Object generation method and device, electronic equipment and computer readable storage medium

By using a graphical user interface in the game to generate virtual objects in real time in response to player operations, the problem of lack of flexibility in the existing ice wall generation method is solved, and the game experience and computing resource utilization efficiency is improved.

CN119792910APending Publication Date: 2025-04-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510121050.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-24
Publication Date
2025-04-11

AI Technical Summary

Technical Problem

The ice wall generation method in existing games lacks flexibility and cannot meet the changing game environment and player needs.

Method used

The game scene is displayed through a graphical user interface, and the target area is determined in response to player operations and virtual objects are generated in real time, improving the flexibility of generating objects.

Benefits of technology

It enhances the flexibility of generating virtual objects, meets the diverse needs of players, improves the gaming experience, reduces the response frequency of electronic devices, and saves computing resources.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an object generation method and device, electronic equipment and a computer readable storage medium, according to the embodiment of the invention, in response to a determination operation on a target area of a game scene, a plurality of target positions are determined in the game scene according to the determination operation, virtual objects are generated at the target positions in real time, and the virtual objects are generated in real time. The flexibility of generating the virtual object can be improved.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to an object generation method, device, electronic device and computer-readable storage medium. Background Art

[0002] With the development of the Internet, there are more and more ways to play electronic games. For example, players can set objects with defensive functions in the game, such as ice walls.

[0003] However, the current method of generating ice walls in game scenes is generally fixed and lacks flexibility. For example, a skill is used to summon a set ice wall around the player character to protect the player, but the environment in which the player character is located and the problems faced are diverse, and the existing ice wall generation scheme cannot meet the needs of players. Summary of the invention

[0004] The embodiments of the present application provide an object generation method, device, electronic device and computer-readable storage medium, which can improve the flexibility of the generated ice wall and further meet the needs of players.

[0005] In a first aspect, an embodiment of the present application provides an object generation method, wherein the content displayed by the graphical user interface includes at least a game scene, and the method includes:

[0006] In response to a determination operation on a target area of ​​the game scene, a plurality of target positions are determined in the game scene according to the determination operation;

[0007] A virtual object is generated in real time at the above target position.

[0008] In a second aspect, an embodiment of the present application further provides an object generation device, wherein the content displayed through the graphical user interface at least includes a game scene, and the above-mentioned device includes:

[0009] A response module, configured to respond to a determination operation on a target area of ​​the game scene and determine a plurality of target locations in the game scene according to the determination operation;

[0010] The generation module is used to generate a virtual object at the target position in real time.

[0011] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; the above-mentioned processor loads instructions from the above-mentioned memory to execute any one of the object generation methods provided in the embodiments of the present application.

[0012] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for loading by a processor to execute any object generation method provided in an embodiment of the present application.

[0013] In an embodiment of the present application, in response to a determination operation on a target area of ​​a game scene, a number of target positions are determined in the game scene according to the determination operation, and virtual objects are generated in real time at the target positions, so that players can set the target positions for generating virtual objects according to their own needs, thereby improving the flexibility of generating virtual objects, making the generated virtual objects more satisfying the needs of players and improving the player's gaming experience. In addition, virtual objects can increase the survival time of controlled virtual characters in the game scene within the game game, so that electronic devices do not need to frequently process the death events of controlled virtual characters and do not need to frequently restart game games, thereby reducing the response frequency of electronic devices and helping to save computing resources of electronic devices. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0015] Figure 1 is a schematic diagram of an object generation system provided in an embodiment of the present application;

[0016] Figure 2 This is a flow chart of an embodiment of the object generation method provided in the embodiment of the present application;

[0017] Figure 3 is a schematic diagram of a graphical user interface provided in an embodiment of the present application;

[0018] Figure 4 is a schematic diagram of a virtual weapon provided in an embodiment of the present application;

[0019] Figure 5 is a schematic diagram of a virtual object provided in an embodiment of the present application;

[0020] Figure 6 is a schematic diagram of a landing point, a virtual object, and a target scene object provided in an embodiment of the present application;

[0021] Figure 7 is another schematic diagram of a virtual object provided in an embodiment of the present application;

[0022] Figure 8is another schematic diagram of a target scene object and a virtual object provided in an embodiment of the present application;

[0023] Fig. 9 is another schematic diagram of a target scene object and a virtual object provided in an embodiment of the present application;

[0024] Fig.10 is a schematic diagram of the structure of an object generation device provided in an embodiment of the present application;

[0025] Fig.11 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0026] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.

[0027] Before explaining the embodiments of the present application in detail, some terms involved in the embodiments of the present application are first explained.

[0028] Among them, in the description of the embodiments of the present application, the terms "first", "second", etc. may be used in this article to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another concept. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0029] The embodiments of the present application provide an object generation method, device, electronic device and computer-readable storage medium. Specifically, the object generation method of the embodiments of the present application can be executed by an electronic device, wherein the electronic device can be a terminal or a server.

[0030] The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc.

[0031] The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), as well as big data and artificial intelligence platforms.

[0032] For example, Figure 1 As shown, the electronic device is explained by taking terminal 10 as an example. The content displayed by the terminal 10 through the graphical user interface includes at least a game scene. In response to a determination operation on a target area of ​​the game scene, operation information corresponding to the determination operation is sent to the server 20. The server 20 determines several target positions in the game scene according to the determination operation, generates virtual objects at the target positions in real time, and the virtual objects at the target positions are sent to the terminal 10, which displays the virtual objects at the target positions.

[0033] The following is a detailed description of the embodiments in conjunction with the accompanying drawings. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flow chart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.

[0034] In this embodiment, a terminal is used as an example for explanation. The content displayed by the terminal through the graphical user interface at least includes a game scene. This embodiment provides an object generation method, such as Figure 2 As shown, the specific process of the object generation method can be as follows:

[0035] 201. In response to a determination operation on a target area of ​​a game scene, a plurality of target positions are determined in the game scene according to the determination operation.

[0036] The game scene is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene.

[0037] Optionally, the game scene may also include a game character, which refers to a dynamic object that can be controlled in the game scene. Optionally, the dynamic object may be a virtual person, a virtual animal, a cartoon character, etc. A game character is a character controlled by a player through an input device, or an artificial intelligence (AI) trained to fight in a virtual environment, or a non-player character (NPC) set in a virtual scene battle. The game character controlled by this terminal is referred to as a controlled game character, and the game character controlled by other terminals is referred to as a first game character.

[0038] Optionally, the player can control the game character to move in the game scene, for example, control the game character to run, jump, crawl, etc., and can also control the game character to fight using skills, game props, virtual pets, etc. provided by the application.

[0039] Game props refer to props that game characters can use in a virtual environment. They can speed up their own attributes, assist in combat, or cause damage to other game characters. Game props include but are not limited to shields, springboards, puppets, bullets and other supply props, extended magazines, aiming scopes, flame arresters, etc.

[0040] Optionally, the content displayed by the graphical user interface may present the entire game scene, or may present a portion of the game scene.

[0041] Optionally, the content displayed by the graphical user interface may also include at least one of game controls for players to interact with (game controls such as skill controls, motion control controls, and function controls, etc.), indicators (indicators such as direction indicators or character indicators, etc.), and information display areas (the information display area is used to display the number of kills or game time, etc.).

[0042] The target area in the game scene refers to a certain range in the game scene. The target area may include scene objects or may not include scene objects. The scene objects included in the target area may be called target scene objects. When the target area is a near area of ​​the controlled game character, the target scene objects on the target area are clearly visible scene objects. When the target area is a far area of ​​the controlled game character, the target scene objects on the target area are blurred or invisible scene objects. At this time, when the perspective of the graphical user interface presenting the game scene changes or the controlled game character is controlled to move, the target scene objects on the target area may become clearly visible scene objects.

[0043] The determination operation on the target area can be understood as an operation on the target area, or the determination operation on the target area can also be understood as an operation to determine the target area. In this case, the determination operation is not only used to determine the target area, but also used to determine several target positions.

[0044] The type of determination operation on the target area can be set according to actual conditions. For example, a control control can also be displayed on the graphical user interface, and the determination operation can be a trigger operation on the control control, or the determination operation can be a sliding operation on the graphical user interface. This embodiment is not limited here.

[0045] When the operation is determined to be a trigger operation on a control control, the type of the trigger operation on the control control can be set according to actual conditions. For example, the trigger operation on the control control can be a click operation or a drag operation on the control control, etc. This embodiment does not limit this.

[0046] The number of target positions may include at least one. The number of target positions may be limited, or the number of target positions may not be limited. When the number of target positions is limited, for example, when the number of target positions is limited to a target number, it means that the number of target positions obtained is at most the target number.

[0047] It is understandable that the target position may be located on the target area, or the target position may not be located on the target area, which is not limited in this embodiment.

[0048] In some embodiments, the content displayed by the graphical user interface also includes a controlled virtual object, and in response to a determination operation on a target area of ​​a game scene, a plurality of target positions are determined in the game scene according to the determination operation, including:

[0049] In response to a launch position control operation on the controlled virtual object, controlling a launch position change of the controlled virtual object in the game scene;

[0050] Based on the several launch positions of the controlled virtual object, a target area and several target positions of the game scene are determined.

[0051] Among them, the controlled virtual object refers to an object in the game scene that can enhance the combat power or attributes of the controlled game character, which is controlled by the controlled game character. Since the controlled game character is controlled by the player, the controlled virtual object is also controlled by the player. The type of the controlled virtual object can be set according to the actual situation. For example, the controlled virtual object can be a game prop or a virtual pet. The game prop can be a virtual weapon, for example, which is not limited in this embodiment.

[0052] In the process of controlling the change of the launch position of the controlled virtual object in the game scene, when the controlled virtual object is at a certain position, if the controlled virtual object is controlled to be launched at this position, then this position is the launch position.

[0053] The launch position of the controlled virtual object may refer to the position of the controlled virtual object, or to the position of a certain part of the controlled virtual object, where the certain part may be referred to as a target part.

[0054] When the launch position of the controlled virtual object refers to the position of the target part on the controlled virtual object, for example, when the controlled virtual object is a virtual weapon, the launch position of the controlled virtual object refers to the position of the muzzle of the virtual weapon; when the controlled virtual object is a virtual pet, the launch position of the controlled virtual object refers to the position of the mouth or buttocks of the virtual pet. This embodiment does not limit this.

[0055] After obtaining the launch position of the controlled virtual object, the position in front of the controlled virtual object can be determined according to the launch position of the controlled virtual object, and the area at that position is the target area, that is, the target area is the area at a certain distance in front of the controlled virtual object.

[0056] The number of the plurality of launch positions may include at least one, that is, in the process of controlling the launch position of the controlled virtual object in the game scene to change, at least one launch position may be obtained.

[0057] It is understandable that at this time, the determination operation includes a launch position control operation. The type of the launch position control operation can be set according to actual conditions, for example, the launch position control operation can be a trigger operation on a control control, or the determination operation can be a sliding operation on a graphical user interface, which is not limited in this embodiment.

[0058] In this embodiment, in response to the launch position control operation of the controlled virtual object, the launch position change of the controlled virtual object in the game scene is controlled, and based on the several launch positions of the controlled virtual object, the target area and several target positions of the game scene are determined, so that the player can not only determine the target position according to his own needs, but also provide a novel way of determining the target position, enrich the game play, and further improve the player's gaming experience.

[0059] In some embodiments, when the launch position control operation is a trigger operation on a control control, the control control may include a motion control control. In this case, the content displayed by the graphical user interface also includes the motion control control. The launch position control operation includes a trigger operation on the motion control control. In response to the launch position control operation on the controlled virtual object, the launch position change of the controlled virtual object in the game scene is controlled, including:

[0060] In response to a trigger operation on the motion control widget, the controlled virtual object is controlled to move so that a launch position of the controlled virtual object in the game scene changes.

[0061] The type of triggering operation on the motion control control may be set according to actual conditions. For example, the triggering operation on the motion control control may be a click operation or a drag operation, which is not limited in this embodiment.

[0062] The movement of the controlled virtual object may include at least one of rotation and movement of the controlled virtual object. When the movement of the controlled virtual object includes rotation of the controlled virtual object, the launch position of the controlled virtual object is the position where the target part of the controlled virtual object is located.

[0063] For example, the motion control control may be a virtual joystick, the controlled virtual object may be a virtual weapon, the target part may be the position of the muzzle of the virtual weapon, and in response to the dragging operation of the virtual joystick, the virtual weapon may be controlled to rotate so that the position of the muzzle of the virtual weapon changes.

[0064] In this embodiment, the content displayed by the graphical user interface also includes motion control controls, and the launch position control operation includes a trigger operation on the motion control controls. In response to the trigger operation on the motion control controls, the movement of the controlled virtual object is controlled to change the launch position of the controlled virtual object in the game scene, thereby realizing the change of the launch position of the controlled virtual object through the motion control controls.

[0065] In some embodiments, the launch position control operation includes a sliding operation on a graphical user interface, and in response to the launch position control operation on the controlled virtual object, controlling the launch position change of the controlled virtual object in the game scene includes:

[0066] In response to a sliding operation on the graphical user interface, adjusting a viewing angle of the graphical user interface presenting a game scene;

[0067] Based on the adjusted viewing angle, the content of the game scene is updated so that the launch position of the controlled virtual object in the game scene changes.

[0068] Among them, one game scene corresponds to at least one virtual camera. The perspective of the virtual camera indicates the perspective of the graphical user interface presenting the game scene, and also indicates the perspective of the player viewing the game scene. When the perspective of the virtual camera is different, the perspective of the graphical user interface presenting the game scene is also different, and the content of the game scene displayed by the graphical user interface is also different. Therefore, the perspective of the virtual camera can be adjusted by sliding the graphical user interface, that is, adjusting the perspective of the graphical user interface presenting the game scene, and then based on the adjusted perspective, the content of the game scene is updated to change the launch position of the controlled virtual object in the game scene.

[0069] In some embodiments, the controlled virtual object may launch a virtual object, or the controlled virtual object may not launch a virtual object. When the controlled virtual object does not launch a virtual object, a hit position corresponding to the launch position may be determined in response to a shooting control event of the controlled virtual object, and a target position may be determined based on the hit position.

[0070] The hit position corresponding to the launch position refers to the position where the virtual object hits if the controlled virtual object launches the virtual object. Optionally, the hit position corresponding to the launch position can be displayed on a graphical user interface so that the player can know the position hit by the launch position.

[0071] The method of displaying the hitting position corresponding to the launching position can be set according to the actual situation. For example, the hitting mark can be displayed on the hitting position. The hitting mark can be, for example, a circle or a "cross", which is not limited in this embodiment.

[0072] In some embodiments, when the controlled virtual object launches a virtual object, a target area and several target positions of the game scene are determined based on several launch positions of the controlled virtual object, including:

[0073] In response to a shooting control event of the controlled virtual object, a target area of ​​the game scene is determined based on a plurality of launch positions of the controlled virtual object, and the controlled virtual object is controlled to launch a virtual object to the target area at the plurality of launch positions;

[0074] Based on the several landing points of the virtual object, several target positions are determined.

[0075] The virtual object may refer to a virtual supply resource in a game scene, for example, the virtual object may be at least one of a bullet, a fire bomb, a flame, an ice flame, and water, which is not limited in this embodiment. The material form of the virtual object may be set according to actual conditions, for example, the material form of the virtual object may be at least one of a gaseous state, a liquid state, and a solid state.

[0076] The landing point of a virtual object refers to the position where the virtual object hits. It is understandable that the position hit may be located on the target area, or the position hit may not be located on the target area. Specifically, when the target area is far away from the controlled game character, the position hit may not be located on the target area.

[0077] Since the controlled virtual object has a maximum shooting range, when the target area is far away from the controlled game character, the target area exceeds the maximum shooting range of the controlled virtual object, and the controlled virtual object cannot hit the target area. Therefore, the hitting position may not be on the target area.

[0078] At this time, the terminal may pre-set a second preset distance of the controlled virtual object. When the target area is far away from the controlled game character, the hit position may be a position above the second preset distance, that is, the landing point may be a position above the second preset distance. The second preset distance is the position of the controlled virtual object at the maximum range.

[0079] The shooting control event of the controlled virtual object may include a trigger operation of the launch control control. At this time, the launch control control may also be displayed on the graphical user interface. When the launch position change of the controlled virtual object is controlled by the motion control control and the launch control control is triggered, the target area of ​​the game scene is determined based on the several launch positions of the controlled virtual object, and the controlled virtual object is controlled to launch the virtual object to the target area at the several launch positions, the motion control control and the launch control control displayed on the graphical user interface may be, for example, Figure 3 shown.

[0080] In this embodiment, in response to a shooting control event of a controlled virtual object, a target area of ​​the game scene is determined based on several launch positions of the controlled virtual object, and the controlled virtual object is controlled to launch a virtual object to the target area at several launch positions. Based on several landing points of the virtual object, several target positions are determined, so that the controlled virtual object launches the virtual object, so that the player can intuitively know the target position based on the landing point of the virtual object, thereby further improving the player's gaming experience.

[0081] In some embodiments, the shooting control event includes at least one of a single-shot shooting control event, a multiple-shot shooting control event, and a continuous shooting control event. A single-shot shooting control event is used to control the controlled virtual object to launch a virtual object to the target area once, a multiple-shot shooting control event is used to control the controlled virtual object to launch virtual objects to the target area multiple times, and a continuous shooting control event is used to control the controlled virtual object to continuously launch virtual objects to the target area during the continuous process of the continuous shooting control event.

[0082] Among them, when the shooting control event includes a trigger operation on the shooting control control, a single-shot shooting control event includes a trigger operation on the shooting control control, and a single-shot shooting control event indicates that in response to a trigger operation on the shooting control control, the controlled virtual object is controlled to shoot once to the target area; a multiple-shot shooting control event includes a trigger operation on the shooting control control, and a multiple-shot shooting control event indicates that in response to a trigger operation on the shooting control control, the controlled virtual object is controlled to shoot a preset number of times to the target area, and the preset number is greater than or equal to 2; a continuous shooting control event includes a trigger operation on the shooting control control, and a continuous shooting control event indicates that in response to the trigger operation on the shooting control control, the controlled virtual object is controlled to shoot continuously to the target area until the trigger operation on the shooting control ends and the shooting stops.

[0083] When the shooting control event includes a single-shot shooting control event, it means that the launch control control needs to be triggered at each launch position in order to launch the virtual object at the launch position. When the shooting control event includes multiple-shot shooting control events or continuous shooting control events, it is not necessary to trigger the launch control control at each launch position, and the virtual object can also be launched at each launch position.

[0084] When the shooting control event includes a continuous shooting control event and / or a burst shooting control event, the virtual object can be launched without triggering the launch control widget multiple times, thereby improving the convenience of shooting, improving the efficiency of obtaining the target position, and thus improving the efficiency of generating the virtual object.

[0085] In some embodiments, when the shooting control event includes a single-shot shooting control event, one single-shot shooting control event can form one target position, and the target positions formed by multiple single-shot shooting control events are discrete. When the shooting control event includes multiple-shot shooting control events, one multiple-shot shooting control event can form multiple target positions, and the multiple target positions formed by one multiple-shot shooting control event are continuous, and the multiple target positions formed by different multiple-shot shooting control events may be discrete or continuous. When the shooting control event includes continuous shooting control events, one continuous shooting control event can form multiple target positions, and the multiple target positions formed by one continuous shooting control event are continuous, and the multiple target positions formed by different continuous shooting control events may be discrete or continuous.

[0086] In some embodiments, when the shooting control event includes a trigger operation on a launch control control component and includes a continuous shooting control event, the terminal may first respond to the trigger operation on the launch control component, and then respond to the launch position control operation on the controlled virtual object, control the launch position change of the controlled virtual object in the game scene, and launch the virtual object at each launch position. At this time, the trigger operation on the launch control component may be a click operation.

[0087] In some embodiments, when the shooting control event includes a trigger operation on a launch control control and includes a continuous shooting control event, the trigger operation on the launch control control may be a press and hold operation on the launch control control, and the terminal may respond to the press and hold operation on the launch control control and to the launch position control operation on the controlled virtual object, control the change of the launch position of the controlled virtual object in the game scene, launch the virtual object at each launch position, and stop launching the virtual object when the release operation on the launch control control is detected.

[0088] In some embodiments, the target area includes a target scene object. This embodiment further includes:

[0089] Perform collision detection between the virtual object and the target scene object in the target area;

[0090] If the collision detection result indicates that the virtual object collides with the target scene object, a number of landing points of the virtual object are determined based on the collision positions of the virtual object and the target scene object.

[0091] The scene objects of the game scene refer to objects other than the game characters in the game scene, and the target scene objects refer to objects other than the game characters in the game scene and located in the target area.

[0092] For example, the target scene object may be a fixed scene object in the game scene, and the fixed scene object may be, for example, a virtual ground or a virtual wall.

[0093] Alternatively, the scene object of the game scene refers to an object in the game scene other than the controlled game character. The target scene object refers to an object in the game scene other than the controlled game character and located in the target area. For example, the target scene object may be an enemy game character of the controlled game character.

[0094] When the virtual object collides with the target scene object, the collision position between the virtual object and the target scene object may be determined as the landing point of the virtual object.

[0095] In this embodiment, a collision detection is performed on the virtual object and the target scene object in the target area. If the collision detection result indicates that the virtual object and the target scene object collide, several landing points of the virtual object are determined based on the collision position of the virtual object and the target scene object. When it is determined that the virtual object and the target scene object collide, several landing points of the virtual object are determined based on the collision position of the virtual object and the target scene object, thereby improving the accuracy of the determined landing points.

[0096] In some embodiments, based on a plurality of landing points of the virtual object, a plurality of target positions are determined, including:

[0097] If the collision detection result indicates that the virtual object collides with the target scene object and the target scene object is a scene object of a preset type, a plurality of target positions are determined based on a plurality of landing points of the virtual object.

[0098] Among them, the preset type of scene object can be set according to actual conditions. For example, the preset type of scene object can be a fixed scene object in the game scene. The fixed scene object can be at least one of a virtual ground, a virtual wall, a virtual ceiling, and a virtual lake. This embodiment is not limited here.

[0099] In this embodiment, if the collision detection result indicates that the virtual object and the target scene object collide and the target scene object is a preset type of scene object, several landing points of the virtual object are determined as several target positions, so that when it is determined that the virtual object and the target scene object collide and the target scene object is a preset type of scene object, the target position is determined based on the landing point, thereby enriching the way of determining the target position, thereby enriching the way of generating virtual objects, and further improving the flexibility of generating virtual objects.

[0100] In some embodiments, the present embodiment further includes:

[0101] If the collision detection result indicates that the virtual object collides with the target scene object and the target scene object is not a scene object of a preset type, several positions at a first preset distance of the target scene object are determined as several target positions, and the first preset distance is located between the target scene object and the controlled virtual object.

[0102] Among them, the scene object that is not a preset type may refer to a scene object that can be moved in the game scene. For example, the scene object that is not a preset type may refer to an enemy game character.

[0103] In this embodiment, if the collision detection result indicates that the virtual object and the target scene object collide and the target scene object is not a scene object of a preset type, several positions at a first preset distance of the target scene object are determined as several target positions, and the first preset distance is located between the target scene object and the controlled virtual object, so as to generate a virtual object between the target scene object and the controlled game character.

[0104] In some embodiments, the present embodiment further includes:

[0105] If the collision detection result indicates that the virtual object and the target scene object do not collide, a plurality of positions at the second preset distance of the controlled virtual object are determined as a plurality of target positions.

[0106] Among them, the second preset distance of the controlled virtual object can also be understood as the second preset distance of the controlled game character. When the position of the target scene object exceeds the maximum shooting range of the controlled virtual object or the launch is inaccurate, the virtual object cannot hit the target scene object, that is, it cannot collide with the target scene object. At this time, several positions at the second preset distance of the controlled virtual object can be determined as several target positions, so that the target position can also be determined when the target scene object is not hit, thereby improving the applicability of this solution.

[0107] In some embodiments, when there is no target scene object in the target area, the virtual object cannot collide with a scene object. At this time, several positions at the second preset distance of the controlled virtual object can also be determined as several target positions.

[0108] In some embodiments, the controlled virtual object may be configured with only an object generation function, in which case the controlled virtual object is a newly developed controlled virtual object. When responding to a waiting operation on the controlled virtual object, the controlled virtual object is controlled to be in a waiting state, so that the launch position of the controlled virtual object in the game scene can be controlled to change in response to a launch position control operation on the controlled virtual object.

[0109] It is understandable that when the controlled virtual object is in a state to be used, the controlled virtual object can be displayed on the graphical user interface. Specifically, the controlled virtual object can be worn on the controlled game character to display the controlled virtual object on the graphical user interface.

[0110] In some embodiments, the object generation function may be integrated into an existing controlled virtual object in the game scene. In this case, the controlled virtual object is configured with at least two functions, and before the controlled virtual object's launch position changes in the game scene in response to a launch position control operation on the controlled virtual object, the control also includes:

[0111] In response to a selection operation of an object generation function among the at least two functions, setting the controlled virtual object to start the object generation function;

[0112] In response to a launch position control operation on a controlled virtual object, controlling a launch position change of the controlled virtual object in a game scene includes:

[0113] After the object generation function is started, in response to the launch position control operation on the controlled virtual object, the launch position of the controlled virtual object in the game scene is controlled to change.

[0114] Among them, the object generation function refers to the function of generating virtual objects. Other functions except the object generation function among at least two functions can be set according to actual conditions. For example, other functions can be functions of harming enemy game characters or functions of destroying obstacles. This embodiment does not limit this.

[0115] Optionally, in response to a selection operation of an object generation function among at least two functions, before or after setting the controlled virtual object to start the object generation function, the controlled virtual object can be controlled to be in a standby state in response to a standby operation on the controlled virtual object, so that when the controlled virtual object is in the standby state and the object generation function is started, the launch position change of the controlled virtual object in the game scene can be controlled in response to a launch position control operation on the controlled virtual object.

[0116] In this embodiment, the controlled virtual object is configured with at least two functions. In response to a selection operation of an object generation function among the at least two functions, the controlled virtual object is set to start the object generation function. After the object generation function is started, in response to a launch position control operation on the controlled virtual object, the launch position change of the controlled virtual object in the game scene is controlled, thereby integrating the object generation function into the existing controlled virtual object without developing a new controlled virtual object, thereby improving the convenience of realizing the object generation function.

[0117] In some embodiments, in response to a determination operation on a target area of ​​a game scene, a plurality of target positions are determined in the game scene according to the determination operation, including:

[0118] In response to a sliding operation on a target area of ​​the game scene, determining a target trajectory corresponding to the sliding operation;

[0119] Based on the target trajectory, several target positions are determined in the game scene.

[0120] The content displayed by the graphical user interface may also include a control control, and the terminal may control the graphical user interface to be in a track drawing state in response to a trigger operation on the control control, and then determine a target track corresponding to the sliding operation in response to a sliding operation on a target area of ​​the game scene, and determine a plurality of target positions in the game scene based on the target track. Specifically, a plurality of track points on the target track may be determined as a plurality of target positions.

[0121] 202. Generate a virtual object at a target location in real time.

[0122] The virtual object may be a scene object in the game scene, and the type of the virtual object may be set according to the actual situation. For example, the virtual object may be at least one of an ice wall, a fire wall, or a foam ball, which is not limited in this embodiment. The material shape of the virtual object may be solid.

[0123] When there are multiple target positions, the virtual objects at each target position can form a whole.

[0124] The role of virtual objects in the game scene can be set according to actual conditions. For example, virtual objects can be used as obstacles to block the road, hinder the advancement of enemy game characters or avoid enemy game characters, or the controlled game characters can use virtual objects to jump to high places, or the controlled game characters can use virtual objects to move, or the virtual objects can affect the game capabilities of enemy game characters. This embodiment is not limited here.

[0125] Since the virtual object is generated in real time at the target position, the target length value of the virtual object can be determined based on the target position. Specifically, the length of the virtual object can be the length of a track composed of several target positions.

[0126] In some embodiments, a target height value and a target thickness value may be obtained, and a virtual object may be generated in real time at a target position based on the target height value and the target thickness value, wherein the height of the generated virtual object is the target height value, and the thickness of the virtual object is the target thickness value. The target height value may be a preset height value or a height value determined in real time, and the target thickness value may be a preset thickness value or a thickness value determined in real time.

[0127] In some embodiments, when a virtual object is launched toward a target area, the virtual object is formed by changing the physical form of the virtual object.

[0128] In some embodiments, the material form of the virtual object includes gas or liquid, and the material form of the virtual object is solid.

[0129] In some embodiments, the target position is a landing point, and generating a virtual object in real time at the target position includes:

[0130] During the disappearance of the virtual object at the landing point, a virtual object is generated at the landing point in real time.

[0131] For example, if the controlled virtual object is a virtual weapon, the virtual weapon can be Figure 4 As shown, the virtual object is a flame, and the flame emitted to the target area can be as follows Figure 5 As shown, during the disappearance of the landing point and the virtual object on the landing point, the virtual object generated in real time at the landing point can be as follows Figure 6 As shown, the final generated virtual object can be Figure 7 shown.

[0132] In this embodiment, the virtual object is gaseous or liquid, the target position is the landing point, and during the disappearance of the virtual object at the landing point, a virtual object is generated in real time at the landing point to achieve the effect of solidifying the gaseous or liquid virtual object into a solid virtual object.

[0133] In some embodiments, the virtual object generated in real time at the target position may be located on the target scene object, or the virtual object generated in real time at the target position may wrap at least a portion of the target scene object.

[0134] When the virtual object wraps at least a portion of the target scene object, in some embodiments, generating the virtual object in real time at the target location includes:

[0135] If the target scene object is a scene object of the first type, a virtual object that encapsulates at least a portion of the target scene object is generated in real time at the target position.

[0136] At this time, if the target scene object is not a scene object of the first type, the generated virtual object may be located on the target scene object.

[0137] Among them, the first type of scene object can be set according to actual conditions. For example, the first type of scene object can be an enemy game character or a virtual pet of the enemy game character, which is not limited in this embodiment.

[0138] For example, when the target scene object is an enemy game character, a virtual object that envelops at least a portion of the enemy game character may be generated; and when the target scene object is a virtual ground, a virtual object may be generated on the virtual ground.

[0139] Optionally, at this time, the target height value of the generated virtual object may be a preset height value, or a height value determined according to the landing point.

[0140] In this embodiment, if the target scene object is a first type of scene object, a virtual object that wraps at least a portion of the target scene object is generated in real time at the target position so as to cause damage to the target scene object through the virtual object.

[0141] In some embodiments, when determining the target height value of the virtual object according to the landing point, the target position is the position of the landing point in the horizontal direction. This embodiment further includes:

[0142] Determine a target height value of the virtual object to be generated based on the position of the landing point in the vertical direction;

[0143] Generating a virtual object encapsulating at least a portion of a target scene object in real time at a target location, comprising:

[0144] A virtual object having a target height value is generated in real time at the target position so that the virtual object wraps at least a portion of the target scene object.

[0145] Among them, since the target scene object is a first type of scene object, the target scene object is a scene object with a certain height, and the landing point on the target scene object is at a certain height from the virtual ground in the game scene, at this time, the horizontal position of the landing point can be determined as the target position, and the vertical position of the landing point can be determined as the target height value of the virtual object. A virtual object with the target height value is generated in real time at the target position, so that the virtual object wraps at least part of the target scene object, so that the player can customize the height of the virtual object, further improving the flexibility of generating virtual objects.

[0146] For example, when the landing point is Figure 8 As shown in 801 in FIG. 8 , the height of the generated virtual object is the same as the height of the landing point, and the generated virtual object can be Figure 8 As shown in 802.

[0147] In some embodiments, when the collision detection result indicates that the virtual object and the target scene object collide and the target scene object is not a scene object of a preset type, a plurality of positions at a first preset distance of the target scene object are determined as a plurality of target positions. When the first preset distance is between the target scene object and the controlled virtual object, the plurality of positions at the first preset distance may be as shown in 901 in FIG. 9 , and the virtual objects generated at the target positions may be as shown in FIG. Fig. 9 As shown in 902.

[0148] In some embodiments, generating a virtual object at a target location in real time includes:

[0149] Based on the preset transparency information, a virtual object is generated in real time at the target location.

[0150] The preset transparency information is used to indicate the transparency of the virtual object. The transparency indicated by the preset transparency information can be set according to actual conditions, for example, the transparency indicated by the preset transparency information can be fully transparent, or transparent in the middle and opaque at the edges, which is not limited in this embodiment.

[0151] In this embodiment, a virtual object is generated in real time at a target position based on preset transparency information, so that a virtual object having a transparency that meets the preset transparency information indication can be generated.

[0152] In some embodiments, the present embodiment further includes:

[0153] Get preset transparency information;

[0154] Determine the target material form corresponding to the preset transparency information;

[0155] Control the controlled virtual object to launch virtual objects to the target area at several launch positions, including:

[0156] The controlled virtual object is controlled to launch a virtual object in the form of a target material to a target area at a plurality of launch positions.

[0157] Among them, the target material form corresponding to the preset transparency information can be set according to actual conditions. For example, when the transparency indicated by the preset transparency information is completely transparent, the target material form corresponding to the preset transparency information can be gaseous. When the transparency indicated by the preset transparency information is transparent in the middle and opaque at the edges, the target material form corresponding to the preset transparency information can be liquid. This embodiment is not limited here.

[0158] In this embodiment, the terminal can pre-set the target material form corresponding to the preset transparency information, and then determine the target material form based on the preset transparency information set by the player, and control the controlled virtual object to launch the virtual object of the target material form to the target area at several launch positions, so that virtual objects of different target material forms can be set according to the preset transparency information, thereby further improving the flexibility of generating virtual objects.

[0159] In some embodiments, generating a virtual object at a target location in real time includes:

[0160] Obtaining a target thickness value and a target height value of a virtual object to be generated;

[0161] Based on the target thickness value and the target height value, a virtual object is generated in real time at the target position.

[0162] The target height value may be a preset height value or a height value determined in real time, and the target thickness value may be a preset thickness value or a thickness value determined in real time.

[0163] When the target height value and / or the target thickness value are values ​​determined in real time, the method for determining the target height value and / or the target thickness value may be set according to actual conditions, and this embodiment does not limit this.

[0164] For example, before obtaining the target thickness value and target height value of the virtual object to be generated, including:

[0165] Display the value setting interface;

[0166] In response to a setting operation on the numerical setting interface, a target thickness value and / or a target height value is generated.

[0167] Among them, the type of setting operation of the numerical setting interface can be set according to actual conditions. For example, the numerical setting interface may include a slider, and the setting operation may be a sliding operation on the slider. For another example, the numerical setting interface may include an input box, and the setting operation may be an input operation on the input box. This embodiment does not limit this.

[0168] For another example, before obtaining the target thickness value and target height value of the virtual object to be generated, the following steps are included:

[0169] Displaying a parameter adjustment interface, the parameter adjustment interface includes parameter adjustment controls;

[0170] In response to a trigger operation on a parameter adjustment control, determining a volume parameter of the virtual object;

[0171] Based on the volume parameter, a target thickness value and / or a target height value is determined.

[0172] Among them, the type of trigger operation on the parameter adjustment control can be set according to actual conditions. For example, the parameter adjustment control may include a slider, and the parameter adjustment control may be a sliding operation on the slider. For another example, the parameter adjustment control may include an input box, and the parameter adjustment control may be an input operation on the input box. This embodiment does not limit this.

[0173] The volume parameter of the virtual object is used to indicate the volume of the virtual body. The larger the volume parameter of the virtual object, the more or larger virtual objects are launched at one time, and the larger the target thickness value and / or target height value. The smaller the volume parameter of the virtual object, the fewer or smaller virtual objects are launched at one time, and the smaller the target thickness value and / or target height value.

[0174] In this embodiment, a parameter adjustment interface is displayed, and the parameter adjustment interface includes a parameter adjustment control. In response to a trigger operation on the parameter adjustment control, the volume parameters of the virtual object are determined, and based on the volume parameters, the target thickness value and / or the target height value are determined, so that the target thickness value and / or the target height value can be dynamically adjusted through the volume parameters of the virtual object, thereby further improving the flexibility of generating virtual objects.

[0175] In some embodiments, generating a virtual object at a target location in real time includes:

[0176] Based on the generation order of several launch positions, virtual objects are generated in real time at the target positions one by one.

[0177] Among them, the earlier the generation order of the launch position is, the earlier the generation order of the target position obtained based on the launch position is, and the earlier the virtual object is generated at this position; the later the generation order of the launch position is, the later the generation order of the target position obtained based on the launch position is, and the later the virtual object is generated at this position.

[0178] In some embodiments, the target position is located on a target area, and generating a virtual object at the target position in real time includes:

[0179] Determine whether the target area needs to be filled with virtual objects;

[0180] If the virtual object does not need to be filled, a virtual object is generated in real time at the target position.

[0181] At this time, the present embodiment further includes:

[0182] If the virtual object needs to be filled, a virtual object that fills the target area is generated in real time on the target area.

[0183] Among them, the method of determining whether the target area is filled with virtual objects can be set according to actual conditions. For example, it can be determined whether the target area needs to be filled with virtual objects based on the type of the target area and / or the gap range of the target area. This embodiment does not limit this.

[0184] Specifically, the process of determining whether the target area needs to be filled with virtual objects may be:

[0185] If the type of the target area is a target area type and / or if there is a gap range in the target area after the virtual object is generated at the target position, it is determined that the target area needs to be filled with virtual objects;

[0186] Otherwise, it is determined that the target area does not need to be filled with virtual objects.

[0187] The target area type may be set according to actual conditions. For example, the target area type may be an area type with a gap in the middle, which is not limited in this embodiment.

[0188] The gap range in the target area may refer to the gap range existing in the target area in the horizontal direction and / or the vertical direction.

[0189] It is understandable that when determining that the target area needs to be filled with virtual objects, it can be determined that the target area needs virtual objects in the horizontal direction and / or vertical direction. When determining that the target area needs to be filled with virtual objects in the vertical direction, virtual objects that fill the gap range of the target area in the vertical direction can be generated in real time at the target position.

[0190] In this embodiment, it is determined whether the target area needs to be filled with virtual objects; if it does not need to be filled with virtual objects, virtual objects are generated in real time at the target position; if it needs to be filled with virtual objects, virtual objects that fill the target area are generated in real time on the target area, further enriching the way of generating virtual objects and further improving the flexibility of generating virtual objects.

[0191] In some embodiments, generating a virtual object at a target location in real time includes:

[0192] Determine the distance between the target location and the controlled game character in the game scene;

[0193] If the distance is not within the preset distance range, a virtual object is generated in real time at the target location.

[0194] Among them, when there are multiple target positions, the sub-distances between each target position and the controlled game character can be determined, and then the average value of the sub-distances can be used as the distance between the target position and the controlled game character. Alternatively, the distance between the target position farthest or closest to the controlled game character and the controlled game character can be determined as the distance between the target position and the controlled game character. This embodiment is not limited here.

[0195] When the distance is not within the preset distance range, it means that the target position is far away from the controlled game character. At this time, a virtual object is directly generated at the target position in real time.

[0196] In some embodiments, the present embodiment further includes:

[0197] If the distance is within a preset distance range, a virtual object is generated at the position of the controlled game character to raise the controlled game character.

[0198] In this embodiment, if the distance between the target position and the controlled game character in the game scene is within a preset distance range, indicating that the target position is relatively close to the controlled game character, a virtual object is generated at the position of the controlled game character to lift the controlled game character. There is no need to control the controlled game character to jump onto the virtual object after the virtual object is generated, thereby reducing the control over the controlled game character and further improving the convenience of controlling the controlled game character.

[0199] In some embodiments, after the virtual object is generated in real time at the target location, the method further includes:

[0200] A skill range area corresponding to the virtual object is displayed in the game scene, and the skill range area is used to affect the game ability of the enemy game character in the skill range area.

[0201] Among them, the type of game ability of the enemy game character affected by the skill range area can be set according to actual conditions. For example, the skill range area affects the enemy game character's mobility, the ability to control virtual weapons, and an indication of the enemy game character's vision. This embodiment is not limited here.

[0202] The size of the skill range area corresponding to the virtual object may be fixed or dynamically changing, which is not limited in this embodiment.

[0203] The method of displaying the skill range area can be set according to actual conditions. For example, the skill range area can be displayed through special effects or graphics, which is not limited in this embodiment.

[0204] In this embodiment, the skill range area corresponding to the virtual object is displayed in the game scene, and the skill range area is used to affect the game ability of the enemy game character in the skill range area. At this time, the skill range area corresponding to the virtual object is also displayed in the game scene of the first terminal (the first terminal refers to the terminal that controls the enemy game character), so that the player can know the area that affects the game ability of the enemy game character through the skill range area.

[0205] In some embodiments, displaying a skill range area corresponding to a virtual object in a game scene includes:

[0206] Determine a skill range area corresponding to the virtual object based on the size parameters of the virtual object;

[0207] Displays the skill range area in the game scene.

[0208] The size parameter of the virtual object includes at least one of a target height value, a target thickness value, and a target length value of the virtual object. The larger the size parameter of the virtual object, the larger the skill range area corresponding to the virtual object, and the smaller the size parameter of the virtual object, the smaller the skill range area corresponding to the virtual object.

[0209] In this embodiment, based on the size parameters of the virtual object, the skill range area corresponding to the virtual object is determined, and the skill range area is displayed in the game scene, so that the skill range area corresponding to the virtual object can be dynamically changed, so that the generated virtual object can further meet the needs of the player.

[0210] In some embodiments, the game scene further includes a controlled game character, the virtual object is located in a scene area of ​​a target type in the game scene, the virtual object is movable in the scene area of ​​the target type, and after the virtual object is generated in real time at the target position, the method further includes:

[0211] Control the controlled game character to move onto the virtual object;

[0212] The virtual object is controlled to move so that the controlled game character follows the movement of the virtual object.

[0213] Among them, when the target position is a position on the target area, the scene area of ​​the target type is the target area. The scene area of ​​the target type can be set according to the actual situation. For example, the scene area of ​​the target type can be a scene area where the controlled game character cannot move or the controlled game character moves slowly. When the scene area of ​​the target type is a scene area where the controlled game character cannot move, the scene area of ​​the target type can be, for example, a scene area where a virtual lake is located or a scene area where a virtual river is located. This embodiment does not limit this.

[0214] In this embodiment, the game scene also includes a controlled game character, a virtual object is located in a target type of scene area of ​​the game scene, the virtual object is movable in the target type of scene area, the controlled game character is controlled to move to the virtual object, and the virtual object is controlled to move so that the controlled game character follows the movement of the virtual object, thereby allowing the controlled game character to move or move quickly in the target type of scene area.

[0215] In some embodiments, the virtual object is configured to gradually disappear over a duration after being generated, and / or to disappear when attacked.

[0216] When the virtual object is an ice wall, the virtual object may gradually melt into water, and the water may gradually evaporate. When the virtual object is a fire wall, the virtual object may gradually extinguish. When the virtual object is attacked, the attacked part of the virtual object may be eliminated, and the unattacked part of the virtual object may be gradually eliminated. Alternatively, when the virtual object is attacked, the entire virtual object may be eliminated.

[0217] In this embodiment, the virtual object is configured to be gradually eliminated within a duration after being generated, and / or eliminated when attacked, so that the elimination of the virtual object is more natural.

[0218] In some embodiments, after the attacked location of the virtual object is eliminated, a new virtual object may be generated at the attacked location in response to a determination operation on the attacked location again.

[0219] It can be seen from the above content that in the embodiment of the present application, in response to the determination operation of the target area of ​​the game scene, several target positions are determined in the game scene according to the determination operation, and virtual objects are generated in real time at the target positions, so that the player can set the target position for generating the virtual object according to his own needs, thereby improving the flexibility of generating virtual objects, making the generated virtual objects more meet the needs of the players, and improving the player's gaming experience. In addition, the virtual objects can increase the survival time of the controlled virtual characters in the game scene in the game game, so that the electronic device does not need to frequently process the death events of the controlled virtual characters and does not need to frequently restart the game game, thereby reducing the response frequency of the electronic device and helping to save the computing resources of the electronic device.

[0220] In order to better implement the above method, an embodiment of the present application also provides an object generation device, which can be specifically integrated into an electronic device, such as a computer device, which can be a terminal, a server, or other device.

[0221] Among them, the terminal can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a personal computer and other devices; the server can be a single server or a server cluster composed of multiple servers.

[0222] For example, in this embodiment, the method of the embodiment of the present application is described in detail by taking the object generation device specifically integrated in the terminal as an example. This embodiment provides an object generation device, and the content displayed by the graphical user interface at least includes a game scene. The object generation device is as follows: Fig.10 As shown, the object generating device may include:

[0223] The response module 1001 is used to respond to the determination operation of the target area of ​​the game scene and determine a plurality of target positions in the game scene according to the determination operation.

[0224] The generation module 1002 is used to generate a virtual object at a target location in real time.

[0225] In some embodiments, the content displayed by the graphical user interface also includes a controlled virtual object, and the response module 1001 is specifically used to execute:

[0226] In response to a launch position control operation on the controlled virtual object, controlling a launch position change of the controlled virtual object in the game scene;

[0227] Based on the several launch positions of the controlled virtual object, a target area and several target positions of the game scene are determined.

[0228] In some embodiments, the content displayed by the graphical user interface also includes a motion control control, the launch position control operation includes a trigger operation on the motion control control, and the response module 1001 is specifically used to execute:

[0229] In response to a trigger operation on the motion control widget, the controlled virtual object is controlled to move so that a launch position of the controlled virtual object in the game scene changes.

[0230] In some embodiments, the movement of the controlled virtual object includes the rotation of the controlled virtual object, and the launch position of the controlled virtual object is the position of the target part on the controlled virtual object.

[0231] In some embodiments, the transmission position control operation includes a sliding operation on a graphical user interface, and the response module 1001 is specifically configured to perform:

[0232] In response to a sliding operation on the graphical user interface, adjusting a viewing angle of the graphical user interface presenting a game scene;

[0233] Based on the adjusted viewing angle, the content of the game scene is updated so that the launch position of the controlled virtual object in the game scene changes.

[0234] In some embodiments, the response module 1001 is specifically configured to execute:

[0235] In response to a shooting control event of the controlled virtual object, a target area of ​​the game scene is determined based on a plurality of launch positions of the controlled virtual object, and the controlled virtual object is controlled to launch a virtual object to the target area at the plurality of launch positions;

[0236] Based on the several landing points of the virtual object, several target positions are determined.

[0237] In some embodiments, the shooting control event includes at least one of a single-shot shooting control event, a multiple-shot shooting control event, and a burst shooting control event;

[0238] A single-shot shooting control event is used to control the controlled virtual object to fire a virtual object once toward a target area.

[0239] A multiple-shot control event, used to control the controlled virtual object to fire virtual objects multiple times toward a target area;

[0240] The continuous shooting control event is used to control the controlled virtual object to continuously shoot virtual objects into the target area during the continuous process of the continuous shooting control event.

[0241] In some embodiments, the target positions formed by a burst shooting control event are continuous.

[0242] In some embodiments, the virtual object is formed by changing the physical form of a virtual object.

[0243] In some embodiments, the material form of the virtual object includes gas or liquid, and the material form of the virtual object is solid.

[0244] In some embodiments, the target position is a landing point, and the generating module 1002 is specifically used to execute:

[0245] During the disappearance of the virtual object at the landing point, a virtual object is generated at the landing point in real time.

[0246] In some embodiments, the response module 1001 is further configured to execute:

[0247] Perform collision detection between the virtual object and the target scene object in the target area;

[0248] If the collision detection result indicates that the virtual object collides with the target scene object, a number of landing points of the virtual object are determined based on the collision positions of the virtual object and the target scene object.

[0249] In some embodiments, the generation module 1002 is used to perform:

[0250] If the target scene object is a scene object of the first type, a virtual object that encapsulates at least a portion of the target scene object is generated in real time at the target position.

[0251] In some embodiments, the target position is the position of the landing point in the horizontal direction, and the response module 1001 is further used to execute:

[0252] Based on the position of the landing point in the vertical direction, a target height value of the virtual object to be generated is determined.

[0253] The generation module 1002 is used to execute:

[0254] A virtual object having a target height value is generated in real time at the target position so that the virtual object wraps at least a portion of the target scene object.

[0255] In some embodiments, the response module 1001 is used to perform:

[0256] If the collision detection result indicates that the virtual object collides with the target scene object and the target scene object is a scene object of a preset type, a plurality of target positions are determined based on a plurality of landing points of the virtual object.

[0257] In some embodiments, the response module 1001 is further configured to execute:

[0258] If the collision detection result indicates that the virtual object collides with the target scene object and the target scene object is not a scene object of a preset type, several positions at a first preset distance of the target scene object are determined as several target positions, and the first preset distance is located between the target scene object and the controlled virtual object.

[0259] In some embodiments, the response module 1001 is further configured to execute:

[0260] If the collision detection result indicates that the virtual object and the target scene object do not collide, a plurality of positions at the second preset distance of the controlled virtual object are determined as a plurality of target positions.

[0261] In some embodiments, the generation module 1002 is used to perform:

[0262] Based on the preset transparency information, a virtual object is generated in real time at the target location.

[0263] In some embodiments, the response module 1001 is further configured to execute:

[0264] Get preset transparency information;

[0265] Determine the target material form corresponding to the preset transparency information;

[0266] The controlled virtual object is controlled to launch a virtual object in the form of a target material to a target area at a plurality of launch positions.

[0267] In some embodiments, the generation module 1002 is used to perform:

[0268] Obtaining a target thickness value and a target height value of a virtual object to be generated;

[0269] Based on the target thickness value and the target height value, a virtual object is generated in real time at the target position.

[0270] In some embodiments, the apparatus further comprises a determining module configured to execute:

[0271] Displaying a parameter adjustment interface, the parameter adjustment interface includes parameter adjustment controls;

[0272] In response to a trigger operation on a parameter adjustment control, determining a volume parameter of the virtual object;

[0273] Based on the volume parameter, a target thickness value and / or a target height value is determined.

[0274] In some embodiments, the generation module 1002 is used to perform:

[0275] Based on the generation order of several launch positions, virtual objects are generated in real time at the target positions one by one.

[0276] In some embodiments, the controlled virtual object is configured with at least two functions, and the response module 1001 is further used to perform:

[0277] In response to a selection operation of an object generation function among the at least two functions, setting the controlled virtual object to start the object generation function;

[0278] After the object generation function is started, in response to the launch position control operation on the controlled virtual object, the launch position of the controlled virtual object in the game scene is controlled to change.

[0279] In some embodiments, the controlled virtual object is a virtual weapon or a virtual pet.

[0280] In some embodiments, the response module 1001 is used to perform:

[0281] In response to a sliding operation on a target area of ​​the game scene, determining a target trajectory corresponding to the sliding operation;

[0282] Based on the target trajectory, several target positions are determined in the game scene.

[0283] In some embodiments, the target location is located on the target area, and the generating module 1002 is used to perform:

[0284] Determine whether the target area needs to be filled with virtual objects;

[0285] If the virtual object does not need to be filled, a virtual object is generated in real time at the target position.

[0286] In some embodiments, the generation module 1002 is further configured to execute:

[0287] If the virtual object needs to be filled, a virtual object that fills the target area is generated in real time on the target area.

[0288] In some embodiments, the generation module 1002 is used to perform:

[0289] Determine the distance between the target location and the controlled game character in the game scene;

[0290] If the distance is not within the preset distance range, a virtual object is generated in real time at the target location.

[0291] In some embodiments, the generation module 1002 is further configured to execute:

[0292] If the distance is within a preset distance range, a virtual object is generated at the position of the controlled game character to raise the controlled game character.

[0293] In some embodiments, the above device further includes a display module, and the display module is used to execute:

[0294] A skill range area corresponding to the virtual object is displayed in the game scene, and the skill range area is used to affect the game ability of the enemy game character in the skill range area.

[0295] In some embodiments, the display module is configured to perform:

[0296] Determine a skill range area corresponding to the virtual object based on the size parameters of the virtual object;

[0297] Displays the skill range area in the game scene.

[0298] In some embodiments, the game scene further includes a controlled game character, and the above device further includes a control module, and the control module is used to execute:

[0299] Control the controlled game character to move onto the virtual object;

[0300] The virtual object is controlled to move so that the controlled game character follows the movement of the virtual object.

[0301] In some embodiments, the virtual object is configured to gradually disappear over a duration after being generated, and / or to disappear when attacked.

[0302] In specific implementation, the above modules can be implemented as independent entities, or can be arbitrarily combined and implemented as the same or several entities. The specific implementation methods and corresponding beneficial effects of the above modules can be found in the previous method embodiments, which will not be repeated here.

[0303] Accordingly, the embodiment of the present application also provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and other terminal devices. Fig.11 As shown, Fig.11A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 1100 includes a processor 1101 having one or more processing cores, a memory 1102 having one or more computer-readable storage media, and a computer program stored in the memory 1102 and executable on the processor. The processor 1101 is electrically connected to the memory 1102. It will be understood by those skilled in the art 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 in the figure, or combine certain components, or arrange the components differently.

[0304] The processor 1101 is the control center of the electronic device 1100. It uses various interfaces and lines to connect the various parts of the entire electronic device 1100, executes various functions of the electronic device 1100 and processes data by running or loading software programs and / or modules stored in the memory 1102, and calling data stored in the memory 1102, thereby monitoring the electronic device 1100 as a whole.

[0305] In the embodiment of the present application, the processor 1101 in the electronic device 1100 will load instructions corresponding to the processes of one or more application programs into the memory 1102 according to the following steps, and the processor 1101 will run the application programs stored in the memory 1102 to implement various functions, such as:

[0306] In response to a determination operation on a target area of ​​a game scene, a plurality of target positions are determined in the game scene according to the determination operation;

[0307] Generate virtual objects in real time at target locations.

[0308] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the object generation method above, which will not be elaborated here.

[0309] Optional, such as Fig.11 As shown, the electronic device 1100 further includes: a touch screen 1103, a radio frequency circuit 1104, an audio circuit 1105, an input unit 1106, and a power supply 1107. The processor 1101 is electrically connected to the touch screen 1103, the radio frequency circuit 1104, the audio circuit 1105, the input unit 1106, and the power supply 1107, respectively. Those skilled in the art can understand that Fig.11 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.

[0310] The touch display screen 1103 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 1103 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-EmittingDiode) and the like. The touch panel can be used to collect the user's touch operation on or near it (such as the user uses any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 1101, and can receive the command sent by the processor 1101 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 1101 to determine the type of touch event, and then the processor 1101 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 1103 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 1103 can also be used as a part of the input unit 1106 to realize the input function.

[0311] The radio frequency circuit 1104 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals between the network device or other electronic devices.

[0312] The audio circuit 1105 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 1105 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 1105 and converted into audio data, and then the audio data is output to the processor 1101 for processing, and then sent to another electronic device through the radio frequency circuit 1104, or the audio data is output to the memory 1102 for further processing. The audio circuit 1105 may also include an earplug jack to provide communication between an external headset and an electronic device.

[0313] The input unit 1106 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.

[0314] The power supply 1107 is used to supply power to various components of the electronic device 1100. Optionally, the power supply 1107 can be logically connected to the processor 1101 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 1107 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0315] although Fig.11 Not shown, the electronic device 1100 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

[0316] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0317] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.

[0318] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute any object generation method provided in the embodiment of the present application. For example, the computer program can execute the following steps:

[0319] In response to a determination operation on a target area of ​​a game scene, a plurality of target positions are determined in the game scene according to the determination operation;

[0320] Generate virtual objects in real time at target locations.

[0321] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the object generation method above, which will not be elaborated here.

[0322] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0323] Since the computer program stored in the computer-readable storage medium can execute any object generation method provided in the embodiments of the present application, the beneficial effects that can be achieved by any object generation method provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.

[0324] The above is a detailed introduction to an object generation method, device, electronic device and computer-readable storage medium provided in the embodiments of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, according to the idea of ​​the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.

Claims

1. A method for generating an object, characterized in that: The content displayed by the graphical user interface includes at least a game scene, and the method includes: In response to a determination operation on a target area of ​​the game scene, determining a plurality of target positions in the game scene according to the determination operation; A virtual object is generated in real time at the target location.

2. The object generation method according to claim 1, characterized in that: The content displayed by the graphical user interface also includes a controlled virtual object, and the response to the determination operation of the target area of ​​the game scene, determining a plurality of target positions in the game scene according to the determination operation, includes: In response to a launch position control operation on the controlled virtual object, controlling a launch position change of the controlled virtual object in the game scene; Based on the several launch positions of the controlled virtual object, a target area and several target positions of the game scene are determined.

3. The object generation method according to claim 2, characterized in that: The content displayed by the graphical user interface also includes a motion control control, and the launch position control operation includes a triggering operation on the motion control control; The step of controlling the change of the launch position of the controlled virtual object in the game scene in response to the launch position control operation of the controlled virtual object comprises: In response to a triggering operation on the motion control component, the controlled virtual object is controlled to move so that a launch position of the controlled virtual object in the game scene changes.

4. The object generation method according to claim 3, characterized in that: The movement of the controlled virtual object includes the rotation of the controlled virtual object, and the launch position of the controlled virtual object is the position of the target part on the controlled virtual object.

5. The object generation method according to claim 2, characterized in that: The launch position control operation includes a sliding operation on the graphical user interface, and the control of the launch position change of the controlled virtual object in the game scene in response to the launch position control operation on the controlled virtual object includes: In response to a sliding operation on the graphical user interface, adjusting a viewing angle of the graphical user interface presenting the game scene; Based on the adjusted viewing angle, the content of the game scene is updated so that the launch position of the controlled virtual object in the game scene changes.

6. The object generation method according to claim 2, characterized in that: The determining the target area of ​​the game scene and the target positions based on the plurality of launch positions of the controlled virtual object comprises: In response to a shooting control event of the controlled virtual object, determining a target area of ​​the game scene based on a plurality of launch positions of the controlled virtual object, and controlling the controlled virtual object to launch a virtual object to the target area at the plurality of launch positions; Based on the plurality of landing points of the virtual object, a plurality of target positions are determined.

7. The object generation method according to claim 6, characterized in that: The shooting control event includes at least one of a single-shot shooting control event, a multiple-shot shooting control event, and a continuous shooting control event; The single-shot shooting control event is used to control the controlled virtual object to fire the virtual object once toward the target area. a multiple-shooting control event, used to control the controlled virtual object to fire the virtual object multiple times toward the target area; The continuous shooting control event is used to control the controlled virtual object to continuously launch the virtual object into the target area during the continuous process of the continuous shooting control event.

8. The object generation method according to claim 7, characterized in that: The target positions formed by one burst shooting control event are continuous.

9. The object generation method according to claim 6, characterized in that: The virtual object is formed by changing the material form of the virtual object.

10. The object generation method according to claim 9, characterized in that: The material form of the virtual object includes gas or liquid, and the material form of the virtual object is solid.

11. The object generation method according to claim 10, characterized in that: The target position is the landing point, and a virtual object is generated in real time at the target position, including: During the disappearance of the virtual object at the landing point, a virtual object is generated at the landing point in real time.

12. The object generation method according to claim 6, characterized in that: The method further comprises: Performing collision detection on the virtual object and the target scene object in the target area; If the collision detection result indicates that the virtual object collides with the target scene object, a plurality of landing points of the virtual object are determined based on the collision positions of the virtual object and the target scene object.

13. The object generation method according to claim 12, characterized in that: Generating a virtual object at the target position in real time includes: If the target scene object is a scene object of the first type, a virtual object that wraps at least a portion of the target scene object is generated in real time at the target position.

14. The object generation method according to claim 13, characterized in that: The target position is the position of the landing point in the horizontal direction, and the method further includes: Determining a target height value of a virtual object to be generated based on the position of the landing point in the vertical direction; Generating a virtual object enveloping at least a portion of the target scene object in real time at the target position, comprising: A virtual object having the target height value is generated in real time at the target position so that the virtual object wraps at least a portion of the target scene object.

15. The object generation method according to claim 12, characterized in that: The determining of a plurality of target positions based on a plurality of landing points of the virtual object comprises: If the collision detection result indicates that the virtual object collides with the target scene object and the target scene object is a scene object of a preset type, a plurality of target positions are determined based on a plurality of landing points of the virtual object.

16. The object generation method according to claim 15, characterized in that: The method further comprises: If the collision detection result indicates that the virtual object collides with the target scene object and the target scene object is not a scene object of the preset type, a number of positions at a first preset distance of the target scene object are determined as a number of target positions, and the first preset distance is located between the target scene object and the controlled virtual object.

17. The object generation method according to claim 12, characterized in that: The method further comprises: If the collision detection result indicates that the virtual object and the target scene object do not collide, a plurality of positions at a second preset distance of the controlled virtual object are determined as a plurality of target positions.

18. The object generation method according to claim 6, characterized in that: Generating a virtual object at the target position in real time includes: Based on the preset transparency information, a virtual object is generated in real time at the target position.

19. The object generation method according to claim 18, characterized in that: The method comprises: Acquiring the preset transparency information; Determine the target material form corresponding to the preset transparency information; The controlling the controlled virtual object to launch the virtual object to the target area at the plurality of launch positions comprises: The controlled virtual object is controlled to launch the virtual object in the form of the target material to the target area at the plurality of launch positions.

20. The object generation method according to claim 6, characterized in that: Generating a virtual object at the target position in real time includes: Obtaining a target thickness value and a target height value of a virtual object to be generated; The virtual object is generated in real time at the target position based on the target thickness value and the target height value.

21. The object generation method according to claim 20, characterized in that: Before obtaining the target thickness value and the target height value of the virtual object to be generated, the method includes: Displaying a parameter adjustment interface, wherein the parameter adjustment interface includes a parameter adjustment control; In response to a triggering operation on the parameter adjustment control, determining a volume parameter of the virtual object; Based on the volume parameter, the target thickness value and / or the target height value is determined.

22. The object generation method according to claim 2, characterized in that: Generating a virtual object at the target position in real time includes: Based on the generation order of the plurality of launch positions, virtual objects are sequentially generated at the target positions in real time.

23. The object generation method according to claim 2, characterized in that: The controlled virtual object is configured with at least two functions, and before the control of the launch position change of the controlled virtual object in the game scene in response to the launch position control operation of the controlled virtual object, it also includes: In response to a selection operation of an object generation function among the at least two functions, setting the controlled virtual object to start the object generation function; The step of controlling the change of the launch position of the controlled virtual object in the game scene in response to the launch position control operation of the controlled virtual object comprises: After the object generation function is started, in response to a launch position control operation on the controlled virtual object, the launch position of the controlled virtual object in the game scene is controlled to change.

24. The object generation method according to claim 2, characterized in that: The controlled virtual object is a virtual weapon or a virtual pet.

25. The object generation method according to claim 1, characterized in that: In response to the determination operation of the target area of ​​the game scene, determining a plurality of target positions in the game scene according to the determination operation includes: In response to a sliding operation on a target area of ​​the game scene, determining a target track corresponding to the sliding operation; Based on the target trajectory, a plurality of target positions are determined in the game scene.

26. The object generation method according to claim 1, characterized in that: The target position is located on the target area, and the real-time generation of a virtual object at the target position includes: Determining whether the target area needs to be filled with the virtual object; If the virtual object does not need to be filled, a virtual object is generated in real time at the target position.

27. The object generation method according to claim 26, characterized in that: The method further comprises: If the virtual object needs to be filled, a virtual object that fills the target area is generated in real time on the target area.

28. The object generation method according to claim 1, characterized in that: Generating a virtual object at the target position in real time includes: Determining the distance between the target position and the controlled game character in the game scene; If the distance is not within the preset distance range, a virtual object is generated in real time at the target position.

29. The object generation method according to claim 28, characterized in that: The method further comprises: If the distance is within the preset distance range, a virtual object is generated at the position where the controlled game character is located to raise the controlled game character.

30. The object generation method according to any one of claims 1 to 29, characterized in that: After the virtual object is generated in real time at the target position, the method further includes: A skill range area corresponding to the virtual object is displayed in the game scene, and the skill range area is used to affect the game ability of an enemy game character in the skill range area.

31. The object generation method according to claim 30, characterized in that: The displaying of the skill range area corresponding to the virtual object in the game scene includes: Determining a skill range area corresponding to the virtual object based on a size parameter of the virtual object; The skill range area is displayed in the game scene.

32. The object generation method according to any one of claims 1 to 29, characterized in that: The game scene also includes a controlled game character, the virtual object is located in a scene area of ​​a target type of the game scene, the virtual object is movable in the scene area of ​​the target type, and after the virtual object is generated in real time at the target position, the method further includes: Controlling the controlled game character to move onto the virtual object; The virtual object is controlled to move so that the controlled game character follows the movement of the virtual object.

33. The object generation method according to any one of claims 1 to 29, characterized in that: The virtual object is configured to be gradually eliminated within a duration after being generated, and / or eliminated when being attacked.

34. An object generation device, characterized in that: The content displayed by the graphical user interface includes at least a game scene, and the device includes: A response module, configured to respond to a determination operation on a target area of ​​the game scene and determine a plurality of target positions in the game scene according to the determination operation; A generation module is used to generate a virtual object at the target position in real time.

35. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the object generation method as described in any one of claims 1 to 33.

36. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the object generation method according to any one of claims 1 to 33.