A game interaction method and device, electronic equipment and storage medium

By releasing smoke items and displaying indicator lights for invisible objects in shooting games, the problem of players having difficulty interacting with invisible objects is solved, improving the richness and smoothness of combat strategies in the game, while saving hardware resources.

CN119701340BActive Publication Date: 2026-02-03NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411767972.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-12-03
Publication Date
2026-02-03
Estimated Expiration
2044-12-03

AI Technical Summary

Technical Problem

In existing shooting games, players find it difficult to effectively interact with virtual objects that are not visible during actual gameplay, resulting in monotonous gameplay, a lack of diverse combat strategies, and impacting the smoothness of the combat experience and the efficiency of interaction.

Method used

By releasing smoke in a virtual scene, smoke props can be used to display prompts for virtual objects that are not visible on the graphical user interface, enabling game interaction with invisible objects.

Benefits of technology

It enriches the gameplay, enhances the variety of combat strategies, ensures a smooth combat experience, and reduces the consumption of computing resources on hardware devices.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game interaction method and device, electronic equipment and a storage medium, comprising: in response to a use event of a smoke prop, releasing smoke in a virtual scene; then, in response to the existence of a target virtual object in the effective range of the smoke, displaying a prompt identifier of the target virtual object on a graphical user interface, the target virtual object being a virtual object in an invisible state to a controlled virtual object. The embodiments of the application can meet the demand of game interaction with other virtual objects in an invisible state according to the actual game operation demand of the player, enrich the game play, and effectively improve the richness of the battle strategy; the embodiments of the application realize the operation of quickly discovering a virtual object in an invisible state and game interaction with the virtual object according to the actual battle situation of the player, ensure the smoothness of the battle experience of the player in the game match, and thus improve the game interaction efficiency; meanwhile, the response frequency of the hardware device is reduced, which helps to save the computing resources of the hardware device.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, specifically to a game interaction method, device, electronic device, and storage medium. Background Technology

[0002] To satisfy people's pursuit of spiritual enrichment, entertainment games that can be played on terminals have emerged. These include multiplayer online action games, role-playing games, tactical competitive games, and first-person shooter (FPS) games developed based on client-server architectures. In these games, players control virtual characters on the screen, performing actions such as walking, running, jumping, picking up items, and fighting from either a first-person or third-person perspective. This immersive experience greatly enhances the game's visual impact and sense of realism.

[0003] In current shooting games, player-controlled virtual objects typically engage in combat using virtual weapons. For example, players aim at enemy virtual objects and shoot them to eliminate them. However, as players' demands for gameplay have increased, there is a need for players to interact with other virtual objects that are not currently visible during gameplay. Existing technologies offer limited ways to interact with these invisible virtual objects, resulting in relatively simplistic gameplay and a lack of strategic depth. Furthermore, it hinders the ability to quickly identify and interact with invisible virtual objects based on the player's current situation, impacting the smoothness of the combat experience and leading to low interaction efficiency. Summary of the Invention

[0004] This application provides a game interaction method, device, electronic device, and storage medium, which can meet the needs of players to interact with other virtual objects that are not visible in the game according to the actual game operation needs, enrich the gameplay, 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, it reduces the response frequency of hardware devices, which helps to save the computing resources of hardware devices.

[0005] In a first aspect, embodiments of this application provide a game interaction method, which provides a graphical user interface through a terminal device. The content displayed by the graphical user interface includes at least a portion of a virtual scene and controlled virtual objects located in the virtual scene and operated by the terminal device. The method includes:

[0006] In response to an event that a smoke prop is used, smoke is released in the virtual scene;

[0007] In response to the presence of a target virtual object within the effective range of the smoke, a prompt icon for 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] Secondly, embodiments of this application provide a game interaction device that provides a graphical user interface (GUI) via a terminal device. The GUI displays content including at least a portion of a virtual scene and controlled virtual objects located within the virtual scene and operated by the terminal device, including:

[0009] A response unit is configured to release smoke in the virtual scene in response to a smoke prop usage event;

[0010] The display unit is configured to display a prompt icon of the target virtual object on the graphical user interface in response to the presence of a target virtual object within the effective range of the smoke, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object.

[0011] Thirdly, embodiments of this application also provide an electronic device, including a memory storing multiple instructions; a processor loads instructions from the memory to execute the steps of any of the game interaction methods provided in embodiments of this application.

[0012] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps of any of the game interaction methods provided in embodiments of this application.

[0013] Fifthly, embodiments of this application also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the game interaction methods provided in embodiments of this application.

[0014] The solution adopted in this application provides players with a game interaction method between controlled virtual objects and invisible virtual objects. After a player triggers the use of a smoke item to release smoke in a virtual scene, when a target virtual object is detected within the effective range of the smoke, a prompt icon indicating that the controlled virtual object is invisible is displayed on the graphical user interface. This satisfies the player's need to interact with other invisible virtual objects based on actual game operation requirements, enriches gameplay, and effectively improves the richness of combat strategies. It also enables the rapid discovery of invisible virtual objects and the interaction with them based on the player's actual combat situation, ensuring a smooth combat experience and improving game interaction efficiency. Simultaneously, it reduces the response frequency of hardware devices, helping to save hardware computing resources. Attached Figure Description

[0015] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0016] Figure 1 This is a schematic diagram of a game interaction system provided in an embodiment of this application;

[0017] Figure 2 This is a schematic flowchart of one embodiment of the game interaction method provided in this application;

[0018] Figure 3 This is a schematic diagram of a scenario of the game interaction method provided in an embodiment of this application;

[0019] Figure 4 This is another scenario illustration of the game interaction method provided in the embodiments of this application;

[0020] Figure 5 This is another scenario illustration of the game interaction method provided in the embodiments of this application;

[0021] Figure 6 This is another scenario illustration of the game interaction method provided in the embodiments of this application;

[0022] Figure 7 This is another scenario illustration of the game interaction method provided in the embodiments of this application;

[0023] Figure 8 This is another scenario illustration of the game interaction method provided in the embodiments of this application;

[0024] Figure 9 This is another scenario illustration of the game interaction method provided in the embodiments of this application;

[0025] Figure 10 This is another scenario illustration of the game interaction method provided in the embodiments of this application;

[0026] Figure 11 This is another scenario illustration of the game interaction method provided in the embodiments of this application;

[0027] Figure 12 This is another scenario illustration of the game interaction method provided in the embodiments of this application;

[0028] Figure 13 This is another scenario illustration of the game interaction method provided in the embodiments of this application;

[0029] Figure 14 This is another scenario illustration of the game interaction method provided in the embodiments of this application;

[0030] Figure 15 This is a schematic diagram of a game interface for a game interaction method provided in an embodiment of this application;

[0031] Figure 16 This is a schematic diagram of the structure of the game interaction device provided in the embodiments of this application;

[0032] Figure 17 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0033] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.

[0034] This application provides a game interaction method, apparatus, electronic device, and computer-readable storage medium. Specifically, this embodiment will be described from the perspective of a game interaction apparatus, which can be integrated into an electronic device. That is, the game interaction method of this application embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.

[0035] The game interaction method provided in this application can be applied to game interaction systems. This game interaction system can include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.

[0036] Optionally, the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. Cloud servers consist of a large number of computers or network servers based on cloud computing.

[0037] In one embodiment of this disclosure, the game interaction method can run on a local terminal device or a server. When the game interaction method runs 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 this game interaction method is running on a terminal, the terminal device stores a game application and uses it to display virtual scenes in the game. The terminal device is used to interact with the user through a graphical user interface (GUI), such as by downloading, installing, and running the game application. The terminal device can provide the GUI to the user in various ways, such as rendering it on the terminal device's display screen or presenting the GUI through holographic projection. For example, the terminal device can include a touch screen and a processor. The touch screen is used to present the GUI and receive operation commands generated by the user interacting with the GUI, which includes game scenes. The processor is used to run the game, generate the GUI, respond to operation commands, and control the display of the GUI on the touch screen.

[0039] For example, when the game interaction method runs on a server, it can be called cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game application and the game screen presentation are separate. The storage and execution of the game interaction method are completed on the cloud gaming server. The game screen presentation is completed on the cloud gaming client. 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 capabilities close to the user, such as a mobile terminal, television, computer, PDA, personal digital assistant, etc. However, the terminal device for processing game data is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client through the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0040] Please see Figure 1 , Figure 1 This is a schematic diagram of a game interaction system provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. The user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. Furthermore, the system may include multiple databases coupled to different servers, and can continuously store game environment-related information in the databases while different users are playing multiplayer games online.

[0041] This application provides a game interaction method, which can be executed by a terminal or a server. This application example illustrates the game interaction method executed by a terminal. The terminal may include a touchscreen display and a processor (of course, the terminal can also use peripherals such as a mouse or keyboard as input devices; this example only uses a touchscreen display). The touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touchscreen display, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen. When the user performs touch operations on the GUI using their finger, the GUI, upon detecting the touch operation, controls different virtual objects in the game's GUI to perform actions corresponding to the touch operation.

[0042] It should be noted that, Figure 1 The schematic diagram of the game interaction system shown is merely an example. The game interaction system and scenario described in this application are for the purpose of more clearly illustrating the technical solutions of this application, and do not constitute a limitation on the technical solutions provided in this application. As those skilled in the art will know, with the emergence of new business scenarios, the technical solutions provided in this application are also applicable to similar technical problems.

[0043] This application provides a game interaction method, which can be executed by a terminal or a server. This application example illustrates the game interaction method executed by a terminal. A graphical user interface (GUI) can be provided by the terminal device. The GUI includes at least a portion of a virtual scene and controlled virtual objects located within the virtual scene and controlled by the terminal device. The GUI, virtual scene, and virtual objects are described below.

[0044] A game scene (or virtual scene) is a virtual scene displayed (or provided) by an application while it is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be either a two-dimensional or three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene in which the user controls virtual objects and completes the game logic. For example, in a sandbox 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects to fight. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 3D multiplayer online tactical competitive games, a virtual scene is a 2D or 3D terrain scene used by virtual objects to fight. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.

[0045] A graphical user interface (GUI) is a graphical user interface obtained by executing software applications on the processor of a mobile terminal or other terminal and rendering them on a display screen. It can be the display screen interface of the terminal device. The GUI can present the entire game scene or only a portion of it. The game scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc. When the game scene is large, the GUI of the terminal device only displays a portion of the game scene during gameplay. Optionally, the game scene includes game characters, which can be player-controlled characters or NPCs (Non-Player Characters, a type of character in a game, meaning non-player characters). This exemplary embodiment is not limited to these. The GUI can include a UI interface for player interaction and game screens. In optional embodiments, the UI interface can include game controls (e.g., skill controls, movement controls, function controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., kill count, match time, etc.), or game setting controls (e.g., system settings, shop, coins, etc.). In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.

[0046] A game object (or virtual object, game character) refers to a controllable dynamic object in a virtual scene. Optionally, the dynamic object can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. 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 dynamically determined according to the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc. provided by the application to fight against other virtual objects. (Game) props refer to items that virtual objects can use in a virtual environment, including but not limited to firearms, melee weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to enhance their own attributes, assist in combat, or inflict damage on other virtual objects. Virtual props can also be supply items such as bullets, and can be equipped with accessories such as extended magazines, scopes, flash hiders, and stocks on designated virtual weapons. A virtual camera is an essential component of the game scene, used to present the game scene's visuals. Each game scene corresponds to at least one virtual camera, and depending on actual needs, there can be two or more. These cameras serve as rendering windows for the game, capturing and presenting the game world's visual content to the player. By setting the parameters of the virtual camera, the player's viewing perspective can be adjusted, such as first-person or third-person view.

[0047] The following detailed description is provided 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 order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.

[0048] Please see Figure 2 , Figure 2 This is a flowchart illustrating a game interaction method provided in an embodiment of this application. The specific flow of the game interaction method can be summarized in steps 101 to 102 as follows:

[0049] Step 101: In response to the use event of the smoke prop, release smoke in the virtual scene.

[0050] Specifically, smoke gadgets can release large amounts of smoke to obscure the vision of virtual objects in the game scene, thereby creating various tactical opportunities. In this embodiment, after the smoke gadget is configured to be used, it releases white or other colored smoke. The smoke can obscure enemy virtual objects currently in a normal state, controlled virtual objects controlled by the player, virtual objects of the player's teammates, other non-player virtual objects, and virtual objects in the virtual scene. Furthermore, this embodiment can also display corresponding prompts within the smoke released by the smoke gadget for virtual objects that are invisible to controlled virtual objects, indicating the scene location of the invisible virtual object to the player corresponding to the controlled virtual object.

[0051] In this embodiment, the invisible state includes: a first invisible state where the target virtual object is obscured by virtual occlusions, such as a state where the target virtual object is obscured by a virtual building; or a second invisible state where the target virtual object is in stealth mode, such as a state where the target virtual object is in optical camouflage mode. The optical camouflage mode is a special stealth state achieved by the virtual object by equipping an "optical camouflage module." This "optical camouflage module" utilizes optical camouflage technology to bend and reflect light, allowing the wearer to blend into the surrounding environment. When a player equips the virtual object with this module, the body of the virtual object they control becomes semi-transparent or even completely invisible, thus disappearing from the view of other virtual objects. This helps the player control the virtual object to evade attacks from other virtual objects and creates opportunities for surprise attacks.

[0052] Specifically, when a target virtual object enters the second invisible state, a status indicator can be displayed in the graphical user interface of the specified virtual object to indicate that the target virtual object has entered the second invisible state. The specified virtual object can be any virtual object within a specified range, or virtual objects of the same faction and / or virtual objects of different factions. For example, please refer to [link to relevant documentation]. Figure 3 When a target virtual object enters the optical camouflage state, a ripple indicator (i.e., a status indicator) will be briefly displayed through the graphical user interface at the instant the target virtual object enters the optical camouflage state. This will alert other virtual objects that a virtual object has entered the optical camouflage state. The ripple indicator can be a light bar of a specified color. At the instant the target virtual object enters the optical camouflage state, the light bar will spread outward, thus indicating to other virtual objects in the form of a ripple that a virtual object has 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 throwable or shootable smoke prop that can be launched independently, such as a smoke grenade. After being thrown, the smoke grenade will detonate within a short time, creating 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 by a virtual object. Specifically, the smoke armor prop has two usage modes: active and passive. Active usage means that after the player controls the virtual object to wear the smoke armor prop, they can execute a trigger operation 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 create a smoke area that lasts for a period of time. Passive usage means that the virtual object wearing the smoke armor prop can automatically release smoke when attacked by other virtual objects, creating a smoke area that lasts for a period of time. It should be noted that the second smoke item (such as the smoke armor item) can be reused. The smoke armor item is automatically used once after the virtual object wearing it is attacked by another virtual object, then enters a cooldown state. After a certain cooldown period, the smoke armor item returns to normal use, allowing the player to continue using it. The smoke armor item also has a defensive function; it can simultaneously function as a defensive item and release smoke.

[0054] Optionally, the effective range and duration of the smoke generated by the smoke grenade and smoke armor can be the same or similar. For example, the effective range of the smoke generated by the smoke armor is smaller than that of the smoke grenade, and the effective duration of the smoke generated by the smoke armor is shorter than that of the smoke grenade. The smoke armor can release white smoke centered on the virtual object wearing the smoke armor.

[0055] In this embodiment of the application, a graphical user interface can be provided by a terminal device. The content displayed by the graphical user interface includes at least a portion of the virtual scene, or the content displayed by the graphical user interface includes at least a portion of the virtual scene and controlled virtual objects located in the virtual scene and controlled by the terminal device. For example, some controlled virtual objects (such as the hands of controlled virtual objects) can be displayed. It can also include other virtual objects controlled by the terminal device of the enemy player. In this case, the controlled virtual objects may be holding virtual shooting props, virtual smoke props, or not holding any props.

[0056] In one embodiment, the smoke prop includes a first smoke prop, and the step "releasing smoke in the virtual scene in response to a use event of the smoke prop" includes:

[0057] In response to an event that throws the first smoke prop, smoke is released in the virtual scene.

[0058] For example, please refer to the following: Figure 4 and Figure 5 A graphical user interface (GUI) can be provided via a terminal device. The GUI displays content including at least a portion of a virtual scene. Since the controlled virtual object is equipped with a smoke grenade, a smoke grenade icon is displayed in the throwable item bar of the GUI. Players can trigger an operation on the smoke grenade icon. In response to the trigger operation on the smoke grenade icon, the computer device triggers a throw event for the first smoke grenade, and in response to the throw event, releases smoke in the virtual scene.

[0059] In another embodiment, the smoke prop includes a second smoke prop, and the step "releasing smoke in the virtual scene in response to a use event of the smoke prop" includes:

[0060] In response to a trigger event of the second smoke prop equipped on the controlled virtual object, smoke is released in the virtual scene.

[0061] The trigger event for the second smoke item equipped on the controlled virtual object can be a first trigger event where the player performs a trigger operation by executing the trigger operation through the smoke item control corresponding to the second smoke item displayed in the graphical interface; or it can be a second trigger event where the virtual object wearing the second smoke item is attacked by other virtual objects.

[0062] In order to enable players to actively use the second smoke item, the step "releasing smoke in the virtual scene in response to a trigger event of the second smoke item equipped on the controlled virtual object" includes:

[0063] In response to a triggering operation of the smoke prop control for the second smoke prop, smoke is released in the virtual scene.

[0064] For example, please refer to the following: Figure 6 and Figure 7A graphical user interface (GUI) can be provided via a terminal device. The GUI displays at least a portion of a virtual scene and controlled virtual objects located within the virtual scene, manipulated by the terminal device. Since the controlled virtual objects are equipped with a second smoke item (i.e., a smoke armor item), a corresponding smoke item control is displayed in the GUI. Players can perform a trigger operation on the smoke item control, such as clicking it. In response to this trigger operation, the computer device triggers a similar operation on the second smoke item's smoke item control, releasing smoke in the virtual scene.

[0065] It should be noted that the triggering operations for the smoke prop control can include single-click, double-click, long-press, or swipe operations, etc. These are just examples, and more possible examples will not be elaborated here.

[0066] Optionally, the smoke item control can be permanently displayed on the graphical user interface; it can also be permanently displayed on the graphical user interface while the player-controlled virtual object is wearing the second smoke item; it can also be displayed as a pop-up window on the graphical user screen when the player-controlled virtual object is wearing the second smoke item and a target virtual object is detected within a specified range of the controlled virtual object; it can also be displayed as a pop-up window on the graphical user screen when the player-controlled virtual object is wearing the second smoke item and the controlled virtual object is attacked by a target virtual object.

[0067] To enable the automatic use of the second smoke prop, the step "releasing smoke in the virtual scene in response to a trigger event of the second smoke prop equipped on the controlled virtual object" includes:

[0068] In response to an attack on the controlled virtual object equipped with the second smoke prop, smoke is released in the virtual scene.

[0069] For example, if a controlled virtual object is equipped with a second smoke prop (i.e., a smoke armor prop), when an attack is detected on a target virtual object (e.g., an optical camouflage state) that makes the controlled virtual object invisible to the controlled virtual object, 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 presence of a target virtual object within the effective range of the smoke, a prompt icon for 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] The invisible state includes: a first invisible state in which the target virtual object is occluded by a virtual occlusion object, such as the state in which the target virtual object is occluded by a virtual building; or a second invisible state in which the target virtual object is in a stealth state, such as the state in which the target virtual object is in an optical camouflage state.

[0072] In one embodiment, the prompt icon includes a contour image, which is generated based on the object contour of the target virtual object. The contour image is updated in real time according to the object pose 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, please see Figure 8 When a computer device responds to the presence of a target virtual object within the effective range of the smoke, it displays the outline image of the target virtual object on a graphical user interface. At this time, the outline image is an outline image with black lines and white areas formed by the black lines. The black lines can be obtained by tracing the outline edges of the target virtual object.

[0074] In this embodiment, the contour image is updated in real time according to the object pose and / or current position of the target virtual object. Specifically, the contour image can reflect the current object pose 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 level of the contour image are updated based on the relative positional 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; the farther the relative position between the controlled virtual object and the target virtual object, the smaller the size of the contour image. Furthermore, the closer the relative position between the controlled virtual object and the target virtual object, the clearer the display level of the contour image; the farther the relative position between the controlled virtual object and the target virtual object, the more blurred the display level of the contour image.

[0075] For example, please see Figure 9 When a computer device detects the presence of a target virtual object within the effective range of the smoke, it displays an outline image of the target virtual object on a graphical user interface. At this time, the controlled virtual object and the target virtual object have a first positional relationship, therefore a first outline image is displayed on the graphical user interface. Further, please refer to... Figure 10The target virtual object can continue to move. In response to the movement of the target virtual object, the computer device determines the current positional relationship between the controlled virtual object and the target virtual object as the second positional relationship. Since the relative distance corresponding to the first positional relationship is greater than the relative distance of the second positional relationship, that is, the distance between the controlled virtual object and the target virtual object in the first positional relationship is greater than the distance between the controlled virtual object and the target virtual object in the second positional relationship, the second contour image displayed in the graphical user interface is larger than the first contour image.

[0076] To enable players controlling the controlled virtual object to more intuitively understand the location of the target virtual object, the prompt icon also includes prompt information. The prompt information is determined based on the relative positional relationship between the target virtual object and the controlled virtual object in the virtual scene. The prompt information is used to indicate the orientation and / or distance of the target virtual object relative to the controlled virtual object in the virtual scene.

[0077] Specifically, the prompt information may include a first prompt information and a second prompt information. The first prompt information is an icon prompt information, which can indicate the location and / or distance of the target virtual object relative to the controlled virtual object in the virtual scene in the form of an icon. The second prompt information is a text prompt information, which can indicate the location and / or distance of the target virtual object relative to the controlled virtual object in the virtual scene in the form of text.

[0078] For example, please see Figure 11 The icon prompts can include arrow icons and distance icons. Based on the relative position of the target virtual object and the controlled virtual object in the virtual scene, the arrow icon indicates that the target virtual object is located to the left and in front of the controlled virtual object in the virtual scene, and the distance icon "30m" indicates that the distance between the target virtual object and the controlled virtual object in the virtual scene is 30 meters.

[0079] For example, please see Figure 12 The system can use a text prompt message such as "An enemy has been detected approximately 30 meters to your left. Please be aware!" to indicate that the target virtual object is located 30 meters to the left and in front of the controlled virtual object in the virtual scene.

[0080] Optionally, the color of the prompt message can also be determined based on the distance between the target virtual object and the controlled virtual object in the virtual scene. Specifically, when the distance between the target virtual object and the controlled virtual object in the virtual scene falls within a first distance range, a first color can be displayed as a prompt; when the distance between the target virtual object and the controlled virtual object in the virtual scene falls within a second distance range, a second color can be displayed as a prompt. For example, the first distance range is [0, 30], and the second distance range is [31, 50]. When the distance between the target virtual object and the controlled virtual object in the virtual scene is 40 meters, the prompt message can be displayed in the second color "yellow"; when the distance between the target virtual object and the controlled virtual object in the virtual scene is 20 meters, the prompt message can be displayed in the first color "red," thus better alerting the player controlling the controlled virtual object.

[0081] In summary, this application provides a game interaction method that releases smoke in a virtual scene in response to the use of a smoke prop; then, in response to the presence of a target virtual object within the effective range of the smoke, a prompt icon for 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. This application provides players with a game interaction method between controlled virtual objects and invisible virtual objects. After a player triggers the use of a smoke prop to release smoke in a virtual scene, when a target virtual object is detected within the effective range of the smoke, a prompt icon for the target virtual object that is invisible to the controlled virtual object is displayed on the graphical user interface. This satisfies the player's need to interact with other invisible virtual objects based on actual game operation requirements, enriching gameplay and effectively improving the richness of combat strategies. It enables the rapid discovery of invisible virtual objects and the interaction with them based on the player's actual combat situation, ensuring a smooth combat experience for the player and improving game interaction efficiency. Simultaneously, it reduces the response frequency of hardware devices, helping to save hardware computing resources.

[0082] Based on the above description, the following examples will further illustrate the game interaction method of this application. Specific embodiments of the game interaction method are described below.

[0083] In one embodiment, the step "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 gadget, the target attack direction when the controlled virtual object is attacked is determined;

[0085] The release direction of the smoke is determined based on the target attack direction, and the smoke is released in the virtual scene based on the release direction.

[0086] For example, a controlled virtual object is equipped with a second smoke item (i.e., a smoke armor item). When an attack is detected on the controlled virtual object by a target virtual object that is invisible to the controlled virtual object (e.g., in an optical camouflage state), the computer device, in response to the attack event on the controlled virtual object equipped with the second smoke item, determines the target attack direction when the controlled virtual object is attacked. At this time, the attack direction can be the left front of the controlled virtual object. Then, the computer device can determine the release direction of the smoke based on the target attack direction, and release the smoke in the virtual scene based on the release direction. Specifically, the smoke can be released in the virtual scene towards the left front of the controlled virtual object.

[0087] To prevent player-controlled virtual objects from being immediately defeated, when attacked, controlled virtual objects equipped with a second smoke gadget can not only immediately release smoke but also automatically move a short distance. The method further includes:

[0088] In response to an attack event on the controlled virtual object equipped with the second smoke gadget, the target attack direction when the controlled virtual object is attacked is determined;

[0089] The target movement direction of the controlled virtual object is determined based on the target attack direction, and the controlled virtual object is controlled to move a preset distance in the target movement direction.

[0090] For example, a controlled virtual object is equipped with a second smoke gadget (i.e., a smoke armor gadget). When an attack is detected on the controlled virtual object by a target virtual object that is invisible to the controlled virtual object (e.g., in an optical camouflage state), the computer device, in response to the attack event on the controlled virtual object equipped with the second smoke gadget, determines the target attack direction when the controlled virtual object is attacked. In this case, the target attack direction can be the left front. Based on the target attack direction, the computer device determines the target movement direction of the controlled virtual object and controls the controlled virtual object to move a preset distance in the target movement direction. The target movement direction can be the opposite direction to the target attack direction, or any direction different from the target attack direction. For example, if the target movement direction is determined to be the right rear, the computer device controls the controlled virtual object to move a preset distance to the right rear. Optionally, both the target movement direction and the preset distance can be random, thereby controlling the controlled virtual object to randomly move different distances in different movement directions.

[0091] In one specific embodiment, the step "releasing smoke in the virtual scene in response to the throwing event of the first smoke prop" includes:

[0092] In response to the throwing event of the first smoke prop, determine the 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, in this embodiment, smoke can be generated based on the target landing point and a first smoke generation logic, and then released in the virtual scene. The first smoke generation logic can form a circular area with the target landing point as the center and a first specified value as the radius, and release smoke within the circular area, with the projection of the smoke coinciding with the circular area. The effective duration of the smoke can be set according to the actual needs of the game designers; after a limited duration, the smoke will gradually dissipate, and the outline image of the target virtual object will also gradually disappear.

[0095] To prompt players when to use the smoke item, a smoke release indicator can be displayed when a target virtual object is detected within a preset scene area, prompting players to release smoke in a timely manner. Specifically, the step "before releasing smoke in the virtual scene in response to a smoke item usage event" further includes:

[0096] In response to the presence of a target virtual object within a preset scene range associated with the controlled virtual object, a smoke release warning indicator is displayed on the graphical user interface.

[0097] Specifically, the system can detect sound information within a preset scene range associated with the controlled virtual object. This sound information can include footsteps, gunshots, voice messages, or other action information from other virtual objects. When sound information of a target virtual object is detected within the preset scene range associated with the controlled virtual object, it is determined that a target virtual object exists within the preset scene range, and a smoke release warning indicator is displayed on the graphical user interface.

[0098] Optionally, when the graphical user interface of the controlled virtual object displays a wavy indicator (i.e., a status indicator), it indicates that a virtual object has entered an optical camouflage state within the preset scene range of the controlled virtual object, thereby confirming the existence of a target virtual object within the preset scene range, and a smoke release indicator is displayed on the graphical user interface.

[0099] In one embodiment, the step "before releasing smoke in the virtual scene in response to a use event of the smoke prop" further includes:

[0100] If the number of sound information within a preset scene range associated with the controlled virtual object does not match the number of virtual characters in the current visible state, a smoke release prompt icon is displayed on the graphical user interface.

[0101] Specifically, when the number of sound information within a preset scene range associated with the controlled virtual object does not match the number of virtual characters in the current visible state, a smoke release prompt can be displayed on the graphical user interface.

[0102] For example, the preset scene range can be a circular area generated based on the current scene position of the controlled virtual object and a second specified value. When the computer device detects the presence of a target virtual object within the circular area, a smoke release warning icon is displayed on the graphical user interface. The smoke release warning icon can be an icon or a text warning. Specifically, it can be a text warning such as "There may be hidden enemies nearby. It is recommended to use a smoke grenade to check!" to alert the player that there may be enemies in optical camouflage and suggest that the player use a smoke grenade.

[0103] Optionally, to avoid players spending time searching for smoke grenade items, while displaying the smoke release prompt icon in the graphical user interface, the currently displayed throwable item in the throwable item inventory can be set as the first smoke item (i.e., the smoke grenade item), so that players can quickly control the controlled virtual object to use the first smoke item.

[0104] Optionally, to make it easier for players to find and use the smoke grenade item, the graphical user interface can display a release prompt icon "Use smoke grenade item?", a first control "Yes", and a second control "No". If the player clicks the first control, the controlled virtual object will immediately use the smoke grenade item.

[0105] Optionally, the step "responding to the throwing event of the first smoke gadget" further includes:

[0106] In response to a throwing event of the first smoke gadget, a throwing prompt for the first smoke gadget is displayed on the graphical user interface, wherein the throwing prompt is used to suggest a recommended throwing direction to the player of the controlled virtual object.

[0107] The throwing prompt information can be determined based on the orientation and / or distance of the target virtual object relative to the controlled virtual object in the virtual scene.

[0108] In another specific embodiment, the step "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 trigger event of the second smoke prop equipped on the controlled virtual object, the scene position of the controlled virtual object in the virtual scene is determined;

[0110] Based on the location of the scene, smoke is released in the virtual scene.

[0111] Specifically, in this embodiment, smoke can be generated based on the scene position of the controlled virtual object in the virtual scene and a second smoke generation logic, and then released into the virtual scene. The second smoke generation logic can form a circular area with the scene position of the controlled virtual object in the virtual scene as the center and a third specified value as the radius, and release smoke within this circular area, with the smoke projection coinciding with the circular area. The effective duration of the smoke can be set according to the actual needs of the game designers; after a limited duration, the smoke will gradually dissipate, and the outline image of the target virtual object will also gradually disappear.

[0112] Specifically, the method further includes:

[0113] In response to a trigger event of the second smoke item equipped on the controlled virtual object, the second smoke item is controlled to be triggered and used, and after the second smoke item is used, the second smoke item is controlled to enter a cooldown state for a specified duration.

[0114] In response to the duration during which the second smoke gadget is in the cooling state reaching the specified duration, the cooling state of the second smoke gadget is released so that the second smoke gadget can be triggered and used.

[0115] For example, the specified duration required for the second smoke item (i.e., smoke armor item) to be de-cooled is 100 seconds. In response to a trigger event on the second smoke item equipped on the controlled virtual object, the computer device controls the second smoke item to be triggered and used, and after the second smoke item is used, controls the second smoke item to enter a cooldown state of a specified duration. When it is detected that the second smoke item has been in the cooldown state for 100 seconds, the cooldown state of the second smoke item is de-cooled so that the second smoke item can be triggered and used.

[0116] In one embodiment, the display effect of the smoke gradually weakens during the cumulative effective duration, and the display effect of the prompt icon also gradually weakens simultaneously. Specifically, the step "after displaying the prompt icon of the target virtual object on the graphical user interface in response to the presence of a target virtual object within the effective range of the smoke" further includes:

[0117] The display effect of the smoke is adjusted based on the duration of smoke release.

[0118] Specifically, the display effect of smoke can be gradually reduced based on the duration of smoke release; for example, after 5 seconds of smoke release, the displayed smoke concentration gradually decreases, and the smoke gradually fades with the accumulation of release time until the smoke disappears. Alternatively, the display effect of smoke can be adjusted immediately based on the duration of smoke release; for example, after 5 seconds of smoke release, the smoke disappears immediately.

[0119] In the embodiments of this application, the display effect of smoke can gradually change with the release time. For example, the transparency of smoke gradually increases with the increase of the release time, so that the smoke becomes more transparent with the accumulation of the release time. For another example, the display range of smoke gradually increases with the increase of the release time, and after increasing to a specified range, it gradually fades until it disappears. For yet another example, the display color of smoke remains unchanged with the increase of the release time, and after increasing to a specified range, the display color of smoke gradually fades until it disappears.

[0120] Furthermore, the outline image within the smoke changes with the display effect of the smoke until it disappears along with the smoke. For example, the transparency of the smoke gradually increases with the duration of its release, making the smoke more transparent over time. At this point, the outline image also gradually becomes more transparent as the smoke changes.

[0121] For example, please seeFigure 13 When smoke is detected being released, a first-effect smoke can be displayed in the virtual scene. This first-effect smoke has a first transparency. Simultaneously, the outline image of the target virtual object in the first-effect smoke can also be displayed within the smoke, also with the first transparency. Further, as the release duration increases, a second-effect smoke can be displayed in the virtual scene. This second-effect smoke has a second transparency, which is greater than the first transparency, making it more transparent than the first-effect smoke. Simultaneously, the outline image of the target virtual object in the second-effect smoke can also be displayed within the smoke, also with a second transparency, making it more transparent than the first-effect outline image. This process continues until the smoke disappears, at which point the outline image also disappears, or disappears after a specified delay following the smoke's disappearance.

[0122] In one embodiment, the step "after releasing smoke in the virtual scene in response to a use event of the smoke prop" further includes:

[0123] Obtain the effective range of the smoke in the virtual scene, and determine whether there are any virtual objects whose scene location is within the effective range and are in an invisible state;

[0124] If so, the virtual object is taken as the target virtual object.

[0125] To prevent the controlled virtual object from being detected, the presentation of at least one type of physiological information generated by the controlled virtual object can be reduced. This physiological information can be sound information or body temperature information, etc. 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 this embodiment of the 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 firearms, the sound of changing firearms, the sound of attack, or the sound of shooting; the body temperature information is the body temperature of the virtual object.

[0128] In one embodiment, the step "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" includes:

[0129] If the controlled virtual object is in the smoke, adjust the display style of the sound information generated by the controlled virtual object in the virtual scene, wherein the smoke is released when the second smoke prop is triggered.

[0130] Specifically, the physiological information can 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 can be adjusted from a first display style to a second display style. The first display style can be a visible sound prompt icon displayed in the graphical user interface, and the second display style can be an invisible sound prompt icon displayed in the graphical user interface. For example, please refer to... Figure 14 If the controlled virtual object is not in the smoke, a visible sound prompt icon is displayed in 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 icon is not visible in the graphical user interface, and the sound prompt icon cannot be seen in the graphical user interface of other virtual objects, thereby better hiding the controlled virtual object.

[0131] Optionally, the physiological information can 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 can be adjusted from the first display style to the second display style. The first display style can be a visible body temperature prompt icon displayed in the graphical user interface, and the second display style can be an invisible body temperature prompt icon displayed in the 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 be adjusted. Specifically, the attack sound of the virtual weapon used by the controlled virtual object can be weakened or directly canceled, thus achieving the function of attack noise reduction.

[0133] In one embodiment, the controlled virtual object is currently using a target virtual item, the target virtual item being configured such that at least one target function of the target virtual item is disabled within 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, the target function is controlled to be active.

[0135] Control the controlled virtual object to use the target function on the first virtual object.

[0136] In one specific embodiment, the target virtual prop is a virtual shooting prop, and the target function includes an automatic shooting function and / or an assisted aiming function; the step "responding to the target virtual prop performing a target action against the first virtual object in the smoke, controlling the target function to be in an active state" includes:

[0137] In response to the virtual shooting prop performing an aiming action against a first virtual object in the smoke, and the duration of the aiming action reaching the target duration, the automatic shooting function and / or the assisted aiming function are controlled to be active.

[0138] In this embodiment, the automatic firing function means that if the duration for which the crosshair of the controlled virtual object maintains its aiming action on the first virtual object meets a preset firing condition (e.g., the time the crosshair aims at the first virtual object reaches a first preset duration), then the controlled virtual object is controlled to automatically fire at the first virtual object at least once using a shooting tool. In this case, the player controlling the controlled virtual object does not need to perform a trigger operation on the firing control to fire at least once. The assisted aiming function includes the following two situations. The first situation is: when the duration for which the crosshair of the controlled virtual object maintains its aiming action on the first virtual object meets a preset assisted aiming condition (e.g., the time the crosshair aims at the first virtual object reaches a second preset duration), if the first virtual object moves slightly, the crosshair can be automatically controlled to maintain its aim on the first virtual object. In this case, the player controlling the controlled virtual object does not need to perform a trigger operation on the aiming control to automatically aim, so as to ensure that the crosshair continuously aims at the first virtual object. The second scenario is as follows: When the duration for which the crosshair of the controlled virtual object is aimed at the first virtual object meets the preset auxiliary aiming conditions (e.g., the crosshair is aimed at the first virtual object for a third preset duration), if the first virtual object moves slightly, even though the crosshair is not aimed at the first virtual object, it is still within the aiming range corresponding to the first virtual object. Therefore, even if the crosshair is not on the first virtual object, when the player shoots at the first virtual object, the bullet will still land on the body part of the first virtual object associated with the aiming range. This allows the controlled virtual object to still hit the first virtual object even when the crosshair deviates. In other words, aiming at the first virtual object is considered aiming at the first virtual object when the crosshair is within the preset aiming range. The first, second, and third preset durations can be the same or different.

[0139] In shooting games, the crosshair is an icon or marker used for aiming and shooting. It's typically displayed on the graphical user interface when a player controls a virtual object equipped with virtual shooting tools. Specifically, the crosshair serves as a reference point for the player when using virtual shooting tools in the game. The position and changes of the crosshair help the player control the virtual object to accurately aim at and fire at the target virtual object. The style and characteristics of the crosshair may vary from game to game; for example, it can be a small dot, a crosshair, a circle, or other shaped icon. Some shooting games also offer the option to customize the crosshair, allowing players to adjust it according to their game preferences. Shooting tools 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, and virtual blowguns.

[0140] In this embodiment, if the player controls the crosshair of the controlled virtual object to remain within the smoke of the smoke grenade for the target duration without losing sight of it, the automatic firing function and / or the aiming assistance function are enabled, ensuring that the automatic firing function and / or the aiming assistance function remain effective. In this case, the automatic firing function and / or the aiming assistance function being enabled means:

[0141] If the duration for which the crosshair of the controlled virtual object is aimed at the first virtual object meets the preset shooting conditions (e.g., the time for which the crosshair is aimed at the first virtual object reaches the first preset duration), then the controlled virtual object will automatically use a shooting tool to fire at the first virtual object at least once. At this time, the player controlling the controlled virtual object does not need to perform a trigger operation on the shooting control to fire at least once.

[0142] When the duration for which the crosshair of the controlled virtual object maintains its aiming action on the first virtual object meets the preset auxiliary aiming conditions (e.g., the time for the crosshair to aim at the first virtual object reaches the second preset duration), if the first virtual object moves slightly, the crosshair can be automatically controlled to maintain its aim on the first virtual object. At this time, the player controlling the controlled virtual object does not need to perform a trigger operation on the aiming control to automatically aim, so as to ensure that the crosshair continues to aim at the first virtual object.

[0143] When the duration for which the crosshair of the controlled virtual object is aimed at the first virtual object meets the preset auxiliary aiming conditions (e.g., the crosshair is aimed at the first virtual object for a third preset duration), if the first virtual object moves slightly, even though the crosshair is not aimed at the first virtual object, it is still within the aiming range corresponding to the first virtual object. Therefore, even if the crosshair is not on the first virtual object, when the player shoots at the first virtual object, the bullet will still land on the body part of the first virtual object associated with the aiming range. This helps the controlled virtual object to hit the first virtual object even when the crosshair is deflected. In other words, aiming at the first virtual object is considered aiming at the first virtual object when the crosshair is within the preset aiming range.

[0144] It should be noted that disabling the auto-fire function and / or aim assist function means that even if the player controls the crosshair of the controlled virtual object to keep it within the smoke of the smoke grenade for the target duration, the auto-fire function and / or the aim assist function will be inactive, thus disabling the aforementioned auto-fire function and / or aim assist function. In this case, the auto-fire function and / or the aim assist function being inactive means:

[0145] Even if the duration for which the crosshair of the controlled virtual object is aimed at the first virtual object meets the preset shooting conditions (e.g., the time the crosshair is aimed at the first virtual object reaches the first preset duration), the controlled virtual object will not be controlled to automatically fire at the first virtual object at least once using shooting tools. In this case, the player controlling the controlled virtual object needs to manually execute the trigger operation on the shooting control to fire.

[0146] When the duration for which the crosshair of the controlled virtual object maintains its aiming action on the first virtual object meets the preset auxiliary aiming conditions (e.g., the time for which the crosshair aims at the first virtual object reaches the second preset duration), if the first virtual object moves slightly, the automatic control of maintaining the crosshair's aim on the first virtual object will be canceled. At this time, the player controlling the controlled virtual object needs to manually perform a trigger operation on the aiming control to achieve continuous aiming at the first virtual object.

[0147] Even if the duration of the controlled virtual object's aiming action on the first virtual object meets the preset assisted aiming conditions (e.g., the time the crosshair is aimed at the first virtual object reaches the third preset duration), if the first virtual object moves slightly, the crosshair will not be aimed at the first virtual object. When the player shoots at the first virtual object, the bullet's landing point will be determined according to the actual shooting action of the controlled virtual object, thus failing to hit the first virtual object when the crosshair deviates.

[0148] In summary, this application provides a game interaction method that allows players to interact with controlled virtual objects and virtual objects in an invisible state. When a player triggers the use of a smoke item to release smoke in a virtual scene, and a target virtual object is detected within the smoke's effective range, a prompt indicating that the controlled virtual object is invisible is displayed on the graphical user interface. This satisfies the player's need to interact with other invisible virtual objects based on their actual gameplay, enriching the gameplay and effectively increasing the richness of combat strategies. It also enables the rapid discovery of invisible virtual objects and the interaction with them based on the player's actual combat situation, ensuring a smooth combat experience and improving game interaction efficiency. Furthermore, it reduces the response frequency of hardware devices, helping to conserve hardware computing resources.

[0149] Optionally, embodiments of this application also provide a game interface, which can be as follows: Figure 15 As shown, the game interface can display at least part of the game scene and several controls. Figure 15 This is just an example of interface elements in the game interface; the game interface can also include more than just these. Figure 15 The following are interface elements other than those shown in the diagram. Figure 15 The interface elements in the game interface shown are explained in detail.

[0150] Control 1001 represents the fire control (i.e., shooting control), which is used to control the controlled virtual object to fire. Control 1002 represents the left peek control, which is used to control the controlled virtual object to peek to the left of the virtual firearm. Control 1003 represents the right peek control, which is used to control the controlled virtual object to peek to the right of the virtual firearm. Control 1004 represents the cancel throw control, which is used to cancel the throwing of throwables.

[0151] 1005a represents the operation point, 1005b represents the first control area, and 1005c represents the second control area located outside the first control area. The first control area, the second control area, and the operation point can form a virtual joystick. The virtual joystick is used to control the speed of movement of the controlled virtual object. Players can drag the operation point to the first control area and / or the second control area to control the target controlled virtual object to move at different speeds.

[0152] 1006 represents the medical supplies control, used to trigger the terminal device to display the medical supplies possessed by the controlled virtual object; 1007 represents the main weapon bar, used to display the main weapon of the controlled virtual object; 1008 represents the secondary weapon bar, used to display the secondary weapon of the controlled virtual object; 1009 represents the health bar, used to display the current health value of the controlled virtual object; and 10010 represents the throwable control, used to control the controlled virtual object to throw projectiles in the virtual scene.

[0153] 10011 represents a helmet control, used to indicate the helmet status of the controlled virtual object, such as wearing a helmet, helmet damage, or not wearing a helmet. 10012 represents an armor control, used to indicate the armor status of the controlled virtual object, such as wearing armor, armor damage, or not wearing armor. 10013 represents a hunger status control, used to indicate the hydration and energy status of the controlled virtual object. 10014 represents a detection prompt control, used to set detection tools. 10015 represents a firing mode control, used to switch between automatic and semi-automatic firing modes. 10016 represents a melee weapon control, used to control melee weapons. 10017 represents a pistol control, used to control a pistol. 10018 represents a reload control, used to control the controlled virtual object to reload. 10019 represents a crouch control, used to control the controlled virtual object to perform a crouching action.

[0154] 10020 represents the prone control, used to control the controlled virtual object to perform the prone action; 10021 represents the jump control, used to control the controlled virtual object to perform the jump action; 10022 represents the magnification switch control, used to switch the magnification of the scope; 10023 represents the aiming control (i.e., the scope control), used to control the scope to aim; 10024 represents the external SOS control, used to request help from players and / or friends in the lobby outside the game; 10025 represents the nearby SOS control, used to request help from players in the game; 10026 represents the inspection control, used to inspect the weapon; 10027 represents the settings control, used to set the first control area and / or the second control area; 10028 represents the rescue control, used to rescue other players; 10029 represents the skill control, used to set the duration of the skill.

[0155] 10030 represents the pet control control, used to release the controlled virtual object's pet. 10031 represents the focus skill control, used to release the focus skill. 10032 represents the marker control, used to mark locations in the game scene. When the controlled virtual object moves away from the marked location, the player can know the distance between the controlled virtual object and the marked location. 10033 represents the chat control, used to send and receive messages in the game. 10034 represents the speaker control, used to play sounds in the game. 10035 represents the microphone control, used to collect the player's voice. 10036 represents the game settings control, used to set relevant configurations in the game. 10037 represents the action control, used to control the relevant actions of the controlled virtual object. 10038 represents the flashlight, used to control the virtual controlled character to use the flashlight in the game scene. 10039 represents pick-upable supplies.

[0156] 10040 represents the storm progress bar, used to indicate the progress of the storm affecting the game scene. 10050 represents the orientation indicator, used to indicate the orientation of the controlled virtual object or the orientation of the controlled virtual object relative to a preset location.

[0157] This embodiment also provides a game interaction device, which can be integrated into a terminal device. For example, such as Figure 16 As shown, the game interaction device may include:

[0158] Response unit 201 is configured to release smoke in the virtual scene in response to a smoke prop usage event;

[0159] Display unit 202 is configured to display a prompt icon of the target virtual object on the graphical user interface in response to the presence of a target virtual object within 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 an event that throws 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 trigger 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 the 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 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 gadget, the target attack direction when the controlled virtual object is attacked is determined;

[0170] The release direction of the smoke is determined based on 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 gadget, the target attack direction when the controlled virtual object is attacked is determined;

[0173] The target movement direction of the controlled virtual object is determined based on the target attack direction, and the controlled virtual object is controlled to move a preset distance in the target movement direction.

[0174] In some embodiments, the game interaction device includes a processing subunit for:

[0175] In response to the throwing event of the first smoke prop, determine the 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 presence of a target virtual object within a preset scene range associated with the controlled virtual object, a smoke release warning indicator is displayed on the graphical user interface.

[0179] In some embodiments, the game interaction device includes a processing subunit for:

[0180] If the number of sound information within a preset scene range associated with the controlled virtual object does not match the number of virtual characters in the current visible state, a smoke release prompt icon 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 gadget, a throwing prompt for the first smoke gadget is displayed on the graphical user interface, wherein the throwing prompt is used to suggest a recommended throwing direction to the player of the controlled virtual object.

[0183] In some embodiments, the game interaction device includes a processing subunit for:

[0184] In response to a trigger event of the second smoke prop equipped on the controlled virtual object, the scene position of the controlled virtual object in the virtual scene is determined;

[0185] Based on the location of the scene, 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 trigger event of the second smoke item equipped on the controlled virtual object, the second smoke item is controlled to be triggered and used, and after the second smoke item is used, the second smoke item is controlled to enter a cooldown state for a specified duration.

[0188] In response to the duration during which the second smoke gadget is in the cooling state reaching the specified duration, the cooling state of the second smoke gadget is released so that the second smoke gadget can be triggered and used.

[0189] In some embodiments, the game interaction device includes a processing subunit for:

[0190] The display effect of the smoke is adjusted based on the duration of smoke release.

[0191] In some embodiments, the game interaction device includes a processing subunit for:

[0192] Obtain the effective range of the smoke in the virtual scene, and determine whether there are any virtual objects whose scene location is within the effective range and are in an invisible state;

[0193] If so, the virtual object is taken 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, adjust the display style of the sound information generated by the controlled virtual object in the virtual scene, 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, the target function is controlled to be active.

[0200] Control the controlled virtual object 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 against a first virtual object in the smoke, and the duration of the aiming action reaching the target duration, the automatic shooting function and / or the assisted aiming function are controlled to be active.

[0203] This application discloses a game interaction device. In response to a smoke prop usage event, a response unit 201 releases smoke in the virtual scene. In response to the presence of a target virtual object within the effective range of the smoke, a display unit 202 displays a prompt icon of the target virtual object on the graphical user interface. The target virtual object is a virtual object that is invisible to the controlled virtual object. This application provides players with a game interaction method for controlled virtual objects and invisible virtual objects. After a player triggers the use of a smoke item to release smoke in a virtual scene, if a target virtual object is detected within the effective range of the smoke, a prompt icon indicating that the controlled virtual object is invisible is displayed on the graphical user interface. This satisfies the player's need to interact with other invisible virtual objects based on actual game operation requirements, enriching gameplay and effectively improving the richness of combat strategies. It also enables the rapid discovery of invisible virtual objects and the interaction with them based on the player's actual combat situation, ensuring a smooth combat experience and improving game interaction efficiency. Simultaneously, it reduces the response frequency of hardware devices, helping to save hardware computing resources.

[0204] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.

[0205] like Figure 17 As shown, Figure 17 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand 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 have different component arrangements.

[0206] The processor 301 is the control center of the electronic device 300. It connects various parts of the electronic device 300 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 302, and by calling data stored in the memory 302, it executes various functions and processes data of the electronic device 300, thereby providing overall monitoring of the electronic device 300. The processor 301 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application.

[0207] In this embodiment, the processor 301 in the electronic device 300 loads the instructions corresponding to the processes of one or more applications into the memory 302 according to the following steps, and the processor 301 runs the applications stored in the memory 302 to realize various functions, such as:

[0208] In response to an event that a smoke prop is used, smoke is released in the virtual scene;

[0209] In response to the presence of a target virtual object within the effective range of the smoke, a prompt icon for 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; releasing smoke in the virtual scene in response to a use event of the smoke prop includes:

[0211] In response to an event that throws the first smoke prop, smoke is released in the virtual scene.

[0212] In one embodiment, releasing smoke in the virtual scene in response to a smoke prop usage event includes:

[0213] In response to a trigger event of the second smoke prop equipped on the controlled virtual object, smoke is released in the virtual scene.

[0214] In one embodiment, releasing smoke in the virtual scene in response to a triggering event of the second smoke prop equipped on the controlled virtual object includes:

[0215] In response to a triggering operation of the smoke prop control for the second smoke prop, smoke is released in the virtual scene.

[0216] In one embodiment, releasing smoke in the virtual scene in response to a triggering event of the second smoke prop equipped on the controlled virtual object includes:

[0217] In response to an attack on the controlled virtual object equipped with the second smoke prop, smoke is released in the virtual scene.

[0218] In one embodiment, releasing smoke in the virtual scene in response to an attack on the controlled virtual object equipped with the second smoke prop includes:

[0219] In response to an attack event on the controlled virtual object equipped with the second smoke gadget, the target attack direction when the controlled virtual object is attacked is determined;

[0220] The release direction of the smoke is determined based on 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 includes:

[0222] In response to an attack event on the controlled virtual object equipped with the second smoke gadget, the target attack direction when the controlled virtual object is attacked is determined;

[0223] The target movement direction of the controlled virtual object is determined based on the target attack direction, and the controlled virtual object is controlled to move a preset distance in the target movement direction.

[0224] In one embodiment, the prompting identifier includes a contour image, which is generated based on the object contour of the target virtual object and is updated in real time according to the object pose and / or current position of the target virtual object.

[0225] In one embodiment, the prompting identifier further includes prompting information, which is determined based on the relative positional relationship between the target virtual object and the controlled virtual object in the virtual scene. The prompting information is used to indicate the orientation and / or distance of the target virtual object relative 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 occluded by a virtual occlusion; or a second invisible state in which the target virtual object is in a stealth state.

[0227] In one embodiment, releasing smoke in the virtual scene in response to a throwing event of the first smoke prop includes:

[0228] In response to the throwing event of the first smoke prop, determine the 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, before releasing smoke in the virtual scene in response to a use event of a smoke prop, the method further includes:

[0231] In response to the presence of a target virtual object within a preset scene range associated with the controlled virtual object, a smoke release warning indicator is displayed on the graphical user interface.

[0232] In one embodiment, before releasing smoke in the virtual scene in response to a use event of a smoke prop, the method further includes:

[0233] If the number of sound information within a preset scene range associated with the controlled virtual object does not match the number of virtual characters in the current visible state, a smoke release prompt icon is displayed on the graphical user interface.

[0234] In one embodiment, the response to the throwing event of the first smoke gadget further includes:

[0235] In response to a throwing event of the first smoke gadget, a throwing prompt for the first smoke gadget is displayed on the graphical user interface, wherein the throwing prompt is used to suggest a recommended throwing direction to the player of the controlled virtual object.

[0236] In one embodiment, releasing smoke in the virtual scene in response to a triggering event of the second smoke prop equipped on the controlled virtual object includes:

[0237] In response to a trigger event of the second smoke prop equipped on the controlled virtual object, the scene position of the controlled virtual object in the virtual scene is determined;

[0238] Based on the location of the scene, smoke is released in the virtual scene.

[0239] In one embodiment, the method further includes:

[0240] In response to a trigger event of the second smoke item equipped on the controlled virtual object, the second smoke item is controlled to be triggered and used, and after the second smoke item is used, the second smoke item is controlled to enter a cooldown state for a specified duration.

[0241] In response to the duration during which the second smoke gadget is in the cooling state reaching the specified duration, the cooling state of the second smoke gadget is released so that the second smoke gadget can be triggered and used.

[0242] In one embodiment, after displaying a prompt icon of the target virtual object on the graphical user interface in response to the presence of a target virtual object within the effective range of the smoke, the method further includes:

[0243] The display effect of the smoke is adjusted based on the duration of smoke release.

[0244] In one embodiment, after releasing smoke in the virtual scene in response to a use event of a smoke prop, the method further includes:

[0245] Obtain the effective range of the smoke in the virtual scene, and determine whether there are any virtual objects whose scene location is within the effective range and are in an invisible state;

[0246] If so, the virtual object is taken as the target virtual object.

[0247] In one embodiment, the method further includes:

[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, 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:

[0250] If the controlled virtual object is in the smoke, adjust the display style of the sound information generated by the controlled virtual object in the virtual scene, wherein the smoke is released when the second smoke prop is triggered.

[0251] In one embodiment, the controlled virtual object is currently using a target virtual item, the target virtual item being configured such that at least one target function of the target virtual item is disabled within 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, the target function is controlled to be active.

[0253] Control the controlled virtual object 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 automatic shooting function and / or assisted aiming function;

[0255] The response to the target virtual prop performing a target action on the first virtual object in the smoke, controlling the target function to be active, includes:

[0256] In response to the virtual shooting prop performing an aiming action against a first virtual object in the smoke, and the duration of the aiming action reaching the target duration, the automatic shooting function and / or the assisted aiming function are controlled to be active.

[0257] The electronic device provided in this application embodiment can release smoke in a virtual scene in response to the use of a smoke prop; then, in response to the presence of a target virtual object within the effective range of the smoke, a prompt icon for 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. This application embodiment can provide players with a game interaction method between controlled virtual objects and virtual objects in an invisible state. After a player triggers the use of a smoke prop to release smoke in a virtual scene, when a target virtual object is detected within the effective range of the smoke, a prompt icon for the target virtual object that is invisible to the controlled virtual object is displayed on the graphical user interface. This satisfies the player's need to interact with other virtual objects in an invisible state according to the player's actual game operation needs, enriches the gameplay, and effectively improves the richness of combat strategies; it enables the rapid discovery of virtual objects in an invisible state and the operation of interacting with them according to the player's actual combat situation, 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 hardware devices, which helps to save the computing resources of hardware devices.

[0258] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0259] Optional, such as Figure 17 As shown, the electronic device 300 also includes: a touch display 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 display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 17 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0260] The touch display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 301. It can also receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to achieve input functions.

[0261] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0262] Audio circuitry 305 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and then processed by processor 301 before being transmitted via radio frequency circuitry 304 to, for example, another electronic device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.

[0263] The input unit 306 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0264] Power supply 307 is used to supply power to various components of electronic device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0265] although Figure 17 As not shown in the diagram, the electronic device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0266] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0267] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0268] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the game interaction methods provided in this application. The computer program can execute the steps of the following game interaction method:

[0269] In response to an event that a smoke prop is used, smoke is released in the virtual scene;

[0270] In response to the presence of a target virtual object within the effective range of the smoke, a prompt icon for 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] The computer program stored in the storage medium releases smoke in the virtual scene in response to the use of a smoke prop; then, in response to the presence of a target virtual object within the effective range of the smoke, a prompt icon for 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. This application embodiment can provide players with a game interaction method between controlled virtual objects and invisible virtual objects. After a player triggers the use of a smoke prop to release smoke in the virtual scene, when a target virtual object is detected within the effective range of the smoke, a prompt icon for the target virtual object that is invisible to the controlled virtual object is displayed on the graphical user interface. This satisfies the player's need to interact with other invisible virtual objects based on actual game operation requirements, enriches gameplay, and effectively improves the richness of combat strategies. It enables the rapid discovery of invisible virtual objects and the operation of interacting with them based on the player's actual combat situation, ensuring the smoothness of the player's combat experience in the game, thereby improving game interaction efficiency. Simultaneously, it reduces the response frequency of hardware devices, helping to save hardware device computing resources.

[0272] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0273] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0274] Since the computer program stored in the computer-readable storage medium can execute any of the game interaction methods provided in the embodiments of this application, it can achieve the beneficial effects that any of the game interaction methods provided in the embodiments of this application can achieve, as detailed in the preceding embodiments, and will not be repeated here.

[0275] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.

[0276] In the above embodiments of the game interaction device, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the game interaction device, computer-readable storage medium, computer program product, electronic device, and their corresponding units described above can be referred to the description of the game interaction method in the above embodiments, and will not be repeated here.

[0277] The foregoing has provided a detailed description of a game interaction method, device, electronic device, computer-readable storage medium, and computer program product provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A game interaction method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays content including at least a portion of a virtual scene and controlled virtual objects located in the virtual scene and operated by the terminal device. In response to a use event of a smoke prop, smoke is released in the virtual scene, wherein the smoke prop includes a first smoke prop and / or a second smoke prop; In response to the presence of a target virtual object within the effective range of the smoke, a prompt icon for 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; Releasing smoke in the virtual scene in response to a smoke prop usage event includes: In response to the throwing event of the first smoke prop, smoke is released in the virtual scene, or... Releasing smoke in the virtual scene in response to a triggering event of the second smoke prop equipped on the controlled virtual object includes: releasing smoke in the virtual scene in response to a triggering operation of a smoke prop control for the second smoke prop, or releasing smoke in the virtual scene in response to an attack event on the controlled virtual object equipped with the second smoke prop.

2. The method according to claim 1, characterized in that, The action of releasing smoke in the virtual scene in response to an attack on the controlled virtual object equipped with the second smoke prop includes: In response to an attack event on the controlled virtual object equipped with the second smoke gadget, the target attack direction when the controlled virtual object is attacked is determined; The release direction of the smoke is determined based on the target attack direction, and the smoke is released in the virtual scene based on the release direction.

3. The method according to claim 1, characterized in that, The method further includes: In response to an attack event on the controlled virtual object equipped with the second smoke gadget, the target attack direction when the controlled virtual object is attacked is determined; The target movement direction of the controlled virtual object is determined based on the target attack direction, and the controlled virtual object is controlled to move a preset distance in the target movement direction.

4. The method according to claim 1, characterized in that, The prompt icon includes a contour image, which is generated based on the object contour of the target virtual object. The contour image is updated in real time according to the object pose and / or current position of the target virtual object.

5. The method according to claim 4, characterized in that, The prompting identifier also includes prompting information, which is determined based on the relative positional relationship between the target virtual object and the controlled virtual object in the virtual scene. The prompting information is used to indicate the orientation and / or distance of the target virtual object relative to the controlled virtual object in the virtual scene.

6. The method according to any one of claims 1 to 5, characterized in that, The invisible state includes: a first invisible state in which the target virtual object is occluded by a virtual occluder, or a second invisible state in which the target virtual object is in an invisible state.

7. The method according to claim 1, characterized in that, The step of releasing smoke in the virtual scene in response to a throwing event of the first smoke prop includes: In response to the throwing event of the first smoke prop, determine the 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.

8. The method according to claim 7, characterized in that, Before releasing smoke in the virtual scene in response to a smoke prop usage event, the method also includes: In response to the presence of a target virtual object within a preset scene range associated with the controlled virtual object, a smoke release warning indicator is displayed on the graphical user interface.

9. The method according to claim 7, characterized in that, Before releasing smoke in the virtual scene in response to a smoke prop usage event, the method also includes: If the number of sound information within a preset scene range associated with the controlled virtual object does not match the number of virtual characters in the current visible state, a smoke release prompt icon is displayed on the graphical user interface.

10. The method according to claim 1, characterized in that, The response to the throwing event of the first smoke gadget further includes: In response to a throwing event of the first smoke gadget, a throwing prompt for the first smoke gadget is displayed on the graphical user interface, wherein the throwing prompt is used to suggest a recommended throwing direction to the player of the controlled virtual object.

11. The method according to claim 1, characterized in that, Releasing smoke in the virtual scene in response to a trigger event of the second smoke prop equipped on the controlled virtual object includes: In response to a trigger event of the second smoke prop equipped on the controlled virtual object, the scene position of the controlled virtual object in the virtual scene is determined; Based on the location of the scene, smoke is released in the virtual scene.

12. The method according to claim 11, characterized in that, The method further includes: In response to a trigger event of the second smoke item equipped on the controlled virtual object, the second smoke item is controlled to be triggered and used, and after the second smoke item is used, the second smoke item is controlled to enter a cooldown state for a specified duration. In response to the duration during which the second smoke gadget is in the cooling state reaching the specified duration, the cooling state of the second smoke gadget is released so that the second smoke gadget can be triggered and used.

13. The method according to claim 1, characterized in that, In response to the presence of a target virtual object within the effective range of the smoke, after displaying a prompt icon of the target virtual object on the graphical user interface, the method further includes: The display effect of the smoke is adjusted based on the duration of smoke release.

14. The method according to claim 1, characterized in that, After releasing smoke in the virtual scene in response to a smoke prop usage event, the method further includes: Obtain the effective range of the smoke in the virtual scene, and determine whether there are any virtual objects whose scene location is within the effective range and are in an invisible state; If so, the virtual object is taken as the target virtual object.

15. The method according to claim 1, characterized in that, The method further includes: 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.

16. The method according to claim 15, 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, adjust the display style of the sound information generated by the controlled virtual object in the virtual scene, wherein the smoke is released when the second smoke prop is triggered.

17. The method according to claim 1, characterized in that, The controlled virtual object is currently using a target virtual item, which is configured such that at least one target function of the target virtual item is disabled 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, the target function is controlled to be active. Control the controlled virtual object to use the target function on the first virtual object.

18. The method according to claim 17, characterized in that, The target virtual prop is a virtual shooting prop, and the target function includes automatic shooting function and / or assisted aiming function; The response to the target virtual prop performing a target action on the first virtual object in the smoke, controlling the target function to be active, includes: In response to the virtual shooting prop performing an aiming action against a first virtual object in the smoke, and the duration of the aiming action reaching the target duration, the automatic shooting function and / or the assisted aiming function are controlled to be active.

19. A game interaction device, characterized in that, A graphical user interface is provided through a terminal device, the content of which includes at least a portion of a virtual scene and controlled virtual objects located in the virtual scene and operated by the terminal device, including: A response unit is configured to release smoke in the virtual scene in response to a use event of a smoke prop, wherein the smoke prop includes a first smoke prop and / or a second smoke prop; The display unit is configured to display a prompt icon of the target virtual object on the graphical user interface in response to the presence of a target virtual object within the effective range of the smoke, wherein the target virtual object is a virtual object that is invisible to the controlled virtual object; A processing subunit is configured to, in response to a throwing event of the first smoke prop, release smoke in the virtual scene, or... A processing subunit is configured to release smoke in the virtual scene in response to a trigger event of the second smoke prop equipped on the controlled virtual object, including: releasing smoke in the virtual scene in response to a trigger operation of a smoke prop control for the second smoke prop, or releasing smoke in the virtual scene in response to an attack event on the controlled virtual object equipped with the second smoke prop.

20. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the game interaction method as described in any one of claims 1 to 18.

21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game interaction method as described in any one of claims 1 to 18.

Citation Information

Patent Citations

  • Virtual object display method and device, storage medium and electronic equipment

    CN116920374A