a game interaction device provided in an embodiment of the present application. Fig.11 As shown, the device comprises:
[0112] The display module 1101 is used to display a virtual scene. A virtual object and a throwing control are displayed in the virtual scene. The virtual object holds a virtual throwing object, and the throwing control is used to throw the virtual throwing object.
[0113] The display module 1101 is also used to display a throwing curve of a virtual throwing object in a virtual scene in response to a trigger operation on a throwing control, wherein at least one attribute of the throwing curve is determined based on the remaining physical strength value of the virtual object, and the attributes include at least one of transparency and a throwing deflection angle.
[0114] In a possible implementation, the attribute includes transparency; and the apparatus further includes:
[0115] The first determination module 1102 is used to determine the remaining physical strength value of the virtual object in response to a trigger operation on the throwing control; determine the physical strength value ratio of the remaining physical strength value of the virtual object and the physical strength value of the virtual object; based on the physical strength value ratio being lower than the ratio threshold, determine the first transparency according to the physical strength value ratio.
[0116] In a possible implementation, the first determination module 1102 is used to obtain a correspondence between transparency and a physical strength value ratio; and determine the first transparency according to the correspondence between the physical strength value ratio, the transparency and the physical strength value ratio.
[0117] In one possible implementation, the first determination module 1102 is used to obtain a first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio, and the transparency corresponding to the second physical strength value ratio; construct a first reference function, which is a linear function; adjust the first reference function according to the first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio, and the transparency corresponding to the second physical strength value ratio to obtain a first function, which is used to indicate the correspondence between transparency and physical strength value ratio.
[0118] In a possible implementation, the attribute includes a throwing deflection angle; and the device further includes:
[0119] The second determination module 1103 is used to determine the remaining physical strength value of the virtual object in response to a trigger operation on a throwing control; determine the physical strength value ratio of the remaining physical strength value of the virtual object and the physical strength value of the virtual object; based on the physical strength value ratio being lower than a ratio threshold, determine the target angle according to the physical strength value ratio, the target angle is used to indicate the deflection angle of the throwing direction when the virtual object throws the virtual throwing object under the physical strength value ratio, and the throwing deflection angle of the throwing curve displayed in the virtual scene is the target angle.
[0120] In a possible implementation, the second determination module 1103 is used to obtain the correspondence between the deflection angle and the physical strength value ratio; and determine the target angle according to the correspondence between the physical strength value ratio, the deflection angle and the physical strength value ratio.
[0121] In a possible implementation, the attribute further includes a throwing height; and the device further includes:
[0122] The third determination module 1104 is used to determine the remaining physical strength value of the virtual object in response to the trigger operation of the throwing control; determine the physical strength value ratio of the remaining physical strength value of the virtual object and the physical strength value of the virtual object; based on the physical strength value ratio being lower than the ratio threshold, determine the gravity acceleration corresponding to the virtual throwing object according to the physical strength value ratio; determine the target height according to the gravity acceleration corresponding to the virtual throwing object, and the throwing height of the throwing curve displayed in the virtual scene is the target height.
[0123] In one possible implementation, the third determination module 1104 is used to obtain the correspondence between the multiplier of the standard gravity acceleration and the physical strength value ratio; determine the multiplier of the standard gravity acceleration corresponding to the physical strength value ratio according to the correspondence between the physical strength value ratio, the multiplier of the standard gravity acceleration and the physical strength value ratio; determine the gravity acceleration corresponding to the virtual throwing object according to the multiplier corresponding to the standard gravity acceleration corresponding to the physical strength value ratio and the standard gravity acceleration.
[0124] In a possible implementation, the third determination module 1104 is used to determine the throwing time according to the gravity acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; and determine the target height according to the gravity acceleration corresponding to the virtual throwing object and the throwing time.
[0125] In a possible implementation, the attribute further includes a throwing distance; and the device further includes:
[0126] The fourth determination module 1105 is used to determine the remaining physical strength value of the virtual object in response to the trigger operation of the throwing control; determine the physical strength value ratio of the remaining physical strength value of the virtual object and the physical strength value of the virtual object; based on the physical strength value ratio being lower than the ratio threshold, determine the gravity acceleration corresponding to the virtual throwing object according to the physical strength value ratio; determine the target distance according to the gravity acceleration corresponding to the virtual throwing object, and the throwing distance of the throwing curve displayed in the virtual scene is the target distance.
[0127] In a possible implementation, the fourth determination module 1105 is used to determine the throwing time according to the gravity acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; and determine the target distance according to the throwing time and the horizontal initial velocity of the virtual throwing object.
[0128] In a possible implementation, the remaining physical strength value of the virtual object includes a remaining physical strength value of an upper limb of the virtual object, and the physical strength value of the virtual object includes a maximum physical strength value of an upper limb of the virtual object.
[0129] In a possible implementation, an upper limb strength bar of the virtual object is also displayed in the virtual scene. The upper limb strength bar of the virtual object is used to indicate the remaining upper limb strength value of the virtual object and the maximum upper limb strength value of the virtual object. The remaining upper limb strength value of the virtual object and the maximum upper limb strength value of the virtual object are displayed differently in the upper limb strength bar of the virtual object.
[0130] In a possible implementation, the device further includes:
[0131] The throwing module is used to throw the virtual throwing object according to the throwing curve in response to the end of the trigger operation.
[0132] In the above device, when throwing a virtual projectile, the properties of the throwing curve of the virtual projectile are determined according to the remaining physical strength value of the virtual object, and then the virtual projectile is displayed according to the properties of the throwing curve of the virtual projectile. When the remaining physical strength value of the virtual object is different, the properties of the throwing curve of the virtual projectile are different. The properties of the throwing curve of the virtual projectile are associated with the remaining physical strength value of the virtual object, so that the throwing curve of the virtual projectile is more diversified and the display effect is better. Moreover, the display method of the throwing curve allows the player to know the situation of throwing the virtual projectile under the current remaining physical strength value, and then the frequency of the player throwing the virtual projectile can be controlled, thereby improving the utilization rate of the virtual projectile.
[0133] It should be understood that the above-mentioned device only uses the division of the above-mentioned functional modules as an example to illustrate when implementing its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0134] Fig.12 The structural block diagram of a terminal device 1200 provided by an exemplary embodiment of the present application is shown. The terminal device 1200 may be any electronic device product that can interact with a user through one or more methods such as a keyboard, a touchpad, a remote controller, voice interaction, or a handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car machine, a smart TV, a smart speaker, a smart watch, etc.
[0135] Typically, the terminal device 1200 includes: a processor 1201 and a memory 1202 .
[0136] The processor 1201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1201 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1201 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1201 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1201 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0137] The memory 1202 may include one or more computer-readable storage media, which may be non-transitory. The memory 1202 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1202 is used to store at least one instruction, which is used to be executed by the processor 1201 to implement the game interaction method provided in the method embodiment of the present application.
[0138] In some embodiments, the terminal device 1200 may further optionally include: a peripheral device interface 1203 and at least one peripheral device. The processor 1201, the memory 1202 and the peripheral device interface 1203 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1203 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1204, a display screen 1205, a camera assembly 1206, an audio circuit 1207 and a power supply 1209.
[0139] The peripheral device interface 1203 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1201 and the memory 1202. In some embodiments, the processor 1201, the memory 1202, and the peripheral device interface 1203 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1201, the memory 1202, and the peripheral device interface 1203 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0140] The radio frequency circuit 1204 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1204 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1204 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1204 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 1204 can communicate with other terminal devices through at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1204 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0141] The display screen 1205 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1205 is a touch display screen, the display screen 1205 also has the ability to collect touch signals on the surface or above the surface of the display screen 1205. The touch signal can be input to the processor 1201 as a control signal for processing. At this time, the display screen 1205 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 1205 can be one, set on the front panel of the terminal device 1200; in other embodiments, the display screen 1205 can be at least two, respectively set on different surfaces of the terminal device 1200 or in a folding design; in other embodiments, the display screen 1205 can be a flexible display screen, set on a curved surface or a folding surface of the terminal device 1200. Even, the display screen 1205 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1205 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0142] The camera assembly 1206 is used to capture images or videos. Optionally, the camera assembly 1206 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal device 1200, and the rear camera is arranged on the back of the terminal device 1200. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1206 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0143] The audio circuit 1207 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1201 for processing, or input them into the radio frequency circuit 1204 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal device 1200. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1201 or the radio frequency circuit 1204 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1207 may also include a headphone jack.
[0144] The power supply 1209 is used to power various components in the terminal device 1200. The power supply 1209 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1209 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0145] In some embodiments, the terminal device 1200 further includes one or more sensors 1210 , including but not limited to: an acceleration sensor 1211 , a gyroscope sensor 1212 , a pressure sensor 1213 , an optical sensor 1215 , and a proximity sensor 1216 .
[0146] The acceleration sensor 1211 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal device 1200. For example, the acceleration sensor 1211 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1201 can control the display screen 1205 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1211. The acceleration sensor 1211 can also be used to collect game or user motion data.
[0147] The gyro sensor 1212 can detect the body direction and rotation angle of the terminal device 1200, and the gyro sensor 1212 can cooperate with the acceleration sensor 1211 to collect the user's 3D actions on the terminal device 1200. The processor 1201 can implement the following functions based on the data collected by the gyro sensor 1212: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0148] The pressure sensor 1213 can be set on the side frame of the terminal device 1200 and / or the lower layer of the display screen 1205. When the pressure sensor 1213 is set on the side frame of the terminal device 1200, it can detect the user's holding signal of the terminal device 1200, and the processor 1201 performs left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1213. When the pressure sensor 1213 is set on the lower layer of the display screen 1205, the processor 1201 controls the operability controls on the UI interface according to the user's pressure operation on the display screen 1205. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0149] The optical sensor 1215 is used to collect the ambient light intensity. In one embodiment, the processor 1201 can control the display brightness of the display screen 1205 according to the ambient light intensity collected by the optical sensor 1215. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1205 is increased; when the ambient light intensity is low, the display brightness of the display screen 1205 is reduced. In another embodiment, the processor 1201 can also dynamically adjust the shooting parameters of the camera assembly 1206 according to the ambient light intensity collected by the optical sensor 1215.
[0150] The proximity sensor 1216, also called a distance sensor, is usually arranged on the front panel of the terminal device 1200. The proximity sensor 1216 is used to collect the distance between the user and the front of the terminal device 1200. In one embodiment, when the proximity sensor 1216 detects that the distance between the user and the front of the terminal device 1200 is gradually decreasing, the processor 1201 controls the display screen 1205 to switch from the screen-on state to the screen-off state; when the proximity sensor 1216 detects that the distance between the user and the front of the terminal device 1200 is gradually increasing, the processor 1201 controls the display screen 1205 to switch from the screen-off state to the screen-on state.
[0151] Those skilled in the art will understand that Fig.12 The structure shown in the figure does not constitute a limitation on the terminal device 1200, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0152] Fig.13The schematic diagram of the structure of the server provided in the embodiment of the present application, the server 1300 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1301 and one or more memories 1302, wherein the one or more memories 1302 store at least one program code, and the at least one program code is loaded and executed by the one or more processors 1301 to implement the game interaction methods provided by the above-mentioned various method embodiments. Of course, the server 1300 may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output, and the server 1300 may also include other components for implementing device functions, which will not be described in detail here.
[0153] In an exemplary embodiment, a computer-readable storage medium is further provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned game interaction methods.
[0154] Optionally, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, etc.
[0155] In an exemplary embodiment, a computer program or a computer program product is also provided, wherein at least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any of the above-mentioned game interaction methods.
[0156] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of relevant countries and regions. For example, the virtual scenes and some information involved in this application are obtained with full authorization.
[0157] It should be understood that the "plurality" mentioned in this article refers to two or more. "And / or" describes the association relationship of the associated objects, indicating that there can be three relationships. For example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects are in an "or" relationship.
[0158] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0159] The above description is only an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the principles of the present application shall be included in the protection scope of the present application.
Claims
1. A game interaction method, characterized in that: The method comprises: Displaying a virtual scene, wherein a virtual object and a throwing control are displayed in the virtual scene, the virtual object holds a virtual throwing object, and the throwing control is used to throw the virtual throwing object; In response to a trigger operation on the throwing control, a throwing curve of the virtual throwing object is displayed in the virtual scene, at least one attribute of the throwing curve is determined based on the remaining physical strength value of the virtual object, and the attribute includes at least one of transparency and a throwing deflection angle.
2. The method according to claim 1, characterized in that The attribute includes the transparency; before displaying the throwing curve of the virtual throwing object in the virtual scene, the method further includes: In response to a trigger operation on the throwing control, determining a remaining physical strength value of the virtual object; Determine a physical strength value ratio of the remaining physical strength value of the virtual object to the physical strength value of the virtual object; Based on the physical strength value ratio being lower than a ratio threshold, a first transparency is determined according to the physical strength value ratio, the transparency of the first curve segment of the throwing curve displayed in the virtual scene is the first transparency, and the transparency of the second curve segment is the second transparency, the first transparency and the second transparency are different, the ratio of the distance from any point included in the first curve segment to the virtual object to the length of the throwing curve is greater than the distance ratio, and the second curve segment is the curve segment in the throwing curve except the first curve segment.
3. The method according to claim 2, characterized in that The determining the first transparency according to the physical strength value ratio includes: Obtain the corresponding relationship between transparency and physical strength ratio; The first transparency is determined according to the corresponding relationship between the physical strength value ratio, the transparency and the physical strength value ratio.
4. The method according to claim 3, characterized in that The obtaining of the corresponding relationship between the transparency and the physical strength ratio includes: Obtaining a first physical strength value ratio, a transparency corresponding to the first physical strength value ratio, a second physical strength value ratio, and a transparency corresponding to the second physical strength value ratio; Constructing a first reference function, wherein the first reference function is a linear function of one variable; According to the first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio and the transparency corresponding to the second physical strength value ratio, the first reference function is adjusted to obtain a first function, wherein the first function is used to indicate the corresponding relationship between the transparency and the physical strength value ratio.
5. The method according to claim 1, characterized in that The attribute includes the throwing deflection angle; before displaying the throwing curve of the virtual throwing object in the virtual scene, the method further includes: In response to a trigger operation on the throwing control, determining a remaining physical strength value of the virtual object; Determine a physical strength value ratio of the remaining physical strength value of the virtual object to the physical strength value of the virtual object; Based on the physical strength value ratio being lower than a ratio threshold, a target angle is determined according to the physical strength value ratio. The target angle is used to indicate the deflection angle of the throwing direction when the virtual object throws the virtual throwing object under the physical strength value ratio. The throwing deflection angle of the throwing curve displayed in the virtual scene is the target angle.
6. The method according to claim 5, characterized in that Determining the target angle according to the physical strength value ratio includes: Obtain the corresponding relationship between the deflection angle and the physical strength value ratio; The target angle is determined according to the corresponding relationship between the physical strength value ratio, the deflection angle and the physical strength value ratio.
7. The method according to claim 1, characterized in that The attribute also includes a throwing height; before displaying the throwing curve of the virtual throwing object in the virtual scene, the method also includes: In response to a trigger operation on the throwing control, determining a remaining physical strength value of the virtual object; Determine a physical strength value ratio of the remaining physical strength value of the virtual object to the physical strength value of the virtual object; Based on the physical strength value ratio being lower than a ratio threshold, determining the gravity acceleration corresponding to the virtual thrown object according to the physical strength value ratio; A target height is determined according to the gravitational acceleration corresponding to the virtual throwing object, and the throwing height of the throwing curve displayed in the virtual scene is the target height.
8. The method according to claim 7, characterized in that Determining the gravity acceleration corresponding to the virtual thrown object according to the physical strength value ratio includes: Obtain the corresponding relationship between the multiplier of the standard gravitational acceleration and the physical strength value ratio; Determine the multiplier of the standard gravitational acceleration corresponding to the physical strength value ratio according to the corresponding relationship between the physical strength value ratio, the multiplier of the standard gravitational acceleration and the physical strength value ratio; The gravitational acceleration corresponding to the virtual throwing object is determined according to the magnification corresponding to the standard gravitational acceleration corresponding to the physical strength value ratio and the standard gravitational acceleration.
9. The method according to claim 7, characterized in that: The step of determining the target height according to the gravity acceleration corresponding to the virtual thrown object comprises: Determining a throwing time according to the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; The target height is determined according to the gravitational acceleration corresponding to the virtual throwing object and the throwing time.
10. The method according to claim 1, characterized in that The attribute also includes a throwing distance; before displaying the throwing curve of the virtual throwing object in the virtual scene, the method also includes: In response to a trigger operation on the throwing control, determining a remaining physical strength value of the virtual object; Determine a physical strength value ratio of the remaining physical strength value of the virtual object to the physical strength value of the virtual object; Based on the physical strength value ratio being lower than a ratio threshold, determining the gravity acceleration corresponding to the virtual thrown object according to the physical strength value ratio; The target distance is determined according to the gravitational acceleration corresponding to the virtual throwing object, and the throwing distance of the throwing curve displayed in the virtual scene is the target distance.
11. The method according to claim 10, characterized in that The step of determining the target distance according to the gravity acceleration corresponding to the virtual thrown object comprises: Determining a throwing time according to the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; The target distance is determined according to the throwing time and the horizontal initial velocity of the virtual throwing object.
12. The method according to any one of claims 2 to 11, characterized in that: The remaining physical strength value of the virtual object includes the remaining physical strength value of the upper limbs of the virtual object, and the physical strength value of the virtual object includes the maximum physical strength value of the upper limbs of the virtual object.
13. The method according to claim 12, characterized in that The virtual scene also displays an upper limb strength bar of the virtual object, which is used to indicate the remaining upper limb strength value of the virtual object and the maximum upper limb strength value of the virtual object. The remaining upper limb strength value of the virtual object and the maximum upper limb strength value of the virtual object are displayed differently in the upper limb strength bar of the virtual object.
14. The method according to any one of claims 1 to 11, characterized in that: After displaying the throwing curve of the virtual throwing object in the virtual scene, the method further includes: In response to the trigger operation being completed, the virtual throwing object is thrown according to the throwing curve.
15. A game interaction device, characterized in that: The device comprises: A display module, used for displaying a virtual scene, wherein a virtual object and a throwing control are displayed in the virtual scene, wherein the virtual object holds a virtual throwing object, and the throwing control is used for throwing the virtual throwing object; The display module is also used to display the throwing curve of the virtual throwing object in the virtual scene in response to a trigger operation on the throwing control, at least one attribute of the throwing curve is determined based on the remaining physical strength value of the virtual object, and the attribute includes at least one of transparency and throwing deflection angle.
16. A computer device, characterized in that: The computer device includes a processor and a memory, wherein at least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor so that the computer device implements the game interaction method as described in any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that: At least one program code is stored in the computer-readable storage medium, and the at least one program code is loaded and executed by the processor to enable the computer to implement the game interaction method as described in any one of claims 1 to 14.
18. A computer program product, characterized in that The computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor so that a computer implements the game interaction method as described in any one of claims 1 to 14.