Game interaction method and device, electronic equipment and storage medium
By introducing smoke props and prompt signs into shooting games, the problem of players having difficulty quickly discovering and interacting with virtual objects in invisible states is solved, and the smoothness and interaction efficiency of combat experience are improved.
Patent Information
- Application Number
- CN202411767972.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-03
- Publication Date
- 2025-03-28
- Estimated Expiration
- 2044-12-03
AI Technical Summary
In existing shooting games, it is difficult for players to quickly discover and interact with virtual objects in invisible states based on actual game combat situations, resulting in poor combat experience and low interaction efficiency.
By introducing smoke props into the game, players can release smoke in the virtual scene. When the target virtual object is detected in the effective range of the smoke, their prompt sign is displayed, allowing players to interact with the virtual object in an invisible state.
It realizes the rapid discovery of virtual objects in an invisible state based on the actual combat situation of the players and performs game interaction, which improves the smoothness of the combat experience and game interaction efficiency, and at the same time reduces the response frequency of the hardware equipment and saves computing resources.
Smart Images

Figure CN119701340A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game interaction method, device, electronic device and storage medium. Background Art
[0002] In order to meet people's pursuit of spiritual life, entertainment games that can be operated on terminals have emerged, such as multiplayer online action games, role-playing games, tactical competitive games or first-person shooting games (FPS) developed based on client or server architecture. In the game, players can manipulate the virtual characters on the screen to play the game, and can perform related operations such as walking, running, jumping, picking up props and fighting in the game scene based on the first or third perspective of the character operated by the player, so that players can experience the visual impact brought by the game in an immersive way, which greatly enhances the initiative and realism of the game.
[0003] In current shooting games, virtual objects controlled by players usually fight against each other through virtual guns, for example, using virtual guns to aim at enemy virtual objects and shoot to cause damage, so as to eliminate enemy virtual objects. However, with the increasing demand of players for game play, players need to interact with other invisible virtual objects in the game according to the actual game battle. In the prior art, there are few ways to interact with invisible virtual objects in the game according to the actual game battle, and the game play is relatively simple, resulting in a lack of richness in combat strategies; and it is impossible to quickly discover invisible virtual objects and perform game interaction operations on them according to the actual combat situation of players, which affects the fluency of players' combat experience in the game and leads to low efficiency of game interaction. Summary of the invention
[0004] The embodiments of the present application provide a game interaction method, device, electronic device and storage medium, which can meet the needs of players to interact with other invisible virtual objects in the game according to their actual game operation needs, enrich the gameplay, and effectively improve the richness of combat strategies; ensure the smoothness of the player's combat experience in the game, thereby improving the efficiency of game interaction; at the same time, reduce the response frequency of hardware devices, which helps to save the computing resources of the hardware devices.
[0005] In a first aspect, an embodiment of the present application provides a game interaction method, wherein a graphical user interface is provided through a terminal device, wherein the content displayed by the graphical user interface includes at least part of a virtual scene, and a controlled virtual object located in the virtual scene and controlled by the terminal device. The method comprises:
[0006] In response to a use event of a smoke prop, releasing smoke in the virtual scene;
[0007] In response to the presence of a target virtual object in the effective range of the smoke, a prompt mark of the target virtual object is displayed on the graphical user interface, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object.
[0008] In a second aspect, an embodiment of the present application provides a game interaction device, which provides a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least part of a virtual scene, and a controlled virtual object located in the virtual scene and controlled by the terminal device, including:
[0009] A response unit, used for releasing smoke in the virtual scene in response to a use event of the smoke prop;
[0010] The display unit is used to display a prompt mark of the target virtual object on the graphical user interface in response to the presence of the target virtual object in the effective range of the smoke, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object.
[0011] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; a processor loads instructions from the memory to execute the steps of any one of the game interaction methods provided in the embodiments of the present application.
[0012] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the steps of any one of the game interaction methods provided in the embodiment of the present application.
[0013] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, which, when executed by a processor, implements the steps of any one of the game interaction methods provided in the embodiments of the present application.
[0014] By adopting the scheme of the embodiments of the present application, a game interaction method between a controlled virtual object controlled by the player and a virtual object in an invisible state can be provided to the player. After the player triggers the use of the smoke prop to release smoke in the virtual scene, when it is detected that there is a target virtual object in the effective range of the smoke, a prompt mark of the target virtual object in which the controlled virtual object is in an invisible state is displayed on the graphical user interface, thereby meeting the needs of performing game interactions with other invisible virtual objects according to the actual game operation needs of the player, enriching the gameplay and effectively improving the richness of combat strategies; it realizes the rapid discovery of virtual objects in an invisible state and the operation of performing game interactions on them according to the actual combat situation of the player, thereby ensuring the smoothness of the player's combat experience in the game, thereby improving the efficiency of game interaction; at the same time, it reduces the response frequency of the hardware device, which helps to save the computing resources of the hardware device. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] 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 those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0016] Figure 1 is a scene schematic diagram of a game interaction system provided in an embodiment of the present application;
[0017] Figure 2 This is a flowchart of an embodiment of the game interaction method provided by the embodiment of the present application;
[0018] Figure 3 This is a schematic diagram of a scenario of the game interaction method provided in an embodiment of the present application;
[0019] Figure 4 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0020] Figure 5 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0021] Figure 6 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0022] Figure 7 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0023] Figure 8 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0024] Fig. 9 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0025] Fig.10 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0026] Fig.11 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0027] Fig.12 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0028] Fig.13 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0029] Fig.14 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0030] Fig.15 This is a schematic diagram of a game interface of the game interaction method provided in an embodiment of the present application;
[0031] Fig.16 is a schematic diagram of the structure of a game interaction device provided in an embodiment of the present application;
[0032] Fig.17 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0033] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, the terms "first", "second", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise clearly and specifically defined.
[0034] The embodiments of the present application provide a game interaction method, device, electronic device, and computer-readable storage medium. Specifically, the present embodiment will be described from the perspective of a game interaction device, which can be integrated into an electronic device, that is, the game interaction method of the embodiment of the present application can be executed by an electronic device, and optionally, the electronic device can include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC) and other devices.
[0035] The game interaction method provided in the embodiment of the present application can be applied to a game interaction system. The game interaction system may include a player terminal device and a server, and the terminal may be a device including both receiving and transmitting hardware, that is, a device having receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server may perform two-way communication via a network.
[0036] Optionally, the server may be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets or a cloud server composed of multiple servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.
[0037] In one embodiment of the present disclosure, the game interaction method can be run on a local terminal device or a server. When the game interaction method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0038] For example, when the game interaction method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present the graphical user interface and receive the operation instructions generated by the user acting on the graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, respond to the operation instructions, and control the display of the graphical user interface on the touch display screen.
[0039] For example, when the game interaction method is run on a server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the game interaction method are completed on the cloud gaming server. The game screen presentation is completed on the client side of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a PDA, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0040] See also Figure 1 , Figure 1 A scene diagram of a game interaction system provided for an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the server of different games through the network. The terminal is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals and connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, multiple databases are coupled to different servers, and information related to the game environment can be continuously stored in the database when different users are online for multi-player games.
[0041] The embodiment of the present application provides a game interaction method, which can be executed by a terminal or a server. The embodiment of the present application takes the game interaction method executed by a terminal as an example for explanation. Among them, the terminal may include a touch display screen and a processor (of course, the terminal may also use peripherals such as a mouse and a keyboard as input devices, and only the touch display screen is used as an example for explanation here), and the touch display screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instructions, and can also control the content of the opposite server by responding to the received operation instructions. For example, the operation instructions generated by the user acting on the graphical user interface include instructions for starting a game application, and the processor is configured to start the game application after receiving the instructions for starting the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user uses a finger to perform a touch operation on the graphical user interface, and when the graphical user interface detects the touch operation, the different virtual objects in the graphical user interface of the game are controlled to perform actions corresponding to the touch operation.
[0042] It should be noted that Figure 1 The scene diagram of the game interaction system shown is only an example. The game interaction system and scene described in the embodiment of the present application are intended to more clearly illustrate the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided in the embodiment of the present application. Ordinary technicians in this field can know that with the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0043] The embodiment of the present application provides a game interaction method, which can be executed by a terminal or a server. The embodiment of the present application takes the game interaction method executed by a terminal as an example for explanation, and a graphical user interface can be provided by a terminal device, and the graphical user interface includes at least part of a virtual scene and a controlled virtual object located in the virtual scene and controlled by the terminal device. The graphical user interface, virtual scene, and virtual object are explained below.
[0044] The game scene (or virtual scene) is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 3D multiplayer online tactical competitive games, the virtual scene is a 2D or 3D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.
[0045] The graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering it on a display, and can be a display screen interface of a terminal device. The graphical user interface can present the entire game scene, or only a part of the game scene. The game scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc. When the game scene is relatively large, only the local content of the game scene is displayed on the graphical user interface of the terminal device during the game. Optionally, the game scene contains game characters, which can be game characters controlled by players, or NPCs (abbreviation of Non-Player Character, which is a type of character in the game, meaning non-player characters), which is not limited in this exemplary embodiment. The graphical user interface can include a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface can include game controls (such as skill controls, mobile controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional implementation, the game screen is a display screen corresponding to a virtual scene displayed by a terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.
[0046] A game object (or virtual object, game character) refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects. (Game) props refer to props that can be used by virtual objects in a virtual environment, including but not limited to firearms, cold weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to speed up their own attributes, assist in combat, or launch damage to other virtual objects. Virtual props can also be supply props such as bullets, and can also be equipped on designated virtual weapons for accessories such as extended magazines, aiming scopes, flash suppressors, and stocks. The virtual camera is a necessary component for the game scene screen, which is used to present the game scene screen. A game scene corresponds to at least one virtual camera. According to actual needs, there can be two or more virtual cameras, which serve as the game rendering window to capture and present the game world's screen content to the player. By setting the parameters of the virtual camera, the player's perspective of viewing the game world can be adjusted, such as the first-person perspective and the third-person perspective.
[0047] The following is a detailed description in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.
[0048] See also Figure 2 , Figure 2 This is a flowchart of a game interaction method provided in an embodiment of the present application. The specific process of the game interaction method may be as follows: Step 101 to Step 102:
[0049] Step 101: In response to a use event of a smoke prop, release smoke in the virtual scene.
[0050] Specifically, the smoke prop can block the sight of virtual objects in the game scene by releasing a large amount of smoke, thereby creating a variety of tactical opportunities. In an embodiment of the present application, the smoke prop is configured to release white or other colored smoke after triggering the use of the smoke prop, and the smoke can cover the enemy virtual object that is currently in a normal state, the controlled virtual object controlled by the player himself, the player's teammate virtual object, other non-player virtual objects, and virtual objects in the virtual scene. Furthermore, the embodiment of the present application can also realize that in the smoke released by the smoke prop, a corresponding prompt mark is displayed for the virtual object in an invisible state of the controlled virtual object, so as to prompt the player corresponding to the controlled virtual object of the scene position of the invisible virtual object.
[0051] In an embodiment of the present application, the invisible state includes: a first invisible state in which the target virtual object is shielded by a virtual shield, for example, the target virtual object may be shielded by a virtual building; or a second invisible state in which the target virtual object is in a stealth state, for example, the target virtual object may be in an optical camouflage state. The optical camouflage state is a special stealth state achieved by a virtual object equipped with an "optical camouflage module". The "optical camouflage module" uses optical camouflage technology to bend and reflect light so that the wearer blends in with the surrounding environment. When the player equips the virtual object with this module, the body of the virtual object controlled by the player will become translucent or even completely invisible, and disappear from the field of vision of other virtual objects, thereby helping the player control the virtual object to avoid attacks from other virtual objects and create opportunities for launching surprise attacks.
[0052] Specifically, when the target virtual object enters the second invisible state, a status prompt icon may be displayed on the graphical user interface of the specified virtual object, thereby prompting the specified virtual object that the target virtual object has entered the second invisible state. The specified virtual object may be all virtual objects within a specified range, or virtual objects in the same camp and / or virtual objects in different camps. For example, see Figure 3 When the target virtual object begins to enter the optical camouflage state, a ripple prompt mark (i.e., a status prompt mark) will be briefly displayed through the graphical user interface at the moment the target virtual object enters the optical camouflage state, thereby prompting other virtual objects that a virtual object has entered the optical camouflage state at this time, wherein the ripple prompt mark can be a light column with a specified color, and the light column starts to spread outward at the moment the target virtual object enters the optical camouflage state, thereby prompting other virtual objects in the form of ripples that a virtual object has currently entered the optical camouflage state.
[0053] Specifically, the smoke props include a first smoke prop and / or a second smoke prop; the first smoke prop can be a throwing or shooting type smoke prop that can be independently launched, such as a smoke bomb prop. After the smoke bomb prop is thrown, the smoke bomb prop will explode in a short time to produce a smoke area that lasts for a period of time. The second smoke prop can be a wearable smoke prop, such as a smoke armor prop, which can be worn on a virtual object. Specifically, the smoke armor prop includes two modes of active use and passive use. The active use is that after the player controls the virtual object to wear the smoke armor prop, the trigger operation can be performed through the smoke prop control corresponding to the smoke armor prop displayed in the graphical interface to actively trigger the use of the smoke armor prop, thereby releasing smoke to produce a smoke area that lasts for a period of time; the passive use is that the virtual object wearing the smoke armor prop can automatically release smoke when attacked by other virtual objects to produce a smoke area that lasts for a period of time. It should be noted that the second smoke prop (such as the smoke armor prop) can be reused. After the virtual object wearing it is attacked by other virtual objects, the smoke armor prop will automatically enter a cooling state after being used once. After the cooling state reaches a certain length of time, the smoke armor prop will be restored to a normal use state so that the player can continue to use the smoke armor prop. Among them, the smoke armor prop is also provided with a defense function. The smoke armor prop can have both a defense function and a smoke release function.
[0054] Optionally, the effective range and effective duration of the smoke generated by the smoke bomb prop and the smoke armor prop can be the same or similar. For example, the effective range of the smoke generated by the smoke armor prop is smaller than the effective range of the smoke generated by the smoke bomb prop, and the effective duration of the smoke generated by the smoke armor prop is shorter than the effective duration of the smoke generated by the smoke bomb prop; the smoke armor prop can release white smoke with the virtual object wearing the smoke armor prop as the center.
[0055] In an embodiment of the present application, a graphical user interface may be provided by a terminal device, and the content displayed by the graphical user interface includes at least a portion of a virtual scene, or the content displayed by the graphical user interface includes at least a portion of a virtual scene and a controlled virtual object located in the virtual scene and controlled and operated by the terminal device. For example, a portion of a controlled virtual object (such as the hands of a controlled virtual object) may be displayed, and other virtual objects controlled by the terminal device of an enemy player may also be included. In this case, the controlled virtual object may hold a virtual shooting prop, a virtual smoke prop, or may not hold any props.
[0056] In one embodiment, the smoke prop includes a first smoke prop, and the step of “releasing smoke in the virtual scene in response to a use event of the smoke prop” includes:
[0057] In response to a throwing event of the first smoke prop, smoke is released in the virtual scene.
[0058] For example, see also Figure 4 and Figure 5 , a graphical user interface can be provided through the terminal device, and the content displayed by the graphical user interface includes at least part of the virtual scene. At this time, since the controlled virtual object is equipped with a smoke bomb prop, a smoke bomb icon of the smoke bomb prop is displayed in the throwing prop column displayed in the graphical user interface. The player can perform a trigger operation on the smoke bomb icon, and the computer device triggers a throwing event for the first smoke bomb prop in response to the trigger operation on the smoke bomb icon. The computer device releases smoke in the virtual scene in response to the throwing event for the first smoke bomb prop.
[0059] In another embodiment, the smoke prop includes a second smoke prop, and the step of “releasing smoke in the virtual scene in response to a use event of the smoke prop” includes:
[0060] In response to a triggering event of the second smoke prop equipped on the controlled virtual object, smoke is released in the virtual scene.
[0061] Among them, the trigger event of the second smoke prop equipped by the controlled virtual object can be a first trigger event in which the player performs a trigger operation by using a smoke prop control corresponding to the second smoke prop displayed in the graphical interface; or, it can be a second trigger event in which the virtual object wearing the second smoke prop is attacked by other virtual objects.
[0062] In order to enable the player to actively use the second smoke prop, the step of “releasing smoke in the virtual scene in response to a triggering event of the second smoke prop equipped on the controlled virtual object” includes:
[0063] In response to a triggering operation of a smoke prop control for the second smoke prop, smoke is released in the virtual scene.
[0064] For example, see also Figure 6 and Figure 7, a graphical user interface can be provided through the terminal device, and the content displayed by the graphical user interface includes at least part of the virtual scene, and the controlled virtual object located in the virtual scene and controlled by the terminal device. At this time, since the controlled virtual object is wearing the second smoke prop (i.e., the smoke prop A), the smoke prop control corresponding to the smoke prop A is displayed in the graphical user interface. The player can perform a trigger operation on the smoke prop control, for example, a single-click operation can be performed on the smoke prop control, and the computer device triggers the trigger operation of the smoke prop control of the second smoke prop in response to the trigger operation on the smoke prop control, and the computer device releases smoke in the virtual scene in response to the trigger operation on the smoke prop control of the second smoke prop.
[0065] It should be noted that the triggering operation for the smoke prop control may include a single-click operation, a double-click operation, a long-press operation, or a sliding operation, which are all examples here, and more possible examples are not repeated here.
[0066] Optionally, the smoke prop control can be permanently displayed on the graphical user interface; it can also be permanently displayed on the graphical user interface when the controlled virtual object controlled by the player is wearing the second smoke prop; it can also be displayed in the form of a pop-up window on the graphical user interface when the controlled virtual object controlled by the player is wearing the second smoke prop and the target virtual object is detected within a specified range of the controlled virtual object; it can also be displayed in the form of a pop-up window on the graphical user interface when the controlled virtual object controlled by the player is wearing the second smoke prop and the controlled virtual object is attacked by the target virtual object.
[0067] In order to realize the automatic use of the second smoke prop, the step of “releasing smoke in the virtual scene in response to a triggering event of the second smoke prop equipped on the controlled virtual object” includes:
[0068] In response to an attack event on the controlled virtual object equipped with the second smoke prop, smoke is released in the virtual scene.
[0069] For example, the controlled virtual object is wearing a second smoke prop (i.e., a smoke armor prop). When it is detected that the controlled virtual object is attacked by a target virtual object that is in an invisible state to the controlled virtual object (e.g., an optical camouflage state), the computer device releases smoke in the virtual scene in response to the attack event on the controlled virtual object equipped with the second smoke prop.
[0070] Step 102: In response to the existence of a target virtual object in the effective range of the smoke, a prompt mark of the target virtual object is displayed on the graphical user interface, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object.
[0071] Among them, the invisible state includes: a first invisible state in which the target virtual object is obscured by a virtual obstruction, for example, the target virtual object is obscured by a virtual building; or a second invisible state in which the target virtual object is in a stealth state, for example, the target virtual object is in an optical camouflage state.
[0072] In one embodiment, the prompt identifier includes a contour image, the contour image of the target virtual object is generated based on the object contour of the target virtual object, and the contour image is updated in real time with the object posture and / or current position of the target virtual object. The contour image can be a specified color or transparent object contour of the target virtual object.
[0073] For example, see Figure 8 In response to the presence of a target virtual object in the effective range of the smoke, the computer device displays a contour image of the target virtual object on a graphical user interface. At this time, the contour image is a contour image with black lines and the area formed by the black lines is white. The black lines can be obtained by tracing the contour edge of the target virtual object.
[0074] In an embodiment of the present application, the contour image is updated in real time with the object posture and / or current position of the target virtual object. Specifically, the contour image can reflect the current object posture of the target virtual object, thereby showing the current action of the target virtual object; the contour image can be updated in real time according to the current position, and the size and / or display degree of the contour image: the update is implemented based on the relative position relationship between the controlled virtual object and the target virtual object. For example, the closer the relative position between the controlled virtual object and the target virtual object, the larger the size of the contour image, and the farther the relative position between the controlled virtual object and the target virtual object, the smaller the size of the contour image; for another example, the closer the relative position between the controlled virtual object and the target virtual object, the clearer the display degree of the contour image, and the farther the relative position between the controlled virtual object and the target virtual object, the more blurred the display degree of the contour image.
[0075] For example, see Fig. 9 In response to the existence of the target virtual object in the effective range of the smoke, the computer device displays a contour image of the target virtual object on the graphical user interface. At this time, the controlled virtual object and the target virtual object are in a first positional relationship, so the first contour image is displayed on the graphical user interface. For further information, please refer to Fig.10, the target virtual object can continue to move, and the computer device determines that the current position relationship between the controlled virtual object and the target virtual object is a second position relationship in response to the movement of the target virtual object. Since the relative distance corresponding to the first position relationship is greater than the relative distance of the second position relationship, that is, the distance between the controlled virtual object and the target virtual object in the first position relationship is farther than the distance between the controlled virtual object and the target virtual object in the second position relationship, the second contour image displayed on the graphical user interface is larger than the first contour image.
[0076] In order to enable the player controlling the controlled virtual object to know the position of the target virtual object more intuitively, the prompt identifier also includes prompt information, which is determined based on the relative position relationship between the target virtual object and the controlled virtual object in the virtual scene, and the prompt information is used to indicate the orientation and / or distance of the target virtual object compared to the controlled virtual object in the virtual scene.
[0077] Specifically, the prompt information may include first prompt information and second prompt information. The first prompt information is icon prompt information, which can prompt the position and / or distance of the target virtual object compared to the controlled virtual object in the virtual scene in the form of an icon; the second prompt information is text prompt information, which can prompt the position and / or distance of the target virtual object compared to the controlled virtual object in the virtual scene in the form of text.
[0078] For example, see Fig.11 The icon prompt information may include an arrow icon and a distance icon. According to the relative position relationship between the target virtual object and the controlled virtual object in the virtual scene, the arrow icon may be used to indicate that the position of the target virtual object in the virtual scene is to the left front of the controlled virtual object compared to the controlled virtual object, and the distance icon "30m" may be used to indicate that the distance of the target virtual object in the virtual scene is 30 meters compared to the controlled virtual object.
[0079] For another example, see Fig.12 , a text prompt message "An enemy is detected about 30 meters to your left, please pay attention!" can be used to prompt that the target virtual object is 30 meters away from the left front of the controlled virtual object in the virtual scene compared to the controlled virtual object.
[0080] Optionally, the color of the prompt information can also be determined according to the distance of the target virtual object in the virtual scene compared to the controlled virtual object. Specifically, when the distance of the target virtual object in the virtual scene compared to the controlled virtual object belongs to the first distance interval, the first color can be displayed for prompting; when the distance of the target virtual object in the virtual scene compared to the controlled virtual object belongs to the second distance interval, the second color can be displayed for prompting. For example, the first distance interval is [0,30], and the second distance interval is [31,50]; when the distance of the target virtual object in the virtual scene compared to the controlled virtual object is 40 meters, the prompt information can be displayed in the second color "yellow"; when the distance of the target virtual object in the virtual scene compared to the controlled virtual object is 20 meters, the prompt information can be displayed in the first color "red", so as to better serve as a warning to the player who controls the controlled virtual object.
[0081] In summary, the embodiment of the present application provides a game interaction method, by responding to the use event of the smoke prop, releasing smoke in the virtual scene; then, in response to the existence of the target virtual object in the effective range of the smoke, displaying the prompt mark of the target virtual object on the graphical user interface, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object. The embodiment of the present application can provide a game interaction method between the controlled virtual object and the virtual object in an invisible state to the player. After the player triggers the use of the smoke prop to release smoke in the virtual scene, when it is detected that there is a target virtual object in the effective range of the smoke, the prompt mark of the target virtual object in the invisible state of the controlled virtual object is displayed on the graphical user interface, which meets the needs of the player's actual game operation needs to interact with other virtual objects in an invisible state, enriches the game play, and effectively improves the richness of the battle strategy; realizes the rapid discovery of virtual objects in an invisible state according to the actual battle situation of the player, and the operation of game interaction on them, ensuring the fluency of the player's battle experience in the game, thereby improving the efficiency of game interaction; at the same time, reducing the response frequency of the hardware device helps to save the computing resources of the hardware device.
[0082] Based on the above introduction, the game interaction method of the present application will be further illustrated by examples below. The specific embodiments of the game interaction method are described as follows.
[0083] In one embodiment, the step of “releasing smoke in the virtual scene in response to an attack event on the controlled virtual object equipped with the second smoke prop” includes:
[0084] In response to an attack event on the controlled virtual object equipped with the second smoke prop, determining a target attack direction of the controlled virtual object when the controlled virtual object is attacked;
[0085] The smoke release direction is determined according to the target attack direction, and the smoke is released in the virtual scene based on the release direction.
[0086] For example, the controlled virtual object is wearing a second smoke prop (i.e., a smoke armor prop). When it is detected that the controlled virtual object is attacked by a target virtual object that is in an invisible state to the controlled virtual object (e.g., an optical camouflage state), the computer device determines the target attack direction of the controlled virtual object when it is attacked in response to the attack event on the controlled virtual object equipped with the second smoke prop. At this time, the attack direction may be the left front of the controlled virtual object. Then, the computer device may determine the release direction of the smoke according to the target attack direction, and release the smoke in the virtual scene based on the release direction. Specifically, the smoke may be released in the virtual scene toward the left front of the controlled virtual object.
[0087] In order to prevent the controlled virtual object controlled by the player from being defeated immediately, the controlled virtual object wearing the second smoke prop can automatically control the controlled virtual object to move a short distance in addition to releasing smoke immediately when attacked. The method further includes:
[0088] In response to an attack event on the controlled virtual object equipped with the second smoke prop, determining a target attack direction of the controlled virtual object when the controlled virtual object is attacked;
[0089] The target moving direction of the controlled virtual object is determined according to the target attack direction, and the controlled virtual object is controlled to move a preset distance in the target moving direction.
[0090] For example, the controlled virtual object is wearing a second smoke prop (i.e., a smoke armor prop). When it is detected that the controlled virtual object is attacked by a target virtual object that is invisible to the controlled virtual object (e.g., an optical camouflage state), the computer device determines the target attack direction of the controlled virtual object when it is attacked in response to the attack event on the controlled virtual object equipped with the second smoke prop. At this time, the target attack direction may be the left front. The computer device determines the target moving direction of the controlled virtual object according to the target attack direction, and controls the controlled virtual object to move a preset distance in the target moving direction. The target moving direction may be the opposite direction to the target attack direction, or may be any direction different from the target attack direction. For example, the target moving direction is determined to be the right rear, and the controlled virtual object is controlled to move a preset distance to the right rear. Optionally, both the target moving direction and the preset distance may be random, so as to control the controlled virtual object to move randomly in different moving directions and different distances.
[0091] In a specific embodiment, the step of “releasing smoke in the virtual scene in response to the throwing event of the first smoke prop” includes:
[0092] In response to a throwing event of the first smoke prop, determining a target landing point of the first smoke prop in the virtual scene;
[0093] Based on the target landing point, smoke is released in the virtual scene.
[0094] Specifically, the embodiment of the present application can generate smoke based on the target landing point and the first smoke generation logic, and release the smoke in the virtual scene. The first smoke generation logic can form a circular area with the target landing point as the center and the first specified value as the radius, and release the smoke in the circular area, and the projection of the smoke coincides with the circular area. Among them, the effective duration of the smoke can be set according to the actual needs of the game planner; the smoke will gradually dissipate after reaching a limited duration, and the outline image of the target virtual object will gradually disappear at this time.
[0095] In order to remind the player when to use the smoke prop, a smoke release reminder mark may be displayed when a target virtual object is detected within the preset scene range, so as to remind the player to use the smoke prop to release the smoke in time. Specifically, the step "in response to the use event of the smoke prop, before releasing the smoke in the virtual scene" also includes:
[0096] In response to the existence of a target virtual object within a preset scene range associated with the controlled virtual object, a smoke release prompt mark is displayed on the graphical user interface.
[0097] The sound information within the preset scene range associated with the controlled virtual object can be detected, and the sound information can be footsteps information of other virtual objects, configured gun sound information, voice information or other action information. When the sound information of the target virtual object is detected within the preset scene range associated with the controlled virtual object, it is determined that the target virtual object exists within the preset scene range, and a smoke release prompt mark is displayed on the graphical user interface.
[0098] Optionally, when the graphical user interface of the controlled virtual object displays a ripple prompt icon (i.e., a status prompt icon), it indicates that a virtual object within the preset scene range of the controlled virtual object has entered the optical camouflage state, so that it can be determined that there is a target virtual object within the preset scene range, and a smoke release prompt icon is displayed on the graphical user interface.
[0099] In one embodiment, the step of “before releasing smoke in the virtual scene in response to a use event of the smoke prop” further includes:
[0100] In response to the mismatch between the number of sound information within a preset scene range associated with the controlled virtual object and the number of virtual characters in a current visual state, a smoke release prompt mark is displayed on the graphical user interface.
[0101] Specifically, when it is detected that the number of sound information within the preset scene range associated with the controlled virtual object does not match the number of virtual characters in the current visual state, a smoke release prompt mark can be displayed on the graphical user interface.
[0102] For example, the preset scene range can be a circular area generated by the second specified value based on the current scene position of the controlled virtual object as the center, and when the computer device detects that there is a target virtual object in the circular area, a smoke release prompt mark is displayed on the graphical user interface for prompting. The smoke release prompt mark can be an icon prompt mark or a text prompt mark, and specifically, a text prompt mark "There may be hidden enemies, it is recommended to use smoke bomb props to check!" can be used to prompt the player that there may be enemies in an optical camouflage state around the player, and it is recommended that the player use smoke props.
[0103] Optionally, in order to avoid players spending time looking for smoke bomb props, the throwing props currently displayed in the prop bar of the throwing props can be set as the first smoke prop (i.e., the smoke bomb prop) while the graphical user interface displays the smoke release prompt icon, so as to facilitate players to quickly control the controlled virtual object to use the first smoke prop.
[0104] Optionally, in order to enable players to find smoke bomb props for use intuitively and quickly, a query label "Do you want to use smoke bomb props?", a first control "Yes", and a second control "No" can be displayed on the graphical user interface. If the player clicks the first control, the controlled virtual object will be controlled to use the smoke bomb props immediately.
[0105] Optionally, the step of “responding to the throwing event of the first smoke prop” further includes:
[0106] In response to a throwing event of the first smoke prop, throwing prompt information of the first smoke prop is displayed on the graphical user interface, wherein the throwing prompt information is used to prompt a player of the controlled virtual object with a recommended throwing direction.
[0107] The throwing prompt information may be determined based on the position and / or distance of the target virtual object compared to the controlled virtual object in the virtual scene.
[0108] In another specific embodiment, the step of “releasing smoke in the virtual scene in response to a triggering event of the second smoke prop equipped on the controlled virtual object” includes:
[0109] In response to a triggering event of the second smoke prop equipped on the controlled virtual object, determining a scene position of the controlled virtual object in the virtual scene;
[0110] Based on the scene position, smoke is released in the virtual scene.
[0111] Specifically, the embodiment of the present application can generate smoke based on the scene position of the controlled virtual object in the virtual scene and the second smoke generation logic, and release the smoke in the virtual scene. The second smoke generation logic can be to form a circular area with the scene position of the controlled virtual object in the virtual scene as the center and the third specified value as the radius, and release the smoke in the circular area, and the projection of the smoke coincides with the circular area. Among them, the effective duration of the smoke can be set according to the actual needs of the game planner; the smoke will gradually dissipate after reaching a limited duration, and the outline image of the target virtual object will gradually disappear at this time.
[0112] Specifically, the method further includes:
[0113] In response to a triggering event of the second smoke prop equipped on the controlled virtual object, controlling the second smoke prop to be triggered for use, and controlling the second smoke prop to enter a cooling state for a specified time after the second smoke prop is used;
[0114] In response to the duration of the second smoke prop being in the cooling state reaching the specified duration, the cooling state of the second smoke prop is released, so that the second smoke prop can be triggered for use.
[0115] For example, the specified time required for the second smoke prop (i.e., smoke prop A) to be released from the cooling state is 100 seconds. In response to the triggering event of the second smoke prop equipped on the controlled virtual object, the computer device controls the second smoke prop to be triggered for use, and controls the second smoke prop to enter a cooling state for the specified time after the second smoke prop is used; when it is detected that the time when the second smoke prop is in the cooling state reaches the specified time of 100 seconds, the cooling state of the second smoke prop is released so that the second smoke prop can be triggered for use.
[0116] In one embodiment, the display effect of the smoke gradually weakens during the accumulation of the effective time, and the display effect of the prompt mark also gradually weakens synchronously. Specifically, the step of "after the target virtual object exists in the effective range of the smoke, the prompt mark of the target virtual object is displayed on the graphical user interface" also includes:
[0117] Based on the release duration of the smoke, the display effect of the smoke is adjusted.
[0118] Specifically, the display effect of the smoke can be gradually weakened based on the release time of the smoke; for example, after the smoke is released for 5 seconds, the display density of the smoke gradually decreases, and the smoke gradually fades as the release time accumulates until the smoke disappears. The display effect of the smoke can also be adjusted immediately based on the release time of the smoke; for example, after the smoke is released for 5 seconds, the smoke disappears immediately.
[0119] In an embodiment of the present application, the display effect of the smoke can gradually change with the release time. For example, the transparency of the smoke gradually increases with the increase of the release time of the smoke, so that the smoke becomes more transparent as the release time accumulates; for another example, the display range of the smoke first gradually increases with the increase of the release time of the smoke, and when it increases to a specified range, it gradually fades until it disappears while maintaining the specified range; for another example, the display color of the smoke remains unchanged with the increase of the release time of the smoke, and when it increases to a specified range, the display color of the smoke gradually fades until it disappears.
[0120] Furthermore, the outline image in the smoke will change with the display effect of the smoke until the smoke disappears and the outline image disappears together. For example, the transparency of the smoke gradually increases with the increase of the release time of the smoke, so that the smoke becomes more transparent as the release time accumulates. At this time, the outline image also gradually becomes more transparent with the change of the smoke.
[0121] For example, see Fig.13 When smoke is detected for release, smoke of a first display effect can be displayed in the virtual scene. At this time, the smoke of the first display effect is of a first transparency. At the same time, a contour image of the first display effect of the target virtual object can also be displayed in the smoke, and the contour image of the first display effect is also of the first transparency. Further, as the release time increases, smoke of a second display effect can be displayed in the virtual scene. At this time, the smoke of the second display effect is of a second transparency, and the second transparency is greater than the value of the first transparency, so that the smoke of the second display effect is more transparent than the smoke of the first display effect. At the same time, a contour image of the second display effect of the target virtual object can also be displayed in the smoke, and the contour image of the second display effect is also of the second transparency, so that the contour image of the second display effect is more transparent than the contour image of the first display effect, until the contour image disappears when the smoke disappears, or disappears after a specified delay compared to the disappearance of the smoke.
[0122] In one embodiment, the step of “after releasing smoke in the virtual scene in response to a use event of the smoke prop” further includes:
[0123] Obtaining an effective range of the smoke in the virtual scene, and determining whether there is a virtual object whose scene position is located in the effective range and is in an invisible state;
[0124] If so, the virtual object is used as the target virtual object.
[0125] In order to prevent the controlled virtual object from being discovered, the presentation degree of at least one physiological information generated by the controlled virtual object may be reduced, and the physiological information may be information such as sound information or body temperature information. The method further includes:
[0126] If the controlled virtual object is in the smoke, adjust the display style of at least one physiological information generated by the controlled virtual object in the graphical user interface.
[0127] In an embodiment of the present application, physiological information may include sound information and body temperature information. The sound information may include the footsteps of the virtual object, the sound of equipping a gun, the sound of changing a gun, the sound of attacking, or the sound of shooting; the body temperature information is the body temperature of the virtual object.
[0128] In one embodiment, the step of “adjusting the display style of at least one physiological information generated by the controlled virtual object in the graphical user interface if the controlled virtual object is in the smoke” includes:
[0129] If the controlled virtual object is in the smoke, the display style of the sound information generated by the controlled virtual object in the virtual scene is adjusted, wherein the smoke is released when the second smoke prop is triggered.
[0130] Specifically, the physiological information may be sound information. If the controlled virtual object is in the smoke, the display style of the sound information generated by the controlled virtual object in the virtual scene may be adjusted from a first display style to a second display style. The first display style may be a visible sound prompt icon displayed in a graphical user interface, and the second display style may be an invisible sound prompt icon displayed in a graphical user interface. For example, see Fig.14 If the controlled virtual object is not in the smoke, a visible sound prompt mark is displayed on the graphical user interface; if the controlled virtual object is in the smoke, the display style of the sound information generated by the controlled virtual object in the virtual scene can be adjusted from the first display style to the second display style, so that the sound prompt mark is invisible on the graphical user interface, and the sound prompt mark cannot be viewed on the graphical user interfaces of other virtual objects, thereby better hiding the controlled virtual object.
[0131] Optionally, the physiological information may be body temperature information. If the controlled virtual object is in the smoke, the display style of the body temperature information generated by the controlled virtual object in the virtual scene may be adjusted from a first display style to a second display style. The first display style may be a visible body temperature prompt mark displayed in a graphical user interface, and the second display style may be an invisible body temperature prompt mark displayed in a graphical user interface.
[0132] Furthermore, if the controlled virtual object is in the smoke, the attack sound information of the virtual weapon currently used by the controlled virtual object can also be adjusted. Specifically, the sound of the attack of the virtual weapon used by the controlled virtual object can be weakened or directly cancelled, thereby achieving the function of attack silencing.
[0133] In one embodiment, the controlled virtual object currently uses a target virtual prop, and the target virtual prop is configured so that at least one target function of the target virtual prop is shielded in the effective range of the smoke; the method further includes:
[0134] In response to the target virtual prop performing a target action on the first virtual object in the smoke, controlling the target function to be in an effective state;
[0135] The controlled virtual object is controlled to use the target function on the first virtual object.
[0136] In a specific embodiment, the target virtual prop is a virtual shooting prop, and the target function includes an automatic shooting function and / or an auxiliary aiming function; the step of "in response to the target virtual prop performing a target action on the first virtual object in the smoke, controlling the target function to be in an effective state" includes:
[0137] In response to the virtual shooting prop performing an aiming action on the first virtual object in the smoke and the duration of the aiming action reaching a target duration, the automatic shooting function and / or the auxiliary aiming function is controlled to be in an effective state.
[0138] In the embodiment of the present application, the automatic shooting function means that if the duration of the aiming action of the crosshairs of the controlled virtual object on the first virtual object meets the preset shooting condition (for example, the time the crosshairs aim at the first virtual object reaches the first preset time), the controlled virtual object is controlled to use the shooting props to automatically shoot at the first virtual object at least once. At this time, the player controlling the controlled virtual object can fire without performing a trigger operation on the shooting control to perform at least one shooting. The auxiliary aiming function includes the following two situations. The first situation is: when the duration of the aiming action of the crosshairs of the controlled virtual object on the first virtual object meets the preset auxiliary aiming condition (for example, the time the crosshairs aim at the first virtual object reaches the second preset time), if the first virtual object moves slightly, the crosshairs can be automatically controlled to keep aiming at the first virtual object. At this time, the player controlling the controlled virtual object can automatically aim without performing a trigger operation on the aiming control to ensure that the crosshairs continue to aim at the first virtual object. The second situation is: when the controlled virtual object's crosshairs aim at the first virtual object for a duration that meets the preset auxiliary aiming condition (for example, the time the crosshairs aim at the first virtual object reaches the third preset duration), if the first virtual object moves slightly, although the crosshairs are not aimed at the first virtual object at this time, but are still within the aiming range corresponding to the first virtual object, even if the crosshairs are not on the first virtual object, when the player shoots at the first virtual object, it will still ensure that the bullet falls on the body part of the first virtual object associated with the aiming range, so that the controlled virtual object can still hit the first virtual object when the crosshairs are offset, that is, aiming within the preset aiming range is considered to be aiming at the first virtual object. The first preset duration, the second preset duration, and the third preset duration may be the same or different.
[0139] Among them, the crosshair in a shooting game is an icon or logo used for aiming and shooting, which is usually displayed on a graphical user interface when the player controls the controlled virtual object to equip the virtual shooting prop and use it. Specifically, the crosshair is a reference point when the player uses the virtual shooting prop to shoot in the game. The position and change of the crosshair can help the player control the controlled virtual object to accurately aim at the target virtual object and shoot. The style and characteristics of the crosshair may vary from game to game. For example, the crosshair can be a small dot, a crosshair, a circle or other shaped icons. Some shooting games also provide the option of customizing the crosshair, which allows players to adjust it according to their own game preferences. Shooting props can include virtual firearms or virtual weapons. For example, virtual firearms can include virtual sniper rifles, virtual rifles, virtual submachine guns, and virtual pistols; virtual weapons can include virtual bows and arrows, virtual crossbows, virtual blowguns, etc.
[0140] In the embodiment of the present application, if the crosshairs of the controlled virtual object controlled by the player can aim at the target virtual object in the smoke of the smoke prop for the target time without leaving, the automatic shooting function and / or the auxiliary aiming function are controlled to be in an effective state, so that the automatic shooting function and / or the auxiliary aiming function are still effective. At this time, the automatic shooting function and / or the auxiliary aiming function are in an effective state when:
[0141] If the duration of the aiming action of the crosshairs of the controlled virtual object on the first virtual object meets the preset shooting conditions (for example, the time the crosshairs aim at the first virtual object reaches a first preset time), the controlled virtual object is controlled to use the shooting prop to automatically shoot at the first virtual object at least once. At this time, the player controlling the controlled virtual object can fire without performing a trigger operation on the shooting control to make at least one shot.
[0142] When the duration of the aiming action of the crosshairs of the controlled virtual object on the first virtual object meets the preset auxiliary aiming condition (for example, the time the crosshairs is aimed at the first virtual object reaches a second preset duration), if the first virtual object moves slightly, the crosshairs can be automatically controlled to keep aiming at the first virtual object. At this time, the player controlling the controlled virtual object can automatically aim without triggering the aiming control to ensure that the crosshairs continues to aim at the first virtual object.
[0143] When the duration of the controlled virtual object's aiming action on the first virtual object meets the preset auxiliary aiming condition (for example, the time the crosshair is aimed at the first virtual object reaches a third preset time), if the first virtual object moves slightly, although the crosshair is not aimed at the first virtual object at this time, it is still within the aiming range corresponding to the first virtual object. Even if the crosshair is not on the first virtual object, when the player shoots at the first virtual object, it will still ensure that the bullet lands on the body part of the first virtual object associated with the aiming range, thereby assisting the controlled virtual object to still hit the first virtual object when the crosshair is offset, that is, aiming within the preset aiming range is considered to be aiming at the first virtual object.
[0144] It should be noted that the automatic shooting function and / or the auxiliary aiming function are blocked, which means that even if the crosshairs of the controlled virtual object controlled by the player can aim at the target virtual object in the smoke of the smoke prop for the target time without leaving, the automatic shooting function and / or the auxiliary aiming function are in an ineffective state, so that the automatic shooting function and / or the auxiliary aiming function are blocked. At this time, the automatic shooting function and / or the auxiliary aiming function are in an ineffective state, which means:
[0145] If the controlled virtual object's crosshairs aim at the first virtual object for a duration that meets a preset shooting condition (for example, the time the crosshairs aim at the first virtual object reaches a first preset duration), the controlled virtual object will not be controlled to automatically shoot at the first virtual object at least once using a shooting prop. At this time, the player controlling the controlled virtual object needs to trigger the shooting control by himself to open fire.
[0146] When the crosshairs of the controlled virtual object aiming at the first virtual object continues for a duration that meets the preset auxiliary aiming conditions (for example, the time the crosshairs aim at the first virtual object reaches a second preset duration), if the first virtual object moves slightly, the automatic control of the crosshairs to maintain aiming at the first virtual object is canceled. At this time, the player controlling the controlled virtual object needs to trigger the aiming control by himself to achieve continuous aiming at the first virtual object.
[0147] When the controlled virtual object's crosshairs aim at the first virtual object for a duration that meets a preset auxiliary aiming condition (for example, the time the crosshairs aim at the first virtual object reaches a third preset duration), if the first virtual object moves slightly, the crosshairs are not aimed at the first virtual object at this time. When the player shoots at the first virtual object, the bullet landing point will be determined according to the actual shooting operation of the controlled virtual object, and thus the first virtual object cannot be hit if the crosshairs are offset.
[0148] In summary, the embodiments of the present application provide a game interaction method, which can provide players with a game interaction method between a controlled virtual object controlled by the player and a virtual object in an invisible state. After the player triggers the use of a smoke prop to release smoke in a virtual scene, when it is detected that there is a target virtual object in the effective range of the smoke, a prompt mark of the target virtual object in which the controlled virtual object is in an invisible state is displayed on the graphical user interface, thereby meeting the needs of performing game interactions with other invisible virtual objects according to the actual game operation needs of the player, enriching the gameplay, and effectively improving the richness of combat strategies; realizing the rapid discovery of virtual objects in an invisible state and the operation of performing game interactions on them according to the actual combat situation of the player, thereby ensuring the smoothness of the player's combat experience in the game, thereby improving the efficiency of game interaction; at the same time, reducing the response frequency of hardware devices, helps to save the computing resources of hardware devices.
[0149] Optionally, the present application embodiment further provides a game interface, which can be as follows: Fig.15 As shown, at least part of the game scene and several controls can be displayed on the game interface. Fig.15 This is just an example of the interface elements on the game interface. The game interface can also include Fig.15 The following interface elements are in addition to the interface elements shown in Fig.15 The interface elements in the game interface shown are described in detail.
[0150] Control 1001 represents a firing control (i.e., a shooting control), which is used to control the controlled virtual object to fire; control 1002 represents a left probe control, which is used to control the controlled virtual object to probe on the left side of the virtual gun; control 1003 represents a right probe control, which is used to control the controlled virtual object to probe on the right side of the virtual gun; and control 1004 represents a cancel throwing control, which is used to cancel the throwing of a throwing object.
[0151] 1005a represents an operation point, 1005b represents a first control area, and 1005c represents a second control located outside the first control area. The first control area, the second control area and the operation point can form a virtual joystick, which is used to control the speed of movement of the controlled virtual object. The player can control the target controlled virtual object to move at different speeds by dragging the operation point to the first control area and / or the second control area.
[0152] 1006 represents a medical supplies control, which is used to trigger the terminal device to display the medical supplies possessed by the controlled virtual object. 1007 represents a main weapon bar, which is used to display the main weapon of the controlled virtual object. 1008 represents a secondary weapon bar, which is used to display the secondary weapon of the controlled virtual object. 1009 represents a life bar, which is used to display the current life value of the controlled virtual object. 10010 represents a throwing object control, which is used to control the controlled virtual object to throw throwing objects in the virtual scene.
[0153] 10011 represents a helmet control, which is used to indicate the helmet status of the controlled virtual object, such as whether the helmet is worn, whether the helmet is damaged, whether the helmet is not worn, etc. 10012 represents an armor control, which is used to indicate the armor status of the controlled virtual object, such as whether the armor is worn, whether the armor is damaged, whether the armor is not worn, etc. 10013 represents a hunger status control, which is used to indicate the moisture and energy status of the controlled virtual object. 10014 represents a detection prompt control, which is used to set detection props. 10015 represents a shooting mode control, which is used to switch between automatic shooting mode and semi-automatic shooting mode. 10016 represents a melee weapon control, which is used to control melee weapons. 10017 represents a pistol control, which is used to control a pistol. 10018 represents a bullet replacement control, which is used to control the controlled virtual object to replace bullets. 10019 represents a squat control, which is used to control the controlled virtual object to perform a squat action.
[0154] 10020 represents a lying down control, which is used to control the controlled virtual object to perform a lying down action, 10021 represents a jumping control, which is used to control the controlled virtual object to perform a jumping action, 10022 represents a magnification switching control, which is used to switch the magnification of the scope, 10023 represents an aiming control (i.e., a scope opening control), which is used to control the scope to aim, 10024 represents an external help control, which is used to ask for help from players in the lobby outside the game and / or friends, 10025 represents a nearby help control, which is used to ask for help from players in the game, 10026 represents an inspection control, which is used to inspect weapons, 10027 represents a setting control, which is used to set the first control area and / or the second control area, 10028 represents a rescue control, which is used to rescue other players, and 10029 represents a skill control, which is used to set the duration of the skill.
[0155] 10030 represents a pet control control, which is used to release the pet of the controlled virtual object, 10031 represents a focus skill control, which is used to release the focus skill, 10032 represents a mark control, which is used to mark the position in the game scene. When the controlled virtual object is far away from the marked position, the player can know the distance between the controlled virtual object and the marked position, 10033 represents a chat control, which is used to send and receive messages in the game, 10033 represents a chat control, which is used to send and receive messages in the game, 10034 represents a speaker control, which is used to play the sound in the game, 10035 represents a microphone control, which is used to collect the player's voice, 10036 represents a game setting control, which is used to set the relevant configuration in the game, 10037 represents an action control, which is used to control the relevant actions of the controlled virtual object, 10038 represents a flashlight, which is used to control the virtual controlled character to use a flashlight in the game scene, and 10039 represents pick-up materials.
[0156] 10040 represents a storm progress bar, which is used to indicate the progress of the storm attacking the game scene. 10050 represents a direction indicator, which is used to indicate the direction of the controlled virtual object or the direction of the controlled virtual object and the preset position.
[0157] This embodiment also provides a game interaction device, which can be integrated into a terminal device. Fig.16 As shown, the game interaction device may include:
[0158] A response unit 201, configured to release smoke in the virtual scene in response to a use event of a smoke prop;
[0159] The display unit 202 is used to display a prompt mark of the target virtual object on the graphical user interface in response to the presence of the target virtual object in the effective range of the smoke, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object.
[0160] In some embodiments, the game interaction device includes a processing subunit for:
[0161] In response to a throwing event of the first smoke prop, smoke is released in the virtual scene.
[0162] In some embodiments, the game interaction device includes a processing subunit for:
[0163] In response to a triggering event of the second smoke prop equipped on the controlled virtual object, smoke is released in the virtual scene.
[0164] In some embodiments, the game interaction device includes a processing subunit for:
[0165] In response to a triggering operation of a smoke prop control for the second smoke prop, smoke is released in the virtual scene.
[0166] In some embodiments, the game interaction device includes a processing subunit for:
[0167] In response to an attack event on the controlled virtual object equipped with the second smoke prop, smoke is released in the virtual scene.
[0168] In some embodiments, the game interaction device includes a processing subunit for:
[0169] In response to an attack event on the controlled virtual object equipped with the second smoke prop, determining a target attack direction of the controlled virtual object when the controlled virtual object is attacked;
[0170] The smoke release direction is determined according to the target attack direction, and the smoke is released in the virtual scene based on the release direction.
[0171] In some embodiments, the game interaction device includes a processing subunit for:
[0172] In response to an attack event on the controlled virtual object equipped with the second smoke prop, determining a target attack direction of the controlled virtual object when the controlled virtual object is attacked;
[0173] The target moving direction of the controlled virtual object is determined according to the target attack direction, and the controlled virtual object is controlled to move a preset distance in the target moving direction.
[0174] In some embodiments, the game interaction device includes a processing subunit for:
[0175] In response to a throwing event of the first smoke prop, determining a target landing point of the first smoke prop in the virtual scene;
[0176] Based on the target landing point, smoke is released in the virtual scene.
[0177] In some embodiments, the game interaction device includes a processing subunit for:
[0178] In response to the existence of a target virtual object within a preset scene range associated with the controlled virtual object, a smoke release prompt mark is displayed on the graphical user interface.
[0179] In some embodiments, the game interaction device includes a processing subunit for:
[0180] In response to the mismatch between the number of sound information within a preset scene range associated with the controlled virtual object and the number of virtual characters in a current visual state, a smoke release prompt mark is displayed on the graphical user interface.
[0181] In some embodiments, the game interaction device includes a processing subunit for:
[0182] In response to a throwing event of the first smoke prop, throwing prompt information of the first smoke prop is displayed on the graphical user interface, wherein the throwing prompt information is used to prompt a player of the controlled virtual object with a recommended throwing direction.
[0183] In some embodiments, the game interaction device includes a processing subunit for:
[0184] In response to a triggering event of the second smoke prop equipped on the controlled virtual object, determining a scene position of the controlled virtual object in the virtual scene;
[0185] Based on the scene position, smoke is released in the virtual scene.
[0186] In some embodiments, the game interaction device includes a processing subunit for:
[0187] In response to a triggering event of the second smoke prop equipped on the controlled virtual object, controlling the second smoke prop to be triggered for use, and controlling the second smoke prop to enter a cooling state for a specified time after the second smoke prop is used;
[0188] In response to the duration of the second smoke prop being in the cooling state reaching the specified duration, the cooling state of the second smoke prop is released, so that the second smoke prop can be triggered for use.
[0189] In some embodiments, the game interaction device includes a processing subunit for:
[0190] Based on the release duration of the smoke, the display effect of the smoke is adjusted.
[0191] In some embodiments, the game interaction device includes a processing subunit for:
[0192] Obtaining an effective range of the smoke in the virtual scene, and determining whether there is a virtual object whose scene position is located in the effective range and is in an invisible state;
[0193] If so, the virtual object is used as the target virtual object.
[0194] In some embodiments, the game interaction device includes a processing subunit for:
[0195] If the controlled virtual object is in the smoke, adjust the display style of at least one physiological information generated by the controlled virtual object in the graphical user interface.
[0196] In some embodiments, the game interaction device includes a processing subunit for:
[0197] If the controlled virtual object is in the smoke, the display style of the sound information generated by the controlled virtual object in the virtual scene is adjusted, wherein the smoke is released when the second smoke prop is triggered.
[0198] In some embodiments, the game interaction device includes a processing subunit for:
[0199] In response to the target virtual prop performing a target action on the first virtual object in the smoke, controlling the target function to be in an effective state;
[0200] The controlled virtual object is controlled to use the target function on the first virtual object.
[0201] In some embodiments, the game interaction device includes a processing subunit for:
[0202] In response to the virtual shooting prop performing an aiming action on the first virtual object in the smoke and the duration of the aiming action reaching a target duration, the automatic shooting function and / or the auxiliary aiming function is controlled to be in an effective state.
[0203] An embodiment of the present application discloses a game interaction device, which releases smoke in the virtual scene in response to an event of using a smoke prop through a response unit 201; and displays a prompt mark of the target virtual object on the graphical user interface in response to the existence of a target virtual object in the effective range of the smoke, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object. The embodiments of the present application can provide players with a game interaction method between a controlled virtual object controlled by the player and a virtual object in an invisible state. After the player triggers the use of a smoke prop to release smoke in a virtual scene, when it is detected that there is a target virtual object in the effective range of the smoke, a prompt mark of the target virtual object in which the controlled virtual object is in an invisible state is displayed on a graphical user interface, thereby meeting the needs of performing game interactions with other invisible virtual objects according to the actual game operation needs of the player, enriching the gameplay and effectively improving the richness of combat strategies; realizing the rapid discovery of virtual objects in an invisible state and the operation of performing game interactions on them according to the actual combat situation of the player, thereby ensuring the smoothness of the player's combat experience in the game, thereby improving the efficiency of game interaction; at the same time, reducing the response frequency of hardware devices helps to save the computing resources of hardware devices.
[0204] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and other terminal devices. Alternatively, the electronic device may be a server.
[0205] like Fig.17 As shown, Fig.17 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 300 includes a processor 301 having one or more processing cores, a memory 302 having one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 is electrically connected to the memory 302. Those skilled in the art will appreciate that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange components differently.
[0206] The processor 301 is the control center of the electronic device 300. It uses various interfaces and lines to connect various parts of the entire electronic device 300, and executes various functions and processes data of the electronic device 300 by running or loading software programs and / or units stored in the memory 302, and calling data stored in the memory 302, so as to monitor the electronic device 300 as a whole. The processor 301 can be a central processing unit CPU, a graphics processing unit GPU, a network processor (Network Processor, NP), etc., and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application.
[0207] In the embodiment of the present application, the processor 301 in the electronic device 300 will load instructions corresponding to the processes of one or more application programs into the memory 302 according to the following steps, and the processor 301 will run the application programs stored in the memory 302 to implement various functions, such as:
[0208] In response to a use event of a smoke prop, releasing smoke in the virtual scene;
[0209] In response to the presence of a target virtual object in the effective range of the smoke, a prompt mark of the target virtual object is displayed on the graphical user interface, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object.
[0210] In one embodiment, the smoke prop includes a first smoke prop and / or a second smoke prop; and in response to the use event of the smoke prop, releasing smoke in the virtual scene includes:
[0211] In response to a throwing event of the first smoke prop, smoke is released in the virtual scene.
[0212] In one embodiment, in response to the use event of the smoke prop, releasing smoke in the virtual scene includes:
[0213] In response to a triggering event of the second smoke prop equipped on the controlled virtual object, smoke is released in the virtual scene.
[0214] In one embodiment, in response to a triggering event of the second smoke prop equipped on the controlled virtual object, releasing smoke in the virtual scene comprises:
[0215] In response to a triggering operation of a smoke prop control for the second smoke prop, smoke is released in the virtual scene.
[0216] In one embodiment, in response to a triggering event of the second smoke prop equipped on the controlled virtual object, releasing smoke in the virtual scene comprises:
[0217] In response to an attack event on the controlled virtual object equipped with the second smoke prop, smoke is released in the virtual scene.
[0218] In one embodiment, in response to an attack event on the controlled virtual object equipped with the second smoke prop, releasing smoke in the virtual scene comprises:
[0219] In response to an attack event on the controlled virtual object equipped with the second smoke prop, determining a target attack direction of the controlled virtual object when the controlled virtual object is attacked;
[0220] The smoke release direction is determined according to the target attack direction, and the smoke is released in the virtual scene based on the release direction.
[0221] In one embodiment, the method further comprises:
[0222] In response to an attack event on the controlled virtual object equipped with the second smoke prop, determining a target attack direction of the controlled virtual object when the controlled virtual object is attacked;
[0223] The target moving direction of the controlled virtual object is determined according to the target attack direction, and the controlled virtual object is controlled to move a preset distance in the target moving direction.
[0224] In one embodiment, the prompt mark includes a contour image, the contour image of the target virtual object is generated based on the object contour of the target virtual object, and the contour image is updated in real time with the object posture and / or current position of the target virtual object.
[0225] In one embodiment, the prompt identifier also includes prompt information, which is determined based on the relative position relationship between the target virtual object and the controlled virtual object in the virtual scene, and the prompt information is used to indicate the orientation and / or distance of the target virtual object compared to the controlled virtual object in the virtual scene.
[0226] In one embodiment, the invisible state includes: a first invisible state in which the target virtual object is shielded by a virtual shield; or a second invisible state in which the target virtual object is in a stealth state.
[0227] In one embodiment, in response to the throwing event of the first smoke prop, releasing smoke in the virtual scene includes:
[0228] In response to a throwing event of the first smoke prop, determining a target landing point of the first smoke prop in the virtual scene;
[0229] Based on the target landing point, smoke is released in the virtual scene.
[0230] In one embodiment, in response to the use event of the smoke prop, before releasing the smoke in the virtual scene, the method further includes:
[0231] In response to the existence of a target virtual object within a preset scene range associated with the controlled virtual object, a smoke release prompt mark is displayed on the graphical user interface.
[0232] In one embodiment, in response to the use event of the smoke prop, before releasing the smoke in the virtual scene, the method further includes:
[0233] In response to the mismatch between the number of sound information within a preset scene range associated with the controlled virtual object and the number of virtual characters in a current visual state, a smoke release prompt mark is displayed on the graphical user interface.
[0234] In one embodiment, the step of responding to the throwing event of the first smoke prop further includes:
[0235] In response to a throwing event of the first smoke prop, throwing prompt information of the first smoke prop is displayed on the graphical user interface, wherein the throwing prompt information is used to prompt a player of the controlled virtual object with a recommended throwing direction.
[0236] In one embodiment, in response to a triggering event of the second smoke prop equipped on the controlled virtual object, releasing smoke in the virtual scene comprises:
[0237] In response to a triggering event of the second smoke prop equipped on the controlled virtual object, determining a scene position of the controlled virtual object in the virtual scene;
[0238] Based on the scene position, smoke is released in the virtual scene.
[0239] In one embodiment, the method further comprises:
[0240] In response to a triggering event of the second smoke prop equipped on the controlled virtual object, controlling the second smoke prop to be triggered for use, and controlling the second smoke prop to enter a cooling state for a specified time after the second smoke prop is used;
[0241] In response to the duration of the second smoke prop being in the cooling state reaching the specified duration, the cooling state of the second smoke prop is released, so that the second smoke prop can be triggered for use.
[0242] In one embodiment, in response to the existence of a target virtual object in the effective range of the smoke, after displaying a prompt mark of the target virtual object on the graphical user interface, the method further includes:
[0243] Based on the release duration of the smoke, the display effect of the smoke is adjusted.
[0244] In one embodiment, after releasing smoke in the virtual scene in response to a use event of the smoke prop, the method further includes:
[0245] Obtaining an effective range of the smoke in the virtual scene, and determining whether there is a virtual object whose scene position is located in the effective range and is in an invisible state;
[0246] If so, the virtual object is used as the target virtual object.
[0247] In one embodiment, the method further comprises:
[0248] If the controlled virtual object is in the smoke, adjust the display style of at least one physiological information generated by the controlled virtual object in the graphical user interface.
[0249] In one embodiment, if the controlled virtual object is in the smoke, adjusting the display style of at least one physiological information generated by the controlled virtual object in the graphical user interface includes:
[0250] If the controlled virtual object is in the smoke, the display style of the sound information generated by the controlled virtual object in the virtual scene is adjusted, wherein the smoke is released when the second smoke prop is triggered.
[0251] In one embodiment, the controlled virtual object currently uses a target virtual prop, and the target virtual prop is configured so that at least one target function of the target virtual prop is shielded in the effective range of the smoke; the method further includes:
[0252] In response to the target virtual prop performing a target action on the first virtual object in the smoke, controlling the target function to be in an effective state;
[0253] The controlled virtual object is controlled to use the target function on the first virtual object.
[0254] In one embodiment, the target virtual prop is a virtual shooting prop, and the target function includes an automatic shooting function and / or an auxiliary aiming function;
[0255] In response to the target virtual prop performing a target action on the first virtual object in the smoke, controlling the target function to be in an effective state includes:
[0256] In response to the virtual shooting prop performing an aiming action on the first virtual object in the smoke and the duration of the aiming action reaching a target duration, the automatic shooting function and / or the auxiliary aiming function is controlled to be in an effective state.
[0257] The electronic device provided by the embodiment of the present application can release smoke in the virtual scene in response to the use event of the smoke prop; then, in response to the existence of the target virtual object in the effective range of the smoke, a prompt mark of the target virtual object is displayed on the graphical user interface, wherein the target virtual object is a virtual object in an invisible state to the controlled virtual object. The embodiment of the present application can provide a game interaction method between the controlled virtual object and the virtual object in an invisible state to the player. After the player triggers the use of the smoke prop to release smoke in the virtual scene, when it is detected that there is a target virtual object in the effective range of the smoke, a prompt mark of the target virtual object in an invisible state of the controlled virtual object is displayed on the graphical user interface, which meets the needs of the player to interact with other virtual objects in an invisible state according to the actual game operation needs of the player, enriches the game play, and effectively improves the richness of the battle strategy; realizes the rapid discovery of the virtual object in an invisible state according to the actual battle situation of the player, and the operation of game interaction on it, ensures the fluency of the player's battle experience in the game, thereby improving the game interaction efficiency; at the same time, reduces the response frequency of the hardware device, which helps to save the computing resources of the hardware device.
[0258] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0259] Optional, such as Fig.17 As shown, the electronic device 300 further includes: a touch screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307, respectively. Those skilled in the art can understand that Fig.17 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0260] The touch display screen 303 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 303 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel can be used to collect the user's touch operation on or near it (such as the user uses any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 301, and can receive the command sent by the processor 301 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 301 to determine the type of touch event, and then the processor 301 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 303 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 303 can also be used as a part of the input unit 306 to realize the input function.
[0261] The radio frequency circuit 304 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals with the network device or other electronic devices.
[0262] The audio circuit 305 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 305 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 305 and converted into audio data, and then the audio data is output to the processor 301 for processing, and then sent to another electronic device through the radio frequency circuit 304, or the audio data is output to the memory 302 for further processing. The audio circuit 305 may also include an earplug jack to provide communication between an external headset and the electronic device.
[0263] The input unit 306 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0264] The power supply 307 is used to supply power to various components of the electronic device 300. Optionally, the power supply 307 can be logically connected to the processor 301 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 307 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0265] although Fig.17 Not shown, the electronic device 300 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0266] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0267] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0268] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute any game interaction method provided in the embodiment of the present application. The computer program can execute the following steps of the game interaction method:
[0269] In response to a use event of a smoke prop, releasing smoke in the virtual scene;
[0270] In response to the presence of a target virtual object in the effective range of the smoke, a prompt mark of the target virtual object is displayed on the graphical user interface, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object.
[0271] Due to the computer program stored in the storage medium, smoke is released in the virtual scene in response to the use event of the smoke prop; then, in response to the existence of a target virtual object in the effective range of the smoke, a prompt mark of the target virtual object is displayed on the graphical user interface, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object. The embodiment of the present application can provide a game interaction method between a controlled virtual object and a virtual object in an invisible state to the player. After the player triggers the use of the smoke prop to release smoke in the virtual scene, when it is detected that there is a target virtual object in the effective range of the smoke, a prompt mark of the target virtual object in which the controlled virtual object is in an invisible state is displayed on the graphical user interface, which meets the needs of the player to interact with other virtual objects in an invisible state according to the actual game operation needs of the player, enriches the game play, and effectively improves the richness of the battle strategy; realizes the rapid discovery of virtual objects in an invisible state according to the actual battle situation of the player, and the operation of game interaction on them, ensures the fluency of the player's battle experience in the game, thereby improving the game interaction efficiency; at the same time, reduces the response frequency of the hardware device, which helps to save the computing resources of the hardware device.
[0272] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0273] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0274] Since the computer program stored in the computer-readable storage medium can execute any one of the game interaction methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the game interaction methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0275] According to one aspect of the present application, a computer program product or a computer program is also provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in various optional implementations of the above embodiments.
[0276] In the above-mentioned game interaction device, computer-readable storage medium, electronic device, and computer program product embodiments, the description of each embodiment has its own emphasis. For parts not described in detail in a certain embodiment, reference can be made to the relevant description of other embodiments. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working process and beneficial effects of the above-mentioned game interaction device, computer-readable storage medium, computer program product, electronic device and its corresponding units can refer to the description of the game interaction method in the above embodiment, and will not be repeated here.
[0277] The above is a detailed introduction to a game interaction method, device, electronic device, computer-readable storage medium and computer program product provided in the embodiments of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, according to the idea of the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. A game interaction method, characterized in that: A graphical user interface is provided through a terminal device, wherein the content displayed by the graphical user interface includes at least part of a virtual scene and a controlled virtual object located in the virtual scene and controlled by the terminal device. The method includes: In response to a use event of a smoke prop, releasing smoke in the virtual scene; In response to the presence of a target virtual object in the effective range of the smoke, a prompt mark of the target virtual object is displayed on the graphical user interface, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object.
2. The method according to claim 1, characterized in that The smoke props include a first smoke prop and / or a second smoke prop; and in response to the use event of the smoke prop, releasing smoke in the virtual scene includes: In response to a throwing event of the first smoke prop, smoke is released in the virtual scene.
3. The method according to claim 2, characterized in that The step of releasing smoke in the virtual scene in response to the use event of the smoke prop comprises: In response to a triggering event of the second smoke prop equipped on the controlled virtual object, smoke is released in the virtual scene.
4. The method according to claim 3, characterized in that The step of releasing smoke in the virtual scene in response to a triggering event of the second smoke prop equipped on the controlled virtual object comprises: In response to a triggering operation of a smoke prop control for the second smoke prop, smoke is released in the virtual scene.
5. The method according to claim 3, characterized in that: The step of releasing smoke in the virtual scene in response to a triggering event of the second smoke prop equipped on the controlled virtual object comprises: In response to an attack event on the controlled virtual object equipped with the second smoke prop, smoke is released in the virtual scene.
6. The method according to claim 5, characterized in that The step of releasing smoke in the virtual scene in response to an attack event on the controlled virtual object equipped with the second smoke prop comprises: In response to an attack event on the controlled virtual object equipped with the second smoke prop, determining a target attack direction of the controlled virtual object when the controlled virtual object is attacked; The smoke release direction is determined according to the target attack direction, and the smoke is released in the virtual scene based on the release direction.
7. The method according to claim 5, characterized in that The method further comprises: In response to an attack event on the controlled virtual object equipped with the second smoke prop, determining a target attack direction of the controlled virtual object when the controlled virtual object is attacked; The target moving direction of the controlled virtual object is determined according to the target attack direction, and the controlled virtual object is controlled to move a preset distance in the target moving direction.
8. The method according to claim 1, characterized in that The prompt mark includes a contour image. The contour image of the target virtual object is generated based on the object contour of the target virtual object. The contour image is updated in real time according to the object posture and / or current position of the target virtual object.
9. The method according to claim 8, characterized in that The prompt identifier also includes prompt information, which is determined based on the relative position relationship between the target virtual object and the controlled virtual object in the virtual scene, and the prompt information is used to indicate the orientation and / or distance of the target virtual object compared to the controlled virtual object in the virtual scene.
10. The method according to any one of claims 1 to 9, characterized in that: The invisible state includes: a first invisible state in which the target virtual object is shielded by a virtual shield; or a second invisible state in which the target virtual object is in a stealth state.
11. The method according to claim 2, characterized in that The step of releasing smoke in the virtual scene in response to the throwing event of the first smoke prop comprises: In response to a throwing event of the first smoke prop, determining a target landing point of the first smoke prop in the virtual scene; Based on the target landing point, smoke is released in the virtual scene.
12. The method according to claim 11, characterized in that In response to the use event of the smoke prop, before releasing the smoke in the virtual scene, the method further includes: In response to the existence of a target virtual object within a preset scene range associated with the controlled virtual object, a smoke release prompt mark is displayed on the graphical user interface.
13. The method according to claim 11, characterized in that In response to the use event of the smoke prop, before releasing the smoke in the virtual scene, the method further includes: In response to the mismatch between the number of sound information within a preset scene range associated with the controlled virtual object and the number of virtual characters in a current visual state, a smoke release prompt mark is displayed on the graphical user interface.
14. The method according to claim 2, characterized in that The method further comprises: responding to the throwing event of the first smoke prop; In response to a throwing event of the first smoke prop, throwing prompt information of the first smoke prop is displayed on the graphical user interface, wherein the throwing prompt information is used to prompt a player of the controlled virtual object with a recommended throwing direction.
15. The method according to claim 3, characterized in that The step of releasing smoke in the virtual scene in response to a triggering event of the second smoke prop equipped on the controlled virtual object comprises: In response to a triggering event of the second smoke prop equipped on the controlled virtual object, determining a scene position of the controlled virtual object in the virtual scene; Based on the scene position, smoke is released in the virtual scene.
16. The method according to claim 15, characterized in that The method further comprises: In response to a triggering event of the second smoke prop equipped on the controlled virtual object, controlling the second smoke prop to be triggered for use, and controlling the second smoke prop to enter a cooling state for a specified time after the second smoke prop is used; In response to the duration of the second smoke prop being in the cooling state reaching the specified duration, the cooling state of the second smoke prop is released, so that the second smoke prop can be triggered for use.
17. The method according to claim 1, characterized in that In response to the existence of a target virtual object in the effective range of the smoke, after displaying a prompt mark of the target virtual object on the graphical user interface, the method further includes: Based on the release duration of the smoke, the display effect of the smoke is adjusted.
18. The method according to claim 1, characterized in that In response to the use event of the smoke prop, after releasing the smoke in the virtual scene, the method further includes: Obtaining an effective range of the smoke in the virtual scene, and determining whether there is a virtual object whose scene position is located in the effective range and is in an invisible state; If so, the virtual object is used as the target virtual object.
19. The method according to claim 3, characterized in that The method further comprises: If the controlled virtual object is in the smoke, adjust the display style of at least one physiological information generated by the controlled virtual object in the graphical user interface.
20. The method according to claim 19, characterized in that If the controlled virtual object is in the smoke, adjusting the display style of at least one physiological information generated by the controlled virtual object in the graphical user interface includes: If the controlled virtual object is in the smoke, the display style of the sound information generated by the controlled virtual object in the virtual scene is adjusted, wherein the smoke is released when the second smoke prop is triggered.
21. The method according to claim 1, characterized in that The controlled virtual object currently uses a target virtual prop, and the target virtual prop is configured so that at least one target function of the target virtual prop is shielded within the effective range of the smoke; the method further includes: In response to the target virtual prop performing a target action on the first virtual object in the smoke, controlling the target function to be in an effective state; The controlled virtual object is controlled to use the target function on the first virtual object.
22. The method according to claim 21, characterized in that The target virtual prop is a virtual shooting prop, and the target function includes an automatic shooting function and / or an auxiliary aiming function; In response to the target virtual prop performing a target action on the first virtual object in the smoke, controlling the target function to be in an effective state includes: In response to the virtual shooting prop performing an aiming action on the first virtual object in the smoke and the duration of the aiming action reaching a target duration, the automatic shooting function and / or the auxiliary aiming function is controlled to be in an effective state.
23. A game interaction device, characterized in that: Providing a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least part of a virtual scene and a controlled virtual object located in the virtual scene and controlled and operated by the terminal device, including: A response unit, used for releasing smoke in the virtual scene in response to a use event of the smoke prop; The display unit is used to display a prompt mark of the target virtual object on the graphical user interface in response to the presence of the target virtual object in the effective range of the smoke, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object.
24. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the game interaction method as described in any one of claims 1 to 22.
25. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the game interaction method according to any one of claims 1 to 22.
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