Human-computer interaction method, device and equipment based on virtual world, medium and product

By displaying list controls and responding to touch operations in turn-based games, the selection and throwing of pet virtual characters is solved, and the problems of complex operations and interface tearing in the existing technology are solved, improving interaction efficiency and user experience.

CN119971486APending Publication Date: 2025-05-13TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510398894.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2022-08-19
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

The existing turn-based games are complicated when throwing pet virtual characters, and there is a problem of tearing the user interface.

Method used

By displaying list controls, displaying aiming sticks and sights in response to touch selection operations, realizing the selection and throwing of pet virtual characters, simplifying the user interface and reducing tearing.

Benefits of technology

It improves human-computer interaction efficiency, simplifies the selection and throwing of pet virtual characters, improves user experience, and reduces the tearing feeling during interface switching.

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Abstract

The application of the invention is a divisional application of 202211003350.4. The invention discloses a human-computer interaction method, device and equipment based on a virtual world, a medium and a product, and belongs to the field of human-computer interaction. The method comprises the following steps: displaying a list control; in response to a touch selection operation on the list control, displaying an aiming rocker corresponding to the selected container prop and displaying an aiming sight bead; and in response to a touch aiming operation on the aiming rocker, displaying the aiming sight bead after the aiming position is changed, in response to the touch throwing operation and the selected container prop being a first container prop, displaying a thrown first pet virtual character; and in response to the touch throwing operation and the selected container prop as a second container prop, displaying the thrown second container prop. Through the touch control on the touch screen, the selection and throwing operation of the pet virtual character is realized, the interactive operation between the pet virtual character and the virtual world is realized, and the man-machine interaction efficiency is improved.
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Description

[0001] This application is a divisional application with application number 202211003350.4, application date August 19, 2022, and invention name “Human-computer interaction methods, devices, equipment, media and products based on a virtual world”. Technical Field

[0002] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a human-computer interaction method, device, equipment, medium and product based on a virtual world. Background Art

[0003] A turn-based game means that in non-combat scenarios, the main control virtual character moves in the world map. In combat scenarios, the main control virtual character controls the captured pet virtual character in the battle map and engages in turn-based combat with enemy units (monsters or pet virtual characters captured by other characters).

[0004] In a typical turn-based game, taking a non-combat scene as an example, a main control virtual character moves in a world map, and the main control virtual character throws a pet virtual character in the world map, and the pet virtual character moves in the world map.

[0005] However, in the related art, when throwing a pet virtual character, it is necessary to select the pet virtual character through the joystick in the backpack selection interface, and after selecting the pet virtual character, return to the world map interface to throw the pet virtual character through the joystick. The whole throwing process is relatively complicated. Summary of the invention

[0006] The present application provides a human-computer interaction method, device, equipment, medium and product based on a virtual world. The technical solution is as follows:

[0007] According to one aspect of the present application, a human-computer interaction method based on a virtual world is provided, the method comprising:

[0008] Display a list control, wherein the list control displays at least one control corresponding to a first container prop containing a first pet virtual character, and / or at least one control corresponding to a second container prop not containing a pet virtual character;

[0009] In response to a touch selection operation on the list control, displaying an aiming stick and an aiming crosshair corresponding to the selected container prop; and, in response to a touch aiming operation on the aiming stick, displaying the aiming crosshair after the aiming position is changed;

[0010] In response to a touch throwing operation and the selected container prop is the first container prop, displaying the thrown first pet virtual character, where the first pet virtual character is used to interact with the virtual world;

[0011] In response to the touch-throwing operation and the selected container item being the second container item, the thrown second container item is displayed.

[0012] According to one aspect of the present application, a human-computer interaction device based on a virtual world is provided, the device comprising:

[0013] A display module, used for displaying a list control, wherein the list control displays at least one container prop and / or a first pet virtual character located in the container prop;

[0014] The display module is used to display the aiming joystick and the aiming crosshair corresponding to the selected container prop in response to the selection operation in the list control;

[0015] The display module is used for displaying the thrown first pet virtual character in response to the throwing operation and the selected container prop is a first container prop containing a first pet virtual character, wherein the first pet virtual character is used to interact with the virtual world;

[0016] The display module is used to respond to the throwing operation and the selected container prop is a second container prop that does not contain a pet virtual character.

[0017] According to another aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the human-computer interaction method based on a virtual world as described above.

[0018] According to another aspect of the present application, a computer storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the human-computer interaction method based on a virtual world as described above.

[0019] According to another aspect of the present application, a computer program product is provided, which includes a computer program stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the human-computer interaction method based on a virtual world as described above.

[0020] The beneficial effects of the technical solution provided by this application include at least:

[0021] By displaying a list control; in response to a touch selection operation on the list control, displaying the aiming stick corresponding to the selected container prop and displaying the aiming crosshair; and in response to a touch aiming operation on the aiming stick, displaying the aiming crosshair after the aiming position is changed; in response to a touch throwing operation and the selected container prop is a first container prop, displaying the thrown first pet virtual character; in response to a touch throwing operation and the selected container prop is a second container prop, displaying the thrown second container prop. The present application provides a new human-computer interaction method based on a virtual world, which realizes the selection and throwing operation of a pet virtual character through a touch control on a touch screen, realizes the interactive operation between the pet virtual character and the virtual world based on the thrown pet virtual character, and improves the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0023] Figure 1 is a schematic diagram of a battle map provided by an exemplary embodiment of the present application;

[0024] Figure 2 is a schematic diagram of a battle map provided by an exemplary embodiment of the present application;

[0025] Figure 3 is a schematic diagram of a human-computer interaction method based on a virtual world provided by an exemplary embodiment of the present application;

[0026] Figure 4 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;

[0027] Figure 5 is a flow chart of a human-computer interaction method based on a virtual world provided by an exemplary embodiment of the present application;

[0028] Figure 6 is a flow chart of a human-computer interaction method based on a virtual world provided by an exemplary embodiment of the present application;

[0029] Figure 7 is a schematic diagram of a first container prop in a list control provided by an exemplary embodiment of the present application;

[0030] Figure 8 is a schematic diagram of a second container prop in a base list control provided by an exemplary embodiment of the present application;

[0031] Fig. 9 It is a throwing schematic diagram of a master virtual character provided by an exemplary embodiment of the present application;

[0032] Fig.10 is a schematic diagram of a display style of an aiming crosshair with an interactive style provided by an exemplary embodiment of the present application;

[0033] Fig.11 is a schematic diagram of a master virtual character releasing a first pet virtual character provided by an exemplary embodiment of the present application;

[0034] Fig.12 is a schematic diagram of a first pet virtual character collecting virtual collection objects provided by an exemplary embodiment of the present application;

[0035] Fig.13 is a schematic diagram of capturing a second pet virtual character provided by an exemplary embodiment of the present application;

[0036] Fig.14 is a schematic diagram of a capture success rate identifier provided by an exemplary embodiment of the present application;

[0037] Fig.15 is a schematic diagram of throwing a first pet virtual character to fight provided by an exemplary embodiment of the present application;

[0038] Fig.16 is a schematic diagram of a first pet virtual character interacting with a virtual environment provided by an exemplary embodiment of the present application;

[0039] Fig.17 is a schematic diagram of a first pet virtual character interacting with a virtual environment provided by an exemplary embodiment of the present application;

[0040] Fig.18 is a schematic diagram of a first pet virtual character interacting with a virtual environment provided by an exemplary embodiment of the present application;

[0041] Fig.19 is a schematic diagram of a first pet virtual character interacting with a virtual environment provided by an exemplary embodiment of the present application;

[0042] Fig. 20 is a schematic diagram of the interaction between a container prop and a virtual environment provided by an exemplary embodiment of the present application;

[0043] Fig.21 is a schematic diagram of the interaction between a container prop and a virtual environment provided by an exemplary embodiment of the present application;

[0044] Fig. 22 is a flowchart of human-computer interaction based on a virtual world provided by an exemplary embodiment of the present application;

[0045] Fig.23 is a block diagram of a human-computer interaction device based on a virtual world provided by an exemplary embodiment of the present application;

[0046] Fig.24 It is a schematic diagram of the device structure of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0047] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0048] First, the nouns involved in the embodiments of the present application are briefly introduced:

[0049] Virtual world: is a virtual world displayed (or provided) when an application is running on a terminal. The virtual world can be a simulation of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual world can be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world, which is not limited in this application. The following embodiments are illustrated by taking the virtual world as a three-dimensional virtual world.

[0050] The main virtual character refers to the movable object played by the player in the virtual world. The main virtual character can be a virtual person, a virtual animal, an animated character, etc., such as a person or an animal displayed in a three-dimensional virtual world. Optionally, the main virtual character is a three-dimensional model created based on animation skeleton technology. Each main virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.

[0051] Pet virtual characters: refers to movable objects controlled by artificial intelligence (AI) in the virtual world. Pet virtual characters can be virtual creatures, virtual animals, virtual monsters, virtual elves, virtual pets, etc., for example: movable objects in the form of animals or other forms displayed in a three-dimensional virtual world. Pet virtual characters can be captured, raised, upgraded, etc. by the main virtual character. Pet virtual characters can assist the main virtual character in performing at least one of the interactive operations such as collecting, fighting, changing plots, etc.

[0052] In a turn-based role-playing game (RPG) in the related art, the player plays a virtual character in a realistic world or a virtual world. The turn-based RPG provides two types of maps: a world map and a battle map. In non-combat scenarios, the virtual character moves in the world map, such as playing, capturing pet virtual characters, collecting treasure chests, collecting virtual props, etc.; in combat scenarios, the virtual character controls the captured pet virtual character in the battle map and engages in turn-based combat with enemy units (such as NPCs (Non-Player characters) in the game, monsters controlled by AI, or pet virtual characters captured by other characters, etc.).

[0053] In the related art, since the world map and the battle map are two completely different maps, when switching between the world scene (or non-battle scene) and the battle scene, the user interface will display map content with great differences, and players can clearly feel the difference between the two different maps, with a strong sense of tearing. In order to alleviate this tearing feeling, the related art often displays a transition animation when switching, but the effect is still not good.

[0054] In the embodiment of the present application, an innovative turn-based RPG mechanism is provided. The traditional world map and battle map are combined into one in the turn-based RPG. The battle map is a sub-map dynamically determined from the world map during each battle. In this way, when switching between the world scene (or non-battle scene) and the battle scene, there will be no huge difference in the map content displayed in the user interface, thereby avoiding the tearing feeling existing in the related art. In addition, the turn-based RPG also allows the environment (weather, time, plot, etc.) in the virtual world to affect the main control virtual character, the pet virtual character and the battle process, and vice versa, the main control virtual character, the pet virtual character and the battle process will also affect the environment in the virtual world, thereby organically integrating the turn-based battle process into the virtual world, and it is no longer two torn parts, but forms a whole.

[0055] The game process of this turn-based RPG includes: capture process and battle process.

[0056] Capture process:

[0057] 1. In the virtual scene, the pet virtual character is found. The main virtual character approaches the pet virtual character within a certain range, and the virtual scene screen displays a face-to-face capture scene with the pet virtual character. At this time, the pet virtual character may be still, or keep moving around, or intimidate and attack the main virtual character.

[0058] 2. Prepare the spherical container props, such as choosing the spherical container props.

[0059] 3. Use the spherical container prop to aim at the pet virtual character. The capture-related information will be displayed on the pet virtual character's body, such as the capture difficulty (indicated by color, for example, difficulty indicated by green < difficulty indicated by orange < difficulty indicated by red). The virtual scene screen will display the attributes of the pet virtual character (including name, gender, level, and comprehensive attribute values). The virtual scene screen will also display an aiming circle, which will shrink and expand over time. Throwing a spherical container prop to the pet virtual character when the aiming circle shrinks will increase the chance of successful capture.

[0060] 4. Throwing a spherical container prop to the pet virtual character to capture the pet virtual character can achieve the throwing effect through the touch control on the touch screen.

[0061] If the throwing position and / or throwing timing are incorrect, the capture fails and a prompt of capture failure is displayed; if the throwing position and throwing timing are correct, but the level or strength of the main controlling virtual character is not enough, the capture fails and a prompt of capture failure is displayed; if the throwing position and throwing timing are correct and the level or strength of the main controlling virtual character is sufficient, the capture is successful and a prompt of capture success, rewards for successful capture (such as experience points, newly acquired skills, etc.), and attributes of the captured pet virtual character (such as name, gender, height, weight, number, skills, rarity, personality traits, etc.) are displayed.

[0062] Battle process: can be singles, doubles, or team battles.

[0063] 1. Select the pet avatar you want to fight.

[0064] 2. Display the battle scene and select the skills used by the pet virtual character.

[0065] 3. Control the touch controls on the touch screen to release skills.

[0066] 4. Display skill animation effects.

[0067] In the embodiment of the present application, the turn-based RPG has innovative designs in at least the following aspects:

[0068] World Map

[0069] The world map includes multiple plots. Each plot is a polygonal plot. The polygonal plot is any one of a square, a rectangle, and a hexagon. For example, each plot is a 50 cm x 50 cm square. Each plot has its own surface attributes. Surface attributes include grass, stone, water, etc. In addition, the multiple plots included in the world map can be of the same type or a combination of multiple different types of plots.

[0070] Battle Map

[0071] refer to Figure 1 and Figure 2 As shown, in the virtual environment 10, when the first pet virtual character 12 encounters the second pet virtual character 14 at a certain location in the world map and enters into a battle, one or more plots within a certain range of the reference location determined by the first pet virtual character 12 in the world map are determined as the battle location. Fig.16 The reference position is the position of the first pet virtual character 12, or the nearest suitable battle position to the first pet virtual character 12. In some embodiments, the battle position Fig.16 It includes all plots within a circular range with a reference position as the center and a predetermined length as the radius; in some embodiments, the battle area Fig.16 Includes all plots within a rectangle of a predetermined length and width centered at the reference location.

[0072] World and battle scenes

[0073] The world scene refers to the scene corresponding to the world map. When the world scene is displayed in the user interface, one or more plots in the world map may be displayed in the user interface. For example, the user interface displays one or more plots where the main control virtual character or pet virtual character is currently located in the world map, as well as some interface elements related to the above-mentioned displayed plots, main control virtual character, pet virtual character, etc.

[0074] The battle scene refers to the scene corresponding to the battle map. When the battle scene is displayed in the user interface, the battle map may be displayed in the user interface, such as displaying all or part of the plots contained in the battle map. For example, the user interface displays one or more plots where the main control virtual character or pet virtual character is currently located in the battle map, as well as some interface elements related to the above-mentioned displayed plots, main control virtual character, pet virtual character, etc.

[0075] The world scene and the battle scene can be switched, for example, from the world scene to the battle scene, or from the battle scene to the world scene.

[0076] When displaying the world scene and the battle scene, the virtual camera can adopt different shooting angles. For example, when displaying the world scene, the virtual camera shoots the world scene from the perspective of the main virtual character (such as the first-person perspective or the third-person perspective of the main virtual character) to obtain the display screen of the world scene; when displaying the battle scene, the virtual camera shoots the battle scene from an intermediate perspective (such as the virtual camera is located in the middle and obliquely above the two sides of the battle) to obtain the display screen of the battle scene. Optionally, in the world scene and the battle scene, in addition to the above-mentioned shooting angles, the allowed user operations may also be different. For example, when displaying the world scene, the user is allowed to manually adjust the angle of view and control the movement of the main virtual character or the pet virtual character; when displaying the battle scene, the user is not allowed to manually adjust the angle of view and control the movement of the main virtual character or the pet virtual character. Through the above method, users can make a perceptual distinction between the world scene and the battle scene. However, since the world scene and the battle scene share the same world map, the battle map used by the battle scene is one or more plots in the world map. Therefore, the switching between the world scene and the battle scene does not bring a strong sense of tearing, but a very smooth and natural switching.

[0077] Potential Energy

[0078] Elements, attributes or symbols that affect combat in the virtual world. Potential energy includes at least one of the following: grass, fire, water, stone, ice, electricity, poison, light, ghost, demon, normal, martial, cute, illusion, insect, wing, dragon, and mechanical.

[0079] Capture of pet avatars

[0080] The main control virtual character has at least one spherical container prop, which is used to capture, store, raise or release the pet virtual character. The main control virtual character captures the pet virtual character by throwing an empty spherical container prop, or releases the pet virtual character by throwing a spherical container prop containing the pet virtual character. Exemplarily, the spherical container prop is called a Poké Ball, a Baby Ball or a Gulu Ball.

[0081] For capturing pet virtual characters, when the capture threshold is greater than the energy value of the pet virtual character, the pet virtual character is in a "capturable state". A prompt message indicating that the pet virtual character is in a "capturable state" is displayed on the user interface to assist players in capturing. Among them, the capture threshold is affected by factors such as the player's operation, weather, environment, and the number of times the pet has been captured. For example, players can change the capture threshold through weather, time and other conditions in the game by feeding fruits, using special skills, and attacking. At the same time, the prompt information is used to assist players to capture pets by friendly means such as feeding food and changing the environment, rather than by fighting, reflecting the design principle that the pet virtual character is a good friend of the main virtual character.

[0082] The released pet virtual characters can stay in the virtual scene and interact with the main virtual character, perform collection actions, and fight with other pet virtual characters. In addition, the released pet virtual characters will interact with the environment in the virtual world, such as activating potential energy mechanisms to change the potential energy of the surrounding environment, obtaining virtual items in treasure chests with attribute locks, and affecting the properties of the plots in the virtual environment, such as igniting grass and freezing lakes.

[0083] The spherical container prop also simulates the physical properties of a real spherical object. It can bounce back when it hits an obstacle and can also skip on the water.

[0084] The battle process changes the world environment

[0085] When pet avatars fight in a turn-based battle, the skills released by the pet avatars will affect the environment of the virtual world, and this will be synchronized from the battle scene to the world scene. For example, when pet avatars fight in a battle scene, the pet avatars release a fire skill, the grass plot in the battle scene will be ignited, and the ignited grass plot will be synchronized to the world scene. Furthermore, when the environment of the plot changes, it will have an impact on the pet avatar.

[0086] The world environment changes the course of battle

[0087] When pet virtual characters engage in a turn-based battle, the environment in the virtual world will have an impact on the pet virtual characters, such as affecting the skill damage of the pet virtual characters, or affecting the skill display effect of the pet virtual characters. Exemplarily, the environment in the virtual world includes the environment of the plot and the weather environment, and these two aspects will comprehensively affect the degree of disgust and liking of the pet virtual characters for the environment. Exemplarily, the degree of disgust and liking of the pet virtual characters for the environment includes the following different levels: strong affinity, weak affinity, indifference, weak resistance, and strong resistance.

[0088] If the pet virtual character likes both environments (land + weather), a strong affinity effect is obtained; if the pet virtual character only likes one environment and does not dislike the other environment, a weaker affinity effect is obtained; if the pet virtual character likes one environment and dislikes the other environment, no effect is obtained; if the pet virtual character only dislikes one environment and dislikes the other environment, a weaker resistance effect is obtained; if the pet virtual character dislikes both environments, a strong resistance effect is obtained.

[0089] During the battle, the server or client needs to obtain the environment regularly (such as every round) and determine the impact of the environment on the pet virtual character.

[0090] The embodiment of the present application provides a technical solution of a human-computer interaction method based on a virtual world, which can be executed by a terminal or a client on the terminal. Figure 3 As shown in Figure (a), a list control is displayed in the terminal, and the list control contains at least one control corresponding to a first container prop 301 containing a first pet virtual character, and / or at least one control corresponding to a second container prop 306 that does not contain a pet virtual character.

[0091] For example, the control corresponding to the first container prop 301 containing the first pet virtual character is displayed in the pet virtual character selection area, the control corresponding to the first container prop 301 is displayed with the avatar logo of the pet virtual character as a representative, and the level information of the pet virtual character is displayed below the avatar logo of the pet virtual character. The control corresponding to at least one second container prop 306 that does not contain a pet virtual character is displayed in the prop selection area, and the throwing button 302 is displayed on the user interface.

[0092] Optionally, the container prop can implement at least one of the following functions:

[0093] Capture pet avatars;

[0094] Load a pet avatar;

[0095] Transfer pet avatars;

[0096] Treat pet avatars.

[0097] Optionally, the shape of the container prop is at least one of a sphere, a square, a rectangle, a triangular cone, and a cylinder, but is not limited thereto, and the present application embodiment does not specifically limit this. This embodiment takes the container prop as a spherical container prop as an example for illustration.

[0098] Optionally, container props can be obtained by at least one of picking up, snatching, and purchasing, but are not limited to these and are not limited in this application.

[0099] A pet avatar is a movable object in a virtual world.

[0100] Optionally, the pet virtual character can be captured, raised, upgraded, and other interactive operations performed by the main virtual character, but is not limited thereto and is not limited in this application.

[0101] Optionally, the pet virtual character can assist the main virtual character in performing at least one of the interactive operations such as collecting, fighting, changing plots, etc., but is not limited to this and this application does not limit this.

[0102] For example, Figure 3 As shown in FIG. 5( b ), in response to a touch selection operation on the list control, the terminal displays an aiming joystick 303 and an aiming crosshair 304 corresponding to the selected container prop.

[0103] The aiming joystick 303 is used to control the aiming position indicated by the aiming crosshair 304 .

[0104] The aiming crosshair 304 is used to assist the main control virtual character to aim at the aiming position.

[0105] For example, taking throwing a virtual prop as an example, the main control virtual character aims the aiming sight 304 at position A, and then after throwing, the virtual prop falls at position A, or the virtual prop falls near position A.

[0106] Optionally, the terminal responds to the touch selection operation on the list control, and the container prop is thrown out quickly by clicking the throw button 302; by long pressing the throw button 302, the throw button 302 switches to an aiming stick 303, and the aiming position of the aiming crosshair 304 is changed by controlling the aiming stick 303, thereby changing the throwing direction.

[0107] For example, Figure 3 As shown in FIG. 5( c ), the terminal responds to the throwing operation and the selected container prop is the first container prop 301 containing the first pet virtual character 305, and displays the thrown first pet virtual character 305. After the first pet virtual character 305 is thrown, a selection mark 307 is displayed on the right side of the first container prop 301 in the pet virtual character selection area. The selection mark 307 is used to indicate that the pet virtual character has been selected. By clicking the throw button 302 again, the thrown first pet virtual character 305 can be recovered into the first container prop 301.

[0108] The first pet virtual character refers to a virtual character belonging to the main virtual character. The first pet virtual character 305 is used to interact with the virtual world.

[0109] Exemplarily, the throwing operation corresponds to at least one of high throwing, low throwing, and wall rebound of the container props, and the present application does not limit this. That is, the main virtual character can throw the container props by at least one of high throwing, low throwing, and wall rebound, but is not limited to this. The implementation of the present application does not make specific limitations on this.

[0110] Optionally, the terminal responds to the throwing operation and the selected container prop is the first container prop 301 containing the first pet virtual character. After the first container prop 301 containing the first pet virtual character is thrown to the ground, the first pet virtual character in the first container prop 301 is displayed at the landing point.

[0111] Exemplarily, in response to the throwing operation and the selected container prop being the second container prop 306 that does not contain the pet virtual character, the terminal displays the thrown second container prop 306 .

[0112] In summary, the method provided in this embodiment displays a list control; in response to a touch selection operation on the list control, displays the aiming stick corresponding to the selected container prop and displays the aiming crosshairs; and, in response to a touch aiming operation on the aiming stick, displays the aiming crosshairs after the aiming position is changed; in response to a touch throwing operation and the selected container prop is a first container prop, displays the thrown first pet virtual character; in response to a touch throwing operation and the selected container prop is a second container prop, displays the thrown second container prop. The present application provides a new human-computer interaction method based on a virtual world, which realizes the selection and throwing operations of a pet virtual character through a touch control on a touch screen, realizes the interactive operation between the pet virtual character and the virtual world based on the thrown pet virtual character, assists the user to understand the pet virtual character more quickly through the interactive operation between the pet virtual character and the virtual world, improves the efficiency of human-computer interaction, and improves the user experience.

[0113] Figure 4 FIG. 1 is a block diagram of a computer system provided by an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 120 , a server 140 , a second terminal 160 and a third terminal 180 .

[0114] The first terminal 120 is installed and runs an application that supports the virtual world. The application can be any one of a three-dimensional map program, a virtual reality (VR) application, an augmented reality (AR) program, an RPG program, a turn-based game program, and a turn-based RPG program. The first terminal 120 is a terminal used by a first user. The first user uses the first terminal 120 to control the first virtual character in the virtual world to perform activities. The first virtual character is used as the main virtual character. The activities include but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking, capturing pet virtual characters, controlling pet virtual characters, raising pet virtual characters, using pet virtual characters to pick, using pet virtual characters to fight, using throwing props, and attacking other virtual characters. Exemplarily, the first virtual character is a first virtual character, such as a simulated character object or an animated character object. Exemplarily, the first user controls the first virtual character to perform activities through the UI controls on the virtual world screen, and the first user controls the first virtual character to throw the pet virtual character through the UI controls on the virtual world screen.

[0115] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.

[0116] The server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, the server 140 includes a processor 144 and a memory 142, and the memory 142 includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 is used to receive a request sent by a client, such as a request to detect the location of an enemy virtual character; the control module 1422 is used to control the rendering of a virtual world screen; and the sending module 1423 is used to send a response to the client, such as sending the location of a third virtual character to the client. The server 140 is used to provide background services for applications that support a three-dimensional virtual world. Optionally, the server 140 undertakes the main computing work, and the first terminal 120, the second terminal 160, and the third terminal 180 undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120, the second terminal 160, and the third terminal 180 undertake the main computing work; or, the server 140, the first terminal 120, the second terminal 160, and the third terminal 180 adopt a distributed computing architecture for collaborative computing.

[0117] The second terminal 160 has an application program supporting the virtual world installed and running. The second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to control a second virtual character in the virtual world to perform activities, and the second virtual character also serves as a master virtual character. The third terminal 180 has an application program supporting the virtual world installed and running. The third terminal 180 is a terminal used by a third user, and the third user uses the third terminal 180 to control a third virtual character in the virtual world to perform activities.

[0118] Optionally, the first virtual character, the second virtual character and the third virtual character are in the same virtual world. The first virtual character and the second virtual character belong to different camps, and the second virtual character and the third virtual character belong to the same camp.

[0119] Optionally, the applications installed on the first terminal 120, the second terminal 160 and the third terminal 180 are the same, or the applications installed on the three terminals are the same type of applications on different operating system platforms (Android or IOS). The first terminal 120 may refer to one of a plurality of terminals, the second terminal 160 may refer to one of a plurality of terminals, and the third terminal 180 may refer to one of a plurality of terminals. This embodiment is only illustrated by the first terminal 120, the second terminal 160 and the third terminal 180. The device types of the first terminal 120, the second terminal 160 and the third terminal 180 are the same or different, and the device types include: at least one of a smart phone, a smart watch, a smart TV, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer and a desktop computer. The following embodiments are illustrated by taking the terminal including a smart phone as an example.

[0120] Those skilled in the art will appreciate that the number of the above terminals may be more or less. For example, the above terminal may be only one, or the above terminals may be dozens or hundreds, or more. The embodiment of the present application does not limit the number of terminals and device types.

[0121] Figure 5 is a flowchart of human-computer interaction based on a virtual world provided by an exemplary embodiment of the present application. The method can be performed as follows Figure 4 The method is executed by a terminal in the system shown or by a client on the terminal. The method includes:

[0122] Step 502: Display the list control.

[0123] The list control displays at least one control corresponding to a first container prop containing a first pet virtual character, and / or at least one control corresponding to a second container prop not containing a pet virtual character.

[0124] Optionally, the container prop can implement at least one of the following functions:

[0125] Capture pet avatars;

[0126] Load a pet avatar;

[0127] Transfer pet avatars;

[0128] Treat pet avatars.

[0129] Optionally, the shape of the container prop is at least one of a sphere, a square, a rectangle, a triangular cone, and a cylinder, but is not limited thereto, and the present application embodiment does not specifically limit this. This embodiment takes the container prop as a spherical container prop as an example.

[0130] Optionally, container props can be obtained by at least one of picking up, snatching, and purchasing, but are not limited to these and are not limited in this application.

[0131] A pet avatar is a movable object in a virtual world.

[0132] Optionally, the pet virtual character can be captured, raised, upgraded, and other interactive operations performed by the main virtual character, but is not limited thereto and is not limited in this application.

[0133] Optionally, the pet virtual character can assist the virtual character in performing at least one of interactive operations such as gathering, fighting, changing plots, etc., but is not limited to this and this application does not limit this.

[0134] Step 504: In response to the touch selection operation on the list control, display the aiming joystick and the aiming crosshair corresponding to the selected container prop.

[0135] The aiming stick is used to control the aiming position indicated by the aiming crosshairs.

[0136] The aiming crosshair is used to assist the virtual character in aiming at the aiming position.

[0137] For example, taking throwing a virtual prop as an example, the main control virtual character aims the crosshair at position A, and after throwing, the virtual prop falls at position A, or the virtual prop falls near position A.

[0138] Exemplarily, in response to the touch selection operation on the list control, the terminal displays an aiming joystick and an aiming crosshair corresponding to the selected container prop.

[0139] Step 506: In response to the touch aiming operation on the aiming joystick, display the aiming crosshair after the aiming position is changed.

[0140] Exemplarily, the terminal displays the aiming crosshairs after the aiming position is changed in response to the touch aiming operation on the aiming stick, that is, the aiming position of the aiming crosshairs is changed by controlling the aiming stick, thereby changing the throwing direction.

[0141] Optionally, the touch aiming operation on the aiming stick includes at least one of dragging the aiming stick, clicking the aiming stick, and double-clicking the aiming stick, but is not limited to this, and the implementation of this application does not make specific limitations on this.

[0142] In one possible implementation, the terminal displays a throw button and an aiming crosshairs in response to a selection operation in a list control; by clicking the throw button, the container prop can be thrown out quickly; by long pressing the throw button, the throw button switches to an aiming stick, and by controlling the aiming stick, the aiming position of the aiming crosshairs is changed, thereby changing the throwing direction.

[0143] Step 508: In response to the touch throwing operation and the selected container prop being the first container prop, displaying the thrown first pet virtual character.

[0144] The first pet virtual character refers to a pet virtual character belonging to the main control virtual character. The first pet virtual character is used to interact with the virtual world.

[0145] The first container prop is used to load the first pet virtual character.

[0146] Exemplarily, the throwing operation corresponds to at least one of high throwing, low throwing, and wall rebound of the container props, and the present application does not limit this. That is, the main virtual character can throw the container props by at least one of high throwing, low throwing, and wall rebound, but is not limited to this. The implementation of the present application does not make specific limitations on this.

[0147] Optionally, the main virtual character throwing the container prop in a high-throw manner means that the main virtual character throws the container prop upward, that is, the initial throwing direction of the container prop is upward; the main virtual character throwing the container prop in a low-throw manner means that the main virtual character throws the container prop downward, that is, the initial throwing direction of the container prop is downward; the main virtual character throwing the container prop in a wall-bounce manner means that the main virtual character throws the container prop toward an obstacle, that is, the initial throwing direction of the container prop is toward the collision surface of the obstacle, and the container prop rebounds and changes direction after hitting the obstacle.

[0148] Exemplarily, the terminal responds to the touch throwing operation and the selected container prop is the first container prop containing the first pet virtual character. After the first container prop containing the first pet virtual character is thrown to the ground, the first pet virtual character in the first container prop is displayed at the landing point.

[0149] Optionally, the manner of displaying the first pet virtual character in the first container prop at the landing point is at least one of the following: when the first container prop lands, the first container prop changes and is displayed as the first pet virtual character; or, after the first container prop lands, the first container prop cracks within a time threshold and is displayed as the first pet virtual character; or, during the process of the first container prop being thrown, the first container prop changes and is displayed as the first pet virtual character, that is, the first container prop is displayed as the first pet virtual character before landing, but is not limited to this, and the implementation of this application does not make specific limitations on this.

[0150] Step 510: In response to the touch throwing operation and the selected container prop is the second container prop, display the thrown second container prop.

[0151] The second container prop is used to capture a second pet avatar.

[0152] The second pet virtual character refers to a pet virtual character that has no affiliation in the virtual environment.

[0153] Exemplarily, the terminal responds to the throwing operation and the selected container prop is the second container prop that does not contain the first pet virtual character, that is, the selected container prop is an empty container prop, and after the second container prop that does not contain the first pet virtual character is thrown, the second container prop captures the second pet virtual character within the area. For example, when the second pet virtual character is within the capture range of the second container prop, the second container prop captures the second pet virtual character.

[0154] In summary, the method provided in this embodiment displays a list control; in response to a touch selection operation on the list control, displays the aiming stick corresponding to the selected container prop and displays the aiming crosshairs; and, in response to a touch aiming operation on the aiming stick, displays the aiming crosshairs after the aiming position is changed; in response to a touch throwing operation and the selected container prop is a first container prop, displays the thrown first pet virtual character; in response to a touch throwing operation and the selected container prop is a second container prop, displays the thrown second container prop. The present application provides a new human-computer interaction method based on a virtual world, which realizes the selection and throwing operations of a pet virtual character through a touch control on a touch screen, and realizes the capture and release of a pet based on a touch method. At the same time, the pet virtual character based on throwing realizes the interactive operation between the pet virtual character and the virtual world, assists the user to understand the pet virtual character more quickly through the interactive operation between the pet virtual character and the virtual world, improves the efficiency of human-computer interaction, and improves the user experience.

[0155] Figure 6 is a flowchart of human-computer interaction based on a virtual world provided by an exemplary embodiment of the present application. The method can be performed as follows Figure 4 The method is executed by a terminal in the system shown or by a client on the terminal. The method includes:

[0156] Step 602: Display the list control.

[0157] The list control displays at least one control corresponding to a first container prop containing a first pet virtual character, and / or at least one control corresponding to a second container prop not containing a pet virtual character.

[0158] A pet avatar is a movable object in a virtual world.

[0159] Exemplarily, the container prop is selected by triggering a control corresponding to the container prop in the list control.

[0160] Optionally, the touch selection operation corresponding to the list control includes at least one of long press, single click, double click, sliding operation, and circle operation, but is not limited to this, and the embodiments of the present application are not limited to this.

[0161] In a possible implementation, a first list control is displayed on the left side of the user interface in a list manner, and the first list control includes at least one control corresponding to the first container prop;

[0162] And / or, displaying a second list control on the lower side of the user interface in an overlapping manner, the second list control including at least one control corresponding to the second container prop.

[0163] The listing method refers to displaying the identifiers corresponding to the container props in order according to the listing rules. For example, arranging 6 first container props in the listing method, the identifiers corresponding to the 6 first container props are displayed in the first list.

[0164] Optionally, the listing rules include at least one of the following rules, but are not limited thereto:

[0165] Randomly list container props;

[0166] List container props according to their properties;

[0167] · List container props according to the level of the pet avatar in the container props;

[0168] · Container items are listed according to their level.

[0169] The superposition method refers to displaying the logos corresponding to the container props in an overlapping manner. For example, if the logos corresponding to the six first container props are displayed in an overlapping manner, only one overlapping logo is displayed on the user interface, and by triggering the overlapping logo, the logos corresponding to the six first container props are expanded and displayed.

[0170] In one possible implementation, the terminal displays a selection mark in a first direction of the control corresponding to the first pet virtual character in response to a triggering operation of the control corresponding to the first container prop; the terminal displays a selection mark in a second direction of the control corresponding to the second container prop in response to a triggering operation of the control corresponding to the second container prop.

[0171] The first direction is opposite to the second direction.

[0172] For example, Figure 7 The schematic diagram of the first container prop in the list control shown is that the control corresponding to the first container prop 703 containing six first pet virtual characters is displayed in a list manner in the list control 701, and the first pet virtual character in the first container prop 703 is selected by triggering the control corresponding to the first container prop 703. After the first pet virtual character is selected, a selection mark 702 is displayed on the right side of the control corresponding to the first container prop 703. The selection mark 702 is used to indicate that the first pet virtual character in the first container prop 703 has been selected.

[0173] For example, Figure 8 The schematic diagram of the second container prop in the list control shown is shown, in which at least one control corresponding to the second container prop 801 is displayed in an overlay manner in the list control, and a quantity mark 803 of the second container prop 801 is displayed below the control corresponding to the second container prop 801, wherein the quantity mark 803 is used to indicate the number of second container props 801 owned by the main control virtual character, and the second container prop 801 is selected by triggering the control corresponding to the second container prop 801. After the second container prop 801 is selected, a selection mark 802 is displayed on the left side of the control corresponding to the second container prop 801. The selection mark 802 is used to indicate that the second container prop 801 has been selected.

[0174] Step 604: In response to the touch selection operation on the list control, display the aiming joystick corresponding to the selected container prop and display the aiming crosshair with an interactive style.

[0175] The aiming stick is used to control the aiming position indicated by the aiming crosshairs.

[0176] The aiming crosshair is used to assist the virtual character in aiming at the aiming position.

[0177] Exemplarily, in response to a touch selection operation on the list control, the terminal displays an aiming stick and an aiming crosshair with an interactive style corresponding to the selected container prop, and changes the aiming position of the aiming crosshair by controlling the aiming stick, thereby changing the throwing direction.

[0178] Exemplarily, an aiming joystick is displayed in a combined manner on the user interface, the aiming joystick includes a direction compass and a joystick button, and the display style of the joystick button corresponds to the selected container prop.

[0179] For example, in response to selecting the second container prop on the list control, the terminal displays a directional compass and a rocker button in the style of the second container prop on the user interface.

[0180] The display style of the aiming crosshairs with the interactive style is related to the virtual aiming object located at the aiming position.

[0181] The virtual aiming object refers to the object that the aiming crosshair is aiming at in the virtual world.

[0182] Optionally, the virtual aiming object is at least one of the second pet virtual character, the third pet virtual character, the virtual props, the virtual crystal, the virtual collection object, the virtual treasure chest, the virtual potential energy mechanism, the virtual grassland, and the virtual water, but is not limited to these, and the implementation of this application does not make specific limitations on this.

[0183] A crosshair with an interactive style includes at least one of the following:

[0184] Case 1: Aiming crosshair with first interaction style.

[0185] Exemplarily, in response to the selected container prop being the second container prop and the aiming crosshair aiming at the second pet virtual character, the terminal displays the aiming crosshair with the first interaction style.

[0186] The first interaction style is used to indicate that the thrown second container prop is used to capture the second pet virtual character.

[0187] Optionally, in response to the selected container prop being the second container prop and the aiming crosshair aiming at the second pet virtual character, the terminal displays the aiming crosshair having the first interactive style and a capture success rate indicator of the second pet virtual character.

[0188] The capture success rate identifier is used to identify the success rate of the second container prop capturing the second pet virtual character.

[0189] Optionally, in the case where the second container prop successfully captures the second pet virtual character, the second container prop that successfully captures the second pet virtual character is displayed.

[0190] For example, when the second container prop successfully captures the second pet virtual character, the second container prop that successfully captures the second pet virtual character is displayed in a bouncing manner.

[0191] Optionally, in the case where the second container prop fails to capture the second pet virtual character, the second container prop that fails to capture the second pet virtual character is displayed.

[0192] For example, in the case where the second container prop fails to capture the second pet virtual character, the second container prop that fails to capture the second pet virtual character is displayed in a scrolling manner.

[0193] Optionally, when the throwing position and / or throwing timing of the second container prop is incorrect, the second container prop fails to capture the second pet virtual character, and a prompt mark indicating the capture failure is displayed.

[0194] Optionally, if the throwing position and throwing timing of the second container prop are correct, but the level, health value or energy value of the main control virtual character is insufficient, the second container prop fails to capture the second pet virtual character, and a prompt mark indicating capture failure is displayed.

[0195] Optionally, when the throwing position and throwing timing of the second container prop are correct and the level, health value or energy value of the main control virtual character is sufficient, the second container prop successfully captures the second pet virtual character and displays a prompt of successful capture, rewards for successful capture (such as experience points, newly acquired skills, etc.), and attributes of the captured second pet virtual character (such as name, category, height, weight, number, skills, rarity, personality traits, etc.).

[0196] Case 2: Aiming crosshairs with a second interaction style.

[0197] Exemplarily, in response to the selected container prop being the first container prop and the aiming crosshair aiming at the virtual collection object, the terminal displays the aiming crosshair with the second interactive style.

[0198] The second interaction style is used to instruct the thrown first pet virtual character to collect virtual collection objects.

[0199] Case 3: Aiming crosshairs with third interaction style.

[0200] Exemplarily, in response to the selected container prop being the first container prop and the aiming crosshair aiming at the third pet virtual character, the terminal displays the aiming crosshair with the third interactive style.

[0201] The third interaction style is used to indicate that the thrown first pet virtual character is used to fight with the third pet virtual character.

[0202] For example, Fig. 9 In the throwing schematic diagram of the main control virtual character shown in FIG, the terminal responds to the touch selection operation on the list control by displaying the aiming joystick 901 corresponding to the selected container prop and the aiming crosshair 902. Fig.10 The display style diagram of the aiming crosshair with interactive style shown in Fig.10 As shown in FIG. (a), when the selected container prop is the first container prop and the aiming crosshair is aimed at the third pet virtual character, the aiming crosshair of the "pet avatar" style 1001 is displayed, wherein the aiming crosshair of the "pet avatar" style 1001 is used to indicate that the thrown first pet virtual character is used to perform a turn-based battle with the third pet virtual character. Fig.10 As shown in FIG. (b), when the selected container prop is the first container prop and the aiming crosshair is aimed at the virtual collection object, the aiming crosshair of the "palm" style 1002 is displayed, wherein the aiming crosshair of the "palm" style 1002 is used to indicate that the thrown first pet virtual character is used to collect the virtual collection object. Fig.10 As shown in FIG. (c), when the selected container prop is the second container prop and the aiming crosshair is aimed at the second pet virtual character, the aiming crosshair of the "container prop" style 1003 is displayed, wherein the aiming crosshair of the "container prop" style 1003 is used to indicate that the thrown second container prop is used to capture the second pet virtual character. Fig.10 As shown in FIG. 5( d ) , when there is no virtual aiming object at the aiming position of the aiming crosshair, the aiming crosshair presents a “cross star” pattern 1004 .

[0203] For example, Fig.11 The schematic diagram of the main virtual character releasing the first pet virtual character is shown, and the terminal responds to the touch throwing operation and the selected container prop is the first container prop 1102 containing the first pet virtual character 1101, and displays the thrown first pet virtual character 1101. After the first pet virtual character 1101 is thrown, the first pet virtual character 1101 is displayed in the virtual environment, and at the same time, a selection mark 1103 is displayed on the right side of the first container prop 1102 in the pet virtual character selection area.

[0204] For example, Fig.12 The schematic diagram of the first pet virtual character collecting virtual objects is shown as follows: Fig.12 As shown in FIG. 1 (a), in response to the touch selection operation of the first container prop containing the first pet virtual character on the list control, the terminal displays the aiming joystick 1201 corresponding to the selected first container prop and the aiming crosshair 1202 in the “palm” style. Fig.12 As shown in FIG. 5( b ), after the first pet virtual character 1203 is thrown out, the first pet virtual character 1203 is shown in the virtual environment collecting virtual collection objects 1204 , for example, the first pet virtual character 1203 collects black crystal ore.

[0205] For example, Fig.13In the schematic diagram of capturing the second pet virtual character shown, in response to the touch selection operation of the second container prop, the terminal displays the aiming joystick 1301 corresponding to the selected second container prop and the aiming crosshair 1302 showing the "container prop" style, and at the same time, displays the capture success rate mark 1303 of the second pet virtual character, which is used to identify the success rate of the second container prop in capturing the second pet virtual character. Fig.14 The schematic diagram of the capture success rate identifier shown displays the success rate of the second container prop capturing the second pet virtual character by means of a progress bar. One grid of progress is used to indicate that the success rate of the second container prop capturing the second pet virtual character is 0-60%; two grids of progress are used to indicate that the success rate of the second container prop capturing the second pet virtual character is 60%-90%; and three grids of progress are used to indicate that the success rate of the second container prop capturing the second pet virtual character is 90%-100%.

[0206] For example, when the throwing position and / or throwing timing of the second container prop is incorrect, the capture success rate mark of the second container prop capturing the second pet virtual character is displayed as 0, and a capture failure prompt mark is displayed.

[0207] When the throwing position and throwing timing of the second container prop are correct, but the level, health value or energy value of the main control virtual character is insufficient, the capture success rate indicator of the second container prop capturing the second pet virtual character is displayed as 40%.

[0208] If the throwing position and throwing timing of the second container prop are correct, and the level, health value or energy value of the main virtual character is sufficient, the second container prop captures the second pet virtual character capture success rate indicator is displayed as 95%. If the second pet virtual character is successfully captured, a successful capture prompt, a successful capture reward (such as experience value, newly acquired skills, etc.), and the attributes of the captured second pet virtual character (such as name, category, height, weight, number, skills, rarity, personality characteristics, etc.) are displayed.

[0209] In a possible implementation, the display of the capture success rate indicator is related to the capture threshold corresponding to the pet virtual character. The larger the capture threshold corresponding to the pet virtual character is, the easier it is for the pet virtual character to be captured.

[0210] Optionally, the pet virtual character has an initial value of the capture threshold corresponding to it. Optionally, the initial value of the capture threshold is related to a first factor, and the first factor includes at least one of the following factors:

[0211] · Pet type and / or pet level of the pet avatar;

[0212] The prop type and / or prop level of the container prop used by the capture operation;

[0213] The number of times the main virtual character has captured the pet virtual character;

[0214] The number of times the main control avatar has captured pet avatars of the same type;

[0215] Whether the pet avatar has discovered the main avatar;

[0216] The distance between the main avatar and the pet avatar;

[0217] The degree of personality matching between the main virtual character and the pet virtual character;

[0218] The gender matching degree between the main avatar and the pet avatar.

[0219] Optionally, the pet types of the pet virtual character include but are not limited to birds, insects, large animals, small animals, etc., and the pet levels include but are not limited to primary, intermediate, advanced, etc. The initial value of the capture threshold of the pet virtual character is related to the pet type and / or pet level of the pet virtual character. The rarer the pet type and / or the higher the pet level, the less likely the pet virtual character is to be captured, and the smaller the corresponding initial value of the capture threshold.

[0220] Optionally, the prop types of container props include but are not limited to ordinary props, intermediate props, advanced props, etc., and the prop levels include but are not limited to primary, intermediate, advanced, etc. The higher the prop type and / or the higher the prop level of the container props used in the capture operation, the easier the pet virtual character can be captured, and the larger the initial value of the corresponding capture threshold.

[0221] Optionally, the initial value of the capture threshold is related to the number of historical captures of the pet virtual character by the master virtual character, and the number of historical captures of the pet virtual character by the master virtual character and the initial value of the capture threshold may be positively correlated. For example, the more historical captures, the easier it is for the pet virtual character to be captured by the master virtual character, and the larger the initial value of the corresponding capture threshold.

[0222] Optionally, the initial value of the capture threshold is related to the number of historical captures of the same type of pet virtual characters by the master virtual character, and the number of historical captures of the same type of pet virtual characters by the master virtual character and the initial value of the capture threshold may be positively correlated. For example, the more historical captures of the same type of pet virtual characters, the better the master virtual character is at capturing the same type of pet virtual characters, that is, the larger the initial value of the capture threshold corresponding to the same type of pet virtual characters.

[0223] Optionally, the initial value of the capture threshold is also related to whether the pet virtual character has discovered the main virtual character. When the pet virtual character has not discovered the main virtual character, the main virtual character can go around the pet virtual character's blind spot to directly capture the pet virtual character. At this time, the main virtual character only needs to adopt a certain capture strategy to achieve a higher capture success rate without fighting. That is, when the pet virtual character has not discovered the main virtual character, the corresponding initial value of the capture threshold is larger.

[0224] Optionally, the distance between the main control virtual character and the pet virtual character can affect the capture threshold, and the distance and the initial value of the capture threshold can be positively correlated. For example, the closer the distance between the main control virtual character and the pet virtual character, the more accurate the skill release of the main control virtual character is, and the higher the capture success rate of the pet virtual character, that is, the larger the initial value of the corresponding capture threshold.

[0225] Optionally, the initial value of the capture threshold is also related to the personality matching degree between the main virtual character and the pet virtual character, and the personality matching degree and the initial value of the capture threshold may be positively correlated. Based on the personality attributes of the pet virtual character, each pet virtual character may like or dislike the personality of the main virtual character. For example, a pet virtual character with a belligerent personality prefers a main virtual character with a belligerent personality, and the personality matching degree between the two is relatively high. The higher the personality matching degree between the main virtual character and the pet virtual character, the easier it is for the pet virtual character to be captured, that is, the larger the initial value of the capture threshold.

[0226] Optionally, the initial value of the capture threshold is also related to the gender matching degree between the main virtual character and the pet virtual character, and the gender matching degree and the initial value of the capture threshold may be positively correlated. Based on the gender attribute of the pet virtual character, each pet virtual character may like or dislike the gender of the main virtual character. The higher the gender matching degree between the main virtual character and the pet virtual character, the easier it is for the pet virtual character to be captured, that is, the larger the initial value of the capture threshold.

[0227] It should be noted that the above numerical values ​​are relative values, and the specific values ​​need to be determined according to the actual situation. It should also be noted that the initial value of the capture threshold of the pet virtual character is related to the first factor, but for a certain first factor, whether the initial value of the capture threshold of the pet virtual character caused by the first factor is large or small needs to be set according to the specific pet virtual character.

[0228] Taking the prop type of the container prop as an example, when the first factor is a pet virtual character, the capture success rate is high when using a more advanced container prop, that is, the initial value of the corresponding capture threshold is large. When another pet virtual character uses a more advanced container prop, the capture success rate is low, that is, the initial value of the corresponding capture threshold is small. In other words, whether the initial value of the capture threshold of the pet virtual character caused by the first factor is large or small needs to be set according to the specific pet virtual character.

[0229] In the present embodiment, there is an initial value for the capture threshold of the pet virtual character, and the initial value of the capture threshold is related to the first factor mentioned above, so that the initial value of the capture threshold of the pet virtual character can be adaptively adjusted in combination with information such as the operation or attributes of the main virtual character, which greatly enriches the capture scenes of the pet virtual character. Furthermore, different main virtual characters can also adaptively adopt different capture strategies according to the initial value of the capture threshold of the pet virtual character, which can improve the efficiency of human-computer interaction and improve the player's gaming experience.

[0230] For example, Fig.15 In the schematic diagram of throwing the first pet virtual character for a turn-based battle, in response to the touch selection operation of the first container prop containing the first pet virtual character on the list control, the terminal displays an aiming joystick 1501 corresponding to the selected first container prop and an aiming crosshair showing a "container prop" style 1502. At the same time, the character information 1503 of the third pet virtual character is displayed, and the character information 1503 is used to indicate the attribute information, level information and system information of the third pet virtual character, so as to assist the user in selecting a suitable first pet virtual character.

[0231] Step 606: In response to the touch aiming operation on the aiming stick, display the aiming crosshairs after the aiming position is changed.

[0232] Exemplarily, the terminal displays the aiming crosshairs after the aiming position is changed in response to the touch aiming operation on the aiming stick, that is, the aiming position of the aiming crosshairs is changed by controlling the aiming stick, thereby changing the throwing direction.

[0233] Optionally, the touch aiming operation on the aiming stick includes at least one of dragging the aiming stick, clicking the aiming stick, and double-clicking the aiming stick, but is not limited to this, and the implementation of this application does not make specific limitations on this.

[0234] In one possible implementation, the terminal displays a throw button and an aiming crosshairs in response to a selection operation in a list control; by clicking the throw button, the container prop can be thrown out quickly; by long pressing the throw button, the throw button switches to an aiming stick, and by controlling the aiming stick, the aiming position of the aiming crosshairs is changed, thereby changing the throwing direction.

[0235] Step 608: In response to the throwing operation and the selected container prop being the first container prop containing the first pet virtual character, the thrown first pet virtual character is displayed.

[0236] The first pet virtual character refers to a pet virtual character belonging to the main control virtual character. The first pet virtual character is used to interact with the virtual world.

[0237] The first container prop is used to load the first pet virtual character.

[0238] Exemplarily, the throwing operation corresponds to at least one of high throwing, low throwing, and wall rebound of the container props, and the present application does not limit this. That is, the main virtual character can throw the container props by at least one of high throwing, low throwing, and wall rebound, but is not limited to this. The implementation of the present application does not make specific limitations on this.

[0239] Optionally, the main virtual character throwing the container prop in a high-throw manner means that the main virtual character throws the container prop upward, that is, the initial throwing direction of the container prop is upward; the main virtual character throwing the container prop in a low-throw manner means that the main virtual character throws the container prop downward, that is, the initial throwing direction of the container prop is downward; the main virtual character throwing the container prop in a wall-bounce manner means that the main virtual character throws the container prop toward an obstacle, that is, the initial throwing direction of the container prop is toward the collision surface of the obstacle, and the container prop rebounds and changes direction after hitting the obstacle.

[0240] Exemplarily, the terminal responds to the throwing operation and the selected container prop is the first container prop containing the first pet virtual character. After the first container prop containing the first pet virtual character is thrown to the ground, the first pet virtual character in the first container prop is displayed at the landing point.

[0241] In a possible implementation, the terminal displays the interactive operation between the first pet virtual character and the virtual environment at the location of the first pet virtual character in response to the attribute of the first pet virtual character.

[0242] The attributes of the first pet virtual character refer to the elements or identifications carried by the first pet virtual character itself that affect the battle.

[0243] Optionally, the attributes of the first pet virtual character include at least one of grass attribute, fire attribute, water attribute, stone attribute, ice attribute, electricity attribute, poison attribute, light attribute, ghost attribute, demon attribute, ordinary attribute, martial attribute, cute attribute, fantasy attribute, insect attribute, wing attribute, dragon attribute, and mechanical attribute, but are not limited to this, and the embodiments of the present application do not make specific limitations on this.

[0244] For example, the ice attribute and the fire attribute restrain each other, that is, when the first pet virtual character with ice attribute engages in a turn-based battle with the third pet virtual character with fire attribute, the damage value of the first pet virtual character with ice attribute to the third pet virtual character with fire attribute is higher.

[0245] Exemplarily, the terminal changes and displays the attributes of the plot where the first pet virtual character is located in the virtual environment in response to the attributes of the first pet virtual character.

[0246] For example, Fig.16 The schematic diagram shown is of the first pet virtual character interacting with the virtual environment, the terminal responds to the throwing operation and the selected container prop is the first container prop containing the first pet virtual character 1601. After the first container prop containing the first pet virtual character 1601 is thrown to the ground, based on the fire attribute of the first pet virtual character 1601, the land at the landing point of the first pet virtual character 1601 is burned.

[0247] Optionally, after the first container prop containing the first pet virtual character 1601 is thrown to the ground, based on the fire attribute of the first pet virtual character 1601, the land within the first range of the landing point of the first pet virtual character 1601 is burned.

[0248] For example, Fig.17 The schematic diagram of the first pet virtual character interacting with the virtual environment is shown, Fig.17 As shown in FIG. 17( a ), the terminal responds to the throwing operation and the selected container prop is the first container prop containing the first pet virtual character 1701, and displays the aiming joystick 1703 corresponding to the selected first container prop and the aiming crosshair 1702; Fig.17 As shown in FIG. 17( b), when the first container prop containing the first pet virtual character 1701 is aimed at the water surface and thrown onto the water surface, the water surface where the first pet virtual character 1701 is located is frozen based on the ice attribute of the first pet virtual character 1701; Fig.17 As shown in FIG. 17( c ), after the water surface where the first pet virtual character 1701 is located is frozen, the main control virtual character 1704 can walk on the frozen horizontal surface.

[0249] Optionally, after the first container prop containing the first pet virtual character 1701 is thrown to the ground, based on the ice property of the first pet virtual character 1701, the water surface within the second range of the landing point of the first pet virtual character 1701 is frozen.

[0250] Exemplarily, the terminal opens or closes a virtual treasure box at the location of the first pet virtual character in response to the attribute of the first pet virtual character, where the virtual treasure box is used to place virtual props.

[0251] For example, Fig.18 The schematic diagram of the first pet virtual character interacting with the virtual environment is shown, Fig.18 As shown in FIG. 1 (a), the terminal responds to the throwing operation and the selected container prop is the first container prop containing the first pet virtual character 1801, and throws the first container prop containing the first pet virtual character 1801 around the virtual treasure box 1802 in the virtual environment. Fig.18 As shown in FIG. 8( b ), when the attributes of the first pet virtual character 1801 are the same as the attributes of the virtual treasure box 1802 , the virtual treasure box 1802 is opened and special effect fireworks are displayed at the same time.

[0252] Exemplarily, the terminal triggers a virtual potential energy mechanism in the virtual environment in response to the attributes of the first pet virtual character.

[0253] Among them, the virtual potential energy mechanism is used to change the attribute strength value of the pet virtual character within the potential energy range of the virtual potential energy mechanism.

[0254] For example, Fig.19 The schematic diagram of the first pet virtual character interacting with the virtual environment is shown, Fig.19 As shown in Figure (a), a virtual potential energy mechanism 1901 is displayed in the virtual environment. The terminal responds to the throwing operation and the selected container prop is the first container prop containing the first pet virtual character. The first container prop containing the first pet virtual character is thrown around the virtual potential energy mechanism 1901 in the virtual environment. When the attributes of the first pet virtual character are the same as the attributes of the virtual potential energy mechanism 1901, the virtual potential energy mechanism 1901 is triggered. The triggered virtual potential energy mechanism 1901 changes the attribute strength value of the pet virtual character within the potential energy range of the virtual potential energy mechanism. Fig.19 As shown in FIG. 1 (b), the attribute identifier of the virtual potential energy mechanism 1901 is the fire identifier 1902, that is, the virtual potential energy mechanism 1901 needs to be triggered by the first pet virtual character with the fire attribute; Fig.19 As shown in FIG. 1 (c), the attribute identifier of the virtual potential energy mechanism 1901 is a metal identifier 1903, that is, the virtual potential energy mechanism 1901 needs to be triggered by a first pet virtual character with a metal attribute; Fig.19 As shown in FIG. 5(d), the attribute identifier of the virtual potential energy mechanism 1901 is the wood identifier 1904, that is, the virtual potential energy mechanism 1901 needs to be triggered by the first pet virtual character with the wood attribute; Fig.19 As shown in FIG. 8( e ), the attribute identifier of the virtual potential energy mechanism 1901 is the elf identifier 1905 , that is, the virtual potential energy mechanism 1901 needs to be triggered by a first pet virtual character with elf attributes.

[0255] The virtual potential energy mechanism changes the attribute strength value of the pet virtual character within the potential energy range of the virtual potential energy mechanism, thereby having a certain impact on the fight between the pet virtual characters. For example, after the virtual potential energy mechanism of the fire attribute is activated, when the pet virtual character of the fire attribute and the pet virtual character of the wood attribute fight within the potential energy range of the virtual potential energy mechanism, the virtual potential energy mechanism of the fire attribute strengthens the attribute strength value of the pet virtual character of the fire attribute and restrains the attribute strength value of the pet virtual character of the wood attribute.

[0256] Exemplarily, a corresponding table of the interaction relationship between attributes is shown in Table 1. In the table, abbreviations are used to replace attributes, for example, "grass" represents "grass attribute"; each row represents an attacker, and each column represents a victim. Among them, 0.5 is used to indicate that the attacker's attributes restrain the attributes of the victim; conversely, 2 is used to indicate that the attacker's attributes restrain the attributes of the victim. For example, the metal attribute restrains the wood attribute. After the virtual potential energy mechanism of the metal attribute is activated, the damage value of the metal attacker when attacking the wood attribute victim is doubled; when the wood attribute attacker attacks the metal attribute victim, the damage value is halved.

[0257] Table 1 Correspondence table of interaction relationships between attributes

[0258]

[0259] Step 610: In response to the throwing operation and the selected container prop being the second container prop that does not contain the pet virtual character, the thrown second container prop is displayed.

[0260] The second container prop is used to capture a second pet avatar.

[0261] The second pet virtual character refers to a pet virtual character that has no affiliation in the virtual environment.

[0262] Exemplarily, the terminal responds to the throwing operation and the selected container prop is the second container prop that does not contain the first pet virtual character, that is, the selected container prop is an empty container prop, and after the second container prop that does not contain the first pet virtual character is thrown, the second container prop captures the second pet virtual character within the area. For example, when the second pet virtual character is within the capture range of the second container prop, the second container prop captures the second pet virtual character.

[0263] In a possible implementation, in response to the container prop colliding with the collision surface during the throwing process, the terminal displays a collision track after the container prop collides with the collision surface.

[0264] Exemplarily, in response to the angle between the throwing direction of the container prop and the collision surface being greater than the angle threshold, the terminal displays a rebound trajectory of the container prop after the collision with the collision surface.

[0265] For example, Fig. 20 In the schematic diagram of the container prop interacting with the virtual environment, in response to the container prop 2003 colliding with the collision surface 2001 during the throwing process, the terminal displays the rebound trajectory 2002 of the container prop 2003 after the collision with the collision surface 2001 when the angle between the throwing direction of the container prop 2003 and the collision surface 2001 is greater than the angle threshold. For example, when the angle between the throwing direction of the container prop 2003 and the collision surface 2001 is greater than 30°, the rebound trajectory 2002 of the container prop 2003 after the collision with the tree trunk is displayed.

[0266] Exemplarily, in response to the angle between the throwing direction of the container prop and the collision surface being less than or equal to the angle threshold, the terminal displays a continuous bouncing trajectory of the container prop continuously bouncing on the collision surface.

[0267] For example, Fig.21 In the schematic diagram of the interaction between the container prop and the virtual environment shown, in response to the collision between the container prop 2101 and the collision surface during the throwing process, the terminal displays a continuous bouncing trajectory 2102 of the container prop 2101 continuously bouncing on the collision surface when the angle between the throwing direction of the container prop 2101 and the collision surface is less than or equal to the angle threshold. For example, when the angle between the throwing direction of the container prop 2101 and the collision surface is less than or equal to 30°, the continuous bouncing trajectory 2102 of the container prop 2003 continuously bouncing on the water surface is displayed.

[0268] Exemplarily, the landing point of the thrown pet virtual props can be any location in the virtual environment. Some places are suitable for releasing the first pet virtual character, while some places are judged to be unsuitable for releasing the first pet virtual character because there are obstructions around or the release location does not conform to the ecology of the first pet virtual character.

[0269] When throwing a pet virtual prop, take the landing point of the thrown pet virtual prop as the center of the circle, select a fan-shaped area facing the main virtual character, and evenly select several potential release points on the ground in this area. At the same time, perform the following checks on each potential release point: (1) Exclude release points that have visibility obstructions to the main virtual character's position, that is, the main virtual character can be seen when standing on the release point. (2) Exclude release points with excessive slopes around the ground of the virtual environment, that is, a relatively flat ground is required. (3) Exclude release points with visible virtual objects above, that is, there must be no obstacles around. (4) Exclude release points that are too close to the main virtual character. Finally, sort the potential release points after screening, and select the point with the highest score as the release point.

[0270] Optionally, the principle of sorting the potential release points includes at least one of the following:

[0271] The closer the potential release point is to the landing point, the better;

[0272] The landing point, potential release point, and the position of the main control avatar are on the same straight line.

[0273] In summary, the method provided in this embodiment displays a list control; in response to a touch selection operation on the list control, displays the aiming stick corresponding to the selected container prop and displays the aiming crosshairs; and, in response to a touch aiming operation on the aiming stick, displays the aiming crosshairs after the aiming position is changed; in response to a touch throwing operation and the selected container prop is a first container prop, displays the thrown first pet virtual character; in response to a touch throwing operation and the selected container prop is a second container prop, displays the thrown second container prop. The present application provides a new human-computer interaction method based on a virtual world, which realizes the selection and throwing operations of a pet virtual character through a touch control on a touch screen, and realizes the capture and release of a pet based on a touch method. At the same time, the pet virtual character based on throwing realizes the interactive operation between the pet virtual character and the virtual world, assists the user to understand the pet virtual character more quickly through the interactive operation between the pet virtual character and the virtual world, improves the efficiency of human-computer interaction, and improves the user experience.

[0274] Fig. 22 is a flowchart of human-computer interaction based on a virtual world provided by an exemplary embodiment of the present application. The method can be performed as follows Figure 4 The method is executed by a terminal in the system shown or by a client on the terminal. The method includes:

[0275] Step 2201: Start.

[0276] Step 2202: Touch the throw button.

[0277] Exemplarily, a list control is displayed on the user interface, and the list control displays at least one control corresponding to a first container prop containing a first pet virtual character, and / or at least one control corresponding to a second container prop that does not contain a pet virtual character.

[0278] Touch the container prop on the selection list control, and throw it by touching the throw button.

[0279] Step 2203: Throwing skill starts and status is synchronized.

[0280] After the player touches the throwing button, the terminal sends a synchronization notification to the server, and the user interface corresponding to the terminal displays the start of the virtual prop performance.

[0281] Step 2204: Whether to long press.

[0282] Determine whether the player has long pressed the throw button, and switch the throw state according to the pressing time. If the pressing time reaches the threshold, directly enter the aiming mode and execute step 2205; if the pressing time does not reach the threshold, directly enter the fast throwing mode and execute step 2211.

[0283] Step 2205: Enter aiming mode.

[0284] When the pressing time reaches the threshold, the aiming mode is entered directly. The aiming joystick corresponding to the selected container prop and the aiming crosshair are displayed.

[0285] Step 2206: The aiming crosshair status changes.

[0286] When entering the aiming mode, the aiming joystick and the aiming crosshairs corresponding to the selected container prop are displayed, and the display style of the aiming crosshairs will display different contents according to the different virtual aiming objects at the aiming position.

[0287] Step 2207: Calculate the starting position of the camera lens.

[0288] When entering the aiming mode, the terminal calculates the starting position of the camera lens, that is, determines the initial aiming position of the aiming crosshair.

[0289] Step 2208: The aiming crosshair moves in eight directions.

[0290] When entering the aiming mode, the aiming crosshairs are controlled to move in eight directions through the touch aiming operation on the aiming joystick, that is, the aiming crosshairs are moved in eight directions by controlling the movement of the camera lens.

[0291] Step 2209: Determine the virtual aiming object aimed at by the aiming crosshair.

[0292] When entering aiming mode, determine the virtual aiming target that the aiming crosshair is aiming at.

[0293] Step 2210: Display interaction information.

[0294] When the aiming mode is entered and the virtual aiming object aimed at by the aiming crosshair is determined, interactive information is displayed on the user interface.

[0295] For example, when the selected container prop is the first container prop and the aiming crosshair is aimed at the third pet virtual character, an aiming crosshair of the "pet avatar" style is displayed, wherein the aiming crosshair of the "pet avatar" style is used to indicate that the thrown first pet virtual character is used to fight with the third pet virtual character. When the selected container prop is the first container prop and the aiming crosshair is aimed at the virtual collection object, an aiming crosshair of the "palm" style is displayed, wherein the aiming crosshair of the "palm" style is used to indicate that the thrown first pet virtual character is used to collect the virtual collection object. When the selected container prop is the second container prop and the aiming crosshair is aimed at the second pet virtual character, an aiming crosshair of the "container prop" style is displayed, wherein the aiming crosshair of the "container prop" style is used to indicate that the thrown second container prop is used to capture the second pet virtual character. When there is no virtual aiming object at the aiming position of the aiming crosshair, the aiming crosshair presents a "cross star" style.

[0296] Step 2211: Calculate the starting position of the camera lens.

[0297] When entering the fast throw mode, the terminal calculates the starting position of the camera lens, that is, determines the initial aiming position of the aiming crosshair.

[0298] Step 2212: Calculate the throwing direction and superimpose direction correction.

[0299] When the virtual prop is thrown out, the thrown virtual prop is regenerated in front of the center of the camera lens. The generation position is calculated based on the distance between the camera lens and the player, ensuring that the generation position relative to the player remains unchanged under any camera lens arm length.

[0300] When the virtual prop is thrown out, the server calculates the throwing direction. If the target landing point is automatically locked, the throwing direction is calculated based on the target landing point. Otherwise, the throwing direction is calculated based on the direction of the camera lens.

[0301] Step 2213: Calculate the throwing force and gravity, and correct the force according to the direction.

[0302] When the virtual props are thrown, the server calculates the throwing force and corrects it according to the throwing direction to simulate the difficulty of throwing at different angles in a real environment. At the same time, the server modifies the gravity scaling of the virtual props to simulate the trajectory performance of various virtual props with characteristics. When automatically locked, the appropriate throwing angle is reversed according to the target landing point. In the non-automatic locking state, fast throwing and precise throwing are based on the current angle as the standard, and different planning configuration data are read respectively to obtain parameter correction values ​​for different throwing virtual props to achieve better throwing performance effects.

[0303] Step 2214: Play the throwing animation, set the throwing motion, and send network synchronization.

[0304] After determining the different planning configuration data, the throwing movement of the virtual props is simulated. At the same time, the terminal and the server are synchronized to display the throwing effect on the user interface.

[0305] Step 2215: Clear the throwing state.

[0306] Step 2216: End.

[0307] Fig.23 A schematic diagram of the structure of a human-computer interaction device based on a virtual world provided by an exemplary embodiment of the present application is shown. The device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:

[0308] Display module 2301, used to display a list control, wherein the list control displays at least one control corresponding to a first container prop containing a first pet virtual character, and / or at least one control corresponding to a second container prop not containing a pet virtual character;

[0309] Display module 2301, for displaying the aiming stick and aiming crosshairs corresponding to the selected container prop in response to the touch selection operation on the list control; and, for displaying the aiming crosshairs after the aiming position is changed in response to the touch aiming operation on the aiming stick;

[0310] The display module 2301 is used for displaying the thrown first pet virtual character in response to the touch throwing operation and the selected container prop is the first container prop, where the first pet virtual character is used to interact with the virtual world;

[0311] The display module 2301 is used for displaying the thrown second container prop in response to the touch throwing operation and the selected container prop is the second container prop.

[0312] In a possible implementation, the display module 2301 is used to display an aiming crosshair with an interactive style, where the display style of the aiming crosshair with an interactive style is related to a virtual aiming object located at the aiming position.

[0313] In a possible implementation, the display module 2301 is configured to display an aiming crosshair having a first interaction style in response to the selected container prop being the second container prop and the aiming crosshair aiming at the second pet virtual character.

[0314] The first interaction style is used to indicate that the thrown second container prop is used to capture the second pet virtual character.

[0315] In a possible implementation, the display module 2301 is used to display a capture success rate identifier of the second pet virtual character, where the capture success rate identifier is used to identify a success rate of the second container prop capturing the second pet virtual character.

[0316] In a possible implementation, the display module 2301 is configured to display the second container prop that successfully captures the second pet virtual character when the second container prop successfully captures the second pet virtual character.

[0317] In a possible implementation, the display module 2301 is configured to display an aiming crosshair having a second interactive style in response to the selected container prop being the first container prop and the aiming crosshair aiming at the virtual collection object.

[0318] The second interaction style is used to indicate that the thrown first pet virtual character is used to collect the virtual collection object.

[0319] In a possible implementation, the display module 2301 is configured to display an aiming crosshair having a third interactive style in response to the selected container prop being the first container prop and the aiming crosshair aiming at the third pet virtual character.

[0320] The third interaction style is used to indicate that the thrown first pet virtual character is used to fight with the third pet virtual character.

[0321] In a possible implementation, the display module 2301 is configured to display the interactive operation between the first pet virtual character and the virtual environment at the location of the first pet virtual character in response to the attribute of the first pet virtual character.

[0322] In a possible implementation, the display module 2301 is used to change and display the attributes of the plot where the first pet virtual character is located in the virtual environment in response to the attributes of the first pet virtual character.

[0323] In a possible implementation, the display module 2301 is used to open or close a virtual treasure box at the location of the first pet virtual character in response to the attributes of the first pet virtual character, wherein the virtual treasure box is used to place virtual props.

[0324] In a possible implementation, the display module 2301 is used to trigger a virtual potential energy mechanism in the virtual environment in response to the attributes of the first pet virtual character.

[0325] Wherein, the virtual potential energy mechanism is used to change the attribute strength value of the pet virtual character within the potential energy range of the virtual potential energy mechanism.

[0326] In a possible implementation, the display module 2301 is configured to display a collision trajectory of the container prop after the container prop collides with the collision surface in response to the container prop colliding with the collision surface during the throwing process.

[0327] In a possible implementation, the display module 2301 is used to display a rebound trajectory of the container prop after the collision with the collision surface in response to the angle between the throwing direction of the container prop and the collision surface being greater than an angle threshold.

[0328] In a possible implementation, the display module 2301 is used to display a continuous bouncing trajectory of the container prop continuously bouncing on the collision surface in response to the angle between the throwing direction of the container prop and the collision surface being less than or equal to an angle threshold.

[0329] In a possible implementation, the display module 2301 is used to display a first list control on the left side of the user interface in a listed manner, where the first list control includes at least one control corresponding to the first container prop.

[0330] And / or, displaying a second list control on the lower side of the user interface in an overlapping manner, the second list control including at least one control corresponding to the second container prop.

[0331] In a possible implementation, the display module 2301 is configured to display a selection mark in a first direction of the control corresponding to the first pet virtual character in response to a triggering operation of the control corresponding to the first container prop.

[0332] In a possible implementation, the display module 2301 is configured to display the selection mark in the second direction of the control corresponding to the second container prop in response to a triggering operation of the control corresponding to the second container prop.

[0333] The first direction is opposite to the second direction.

[0334] In a possible implementation, the display module 2301 is used to display the aiming joystick in a combined manner on the user interface, where the aiming joystick includes a direction compass and a joystick button, and the display style of the joystick button corresponds to the selected container prop.

[0335] Fig.24 The block diagram of the structure of a computer device 2400 provided by an exemplary embodiment of the present application is shown. The computer device 2400 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 2400 may also be called a user device, a portable terminal, or other names.

[0336] Typically, the computer device 2400 includes a processor 2401 and a memory 2402 .

[0337] The processor 2401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 2401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 2401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0338] The memory 2402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2402 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2402 is used to store at least one instruction, which is used to be executed by the processor 2401 to implement the human-computer interaction method based on the virtual world provided in the embodiment of the present application.

[0339] In some embodiments, the computer device 2400 may further include: a peripheral device interface 2403 and at least one peripheral device. Specifically, the peripheral device includes: at least one of a radio frequency circuit 2404 , a touch display screen 2405 , a camera 2406 , an audio circuit 2407 and a power supply 2408 .

[0340] The peripheral device interface 2403 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 2401 and the memory 2402. In some embodiments, the processor 2401, the memory 2402, and the peripheral device interface 2403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2401, the memory 2402, and the peripheral device interface 2403 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.

[0341] The radio frequency circuit 2404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2404 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 2404 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 2404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The radio frequency circuit 2404 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 2404 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.

[0342] The touch display screen 2405 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 2405 also has the ability to collect touch signals on the surface or above the surface of the touch display screen 2405. The touch signal may be input to the processor 2401 as a control signal for processing. The touch display screen 2405 is used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the touch display screen 2405 may be one, and the front panel of the computer device 2400 is set; in other embodiments, the touch display screen 2405 may be at least two, which are respectively set on different surfaces of the computer device 2400 or are folded; in some embodiments, the touch display screen 2405 may be a flexible display screen, which is set on the curved surface or folded surface of the computer device 2400. Even, the touch display screen 2405 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The touch display screen 2405 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode, organic light-emitting diode).

[0343] Camera 2406 is used to capture images or videos. Optionally, camera 2406 includes a front camera and a rear camera. Usually, the front camera is used to realize video calls or selfies, and the rear camera is used to realize the shooting of photos or videos. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, and a wide-angle camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, and the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function. In some embodiments, camera 2406 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0344] The audio circuit 2407 is used to provide an audio interface between the user and the computer device 2400. The audio circuit 2407 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 2401 for processing, or input them into the radio frequency circuit 2404 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 2400. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 2401 or the radio frequency circuit 2404 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 2407 may also include a headphone jack.

[0345] The power supply 2408 is used to power various components in the computer device 2400. The power supply 2408 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 2408 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged through a wired line, and a wireless rechargeable battery is a battery that is charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0346] In some embodiments, the computer device 2400 further includes one or more sensors 2409 , including but not limited to: an acceleration sensor 2410 , a gyroscope sensor 2411 , a pressure sensor 2412 , an optical sensor 2413 , and a proximity sensor 2414 .

[0347] The acceleration sensor 2410 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the computer device 2400. For example, the acceleration sensor 2410 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 2401 can control the touch display screen 2405 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 2410. The acceleration sensor 2410 can also be used for collecting game or user motion data.

[0348] The gyro sensor 2411 can detect the body direction and rotation angle of the computer device 2400, and the gyro sensor 2411 can cooperate with the acceleration sensor 2410 to collect the user's 3D actions on the computer device 2400. The processor 2401 can implement the following functions based on the data collected by the gyro sensor 2411: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0349] The pressure sensor 2412 can be set on the side frame of the computer device 2400 and / or the lower layer of the touch display screen 2405. When the pressure sensor 2412 is set on the side frame of the computer device 2400, it can detect the user's grip signal of the computer device 2400, and perform left and right hand recognition or shortcut operation according to the grip signal. When the pressure sensor 2412 is set on the lower layer of the touch display screen 2405, it can control the operability controls on the UI interface according to the user's pressure operation on the touch display screen 2405. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0350] The optical sensor 2413 is used to collect the ambient light intensity. In one embodiment, the processor 2401 can control the display brightness of the touch display screen 2405 according to the ambient light intensity collected by the optical sensor 2413. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 2405 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 2405 is reduced. In another embodiment, the processor 2401 can also dynamically adjust the shooting parameters of the camera assembly 1406 according to the ambient light intensity collected by the optical sensor 2413.

[0351] The proximity sensor 2414, also called a distance sensor, is usually arranged on the front of the computer device 2400. The proximity sensor 2414 is used to collect the distance between the user and the front of the computer device 2400. In one embodiment, when the proximity sensor 2414 detects that the distance between the user and the front of the computer device 2400 is gradually decreasing, the processor 2401 controls the touch display screen 2405 to switch from the screen-on state to the screen-off state; when the proximity sensor 2414 detects that the distance between the user and the front of the computer device 2400 is gradually increasing, the processor 2401 controls the touch display screen 2405 to switch from the screen-off state to the screen-on state.

[0352] Those skilled in the art will understand that Fig.24 The structure shown in the figure does not constitute a limitation on the computer device 2400, and the computer device 2400 may include more or less components than shown in the figure, or combine some components, or adopt a different component arrangement.

[0353] An embodiment of the present application also provides a computer device, which includes: a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the human-computer interaction method based on the virtual world provided by the above-mentioned method embodiments.

[0354] An embodiment of the present application also provides a computer storage medium, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the human-computer interaction method based on a virtual world provided by the above-mentioned method embodiments.

[0355] An embodiment of the present application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the human-computer interaction method based on a virtual world provided by the above-mentioned method embodiments.

[0356] It should be understood that the "plurality" mentioned in this article refers to two or more. "And / or" describes the association relationship of the associated objects, indicating that there can be three relationships. For example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects are in an "or" relationship.

[0357] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0358] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent switching, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A human-computer interaction method based on a virtual world, characterized in that: The method comprises: Displaying a master virtual character in a virtual environment; Display a list control, wherein the list control displays at least one control corresponding to a first container prop containing a first pet virtual character; In response to a touch-throwing operation on the first container prop in the list control, displaying a release of the first pet virtual character in the virtual environment; In response to the attribute of the first pet virtual character, the interactive operation between the first pet virtual character and the virtual environment is displayed at the location of the first pet virtual character.

2. The method according to claim 1, characterized in that The step of displaying the interactive operation between the first pet virtual character and the virtual environment at the location of the first pet virtual character in response to the attribute of the first pet virtual character comprises: In response to the attribute of the first pet virtual character, triggering a virtual potential energy mechanism in the virtual environment, wherein the attribute identifier of the virtual potential energy mechanism is the same as the attribute of the first pet virtual character; Wherein, the virtual potential energy mechanism is used to change the attribute strength value of the pet virtual character within the potential energy range of the virtual potential energy mechanism.

3. The method according to claim 2, characterized in that The first pet virtual character has a first element attribute; The virtual potential energy mechanism is used to activate the attribute restraint relationship between the first element attribute and the second element attribute within the potential energy range of the virtual potential energy mechanism, and / or the anti-restraint relationship between the first element attribute and the third element attribute.

4. The method according to claim 3, characterized in that When the first pet virtual character is attacked by a second pet virtual character having the second element attribute, the virtual potential energy mechanism is used to reduce the virtual damage suffered by the first pet virtual character within the potential energy range of the virtual potential energy mechanism; And / or, when the first pet virtual character launches a virtual attack on a third pet virtual character having the third element attribute, the virtual potential energy mechanism is used to increase the virtual damage suffered by the third pet virtual character within the potential energy range of the virtual potential energy mechanism.

5. The method according to any one of claims 2 to 4, characterized in that: The virtual potential energy mechanism is used to enhance the attribute strength value of the pet virtual character within the potential energy range of the virtual potential energy mechanism.

6. The method according to any one of claims 1 to 5, characterized in that: The step of displaying the interactive operation between the first pet virtual character and the virtual environment at the location of the first pet virtual character in response to the attribute of the first pet virtual character comprises: In response to the attribute of the first pet virtual character, a virtual treasure box at the location of the first pet virtual character is opened or closed, and the virtual treasure box is used to place virtual props.

7. The method according to any one of claims 1 to 5, characterized in that: Before the first pet virtual character is released in the virtual environment in response to the touch-throwing operation on the first container prop in the list control, the method further includes: In response to a touch selection operation on the list control, displaying an aiming joystick and an aiming crosshair corresponding to the selected first container item; In response to the touch aiming operation on the aiming joystick, the aiming crosshair after the aiming position is changed is displayed.

8. A human-computer interaction device based on a virtual world, characterized in that: The device comprises: A display module, used for displaying the main control virtual character in the virtual environment; The display module is further used to display a list control, wherein the list control displays at least one control corresponding to a first container prop containing a first pet virtual character; The display module is further used to display the release of the first pet virtual character in the virtual environment in response to the touch-throwing operation on the first container prop in the list control; The display module is further configured to display the interactive operation between the first pet virtual character and the virtual environment at the location of the first pet virtual character in response to the attributes of the first pet virtual character.

9. A computer device, characterized in that: The computer device comprises: a processor and a memory, wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the human-computer interaction method based on a virtual world as claimed in any one of claims 1 to 7.

10. A computer storage medium, characterized in that: At least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by the processor to implement the human-computer interaction method based on a virtual world as described in any one of claims 1 to 7.

11. A computer program product, characterized in that The computer program product comprises a computer program, which is stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the human-computer interaction method based on a virtual world as described in any one of claims 1 to 7.

Citation Information

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