Virtual throwing prop use method and device, equipment and storage medium

Through the use of virtual throwing props, virtual characters throw props in the virtual environment and change the right to use enemy mechanical objects, solving the problem of single use of virtual throwing props in the existing technology, and achieving more complex and diverse virtual interaction effects.

CN120154909APending Publication Date: 2025-06-17TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510350010.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2022-06-23
Publication Date
2025-06-17

AI Technical Summary

Technical Problem

The existing virtual throwing props are used and implemented in a single way, lacking diversity and complexity.

Method used

Through a method of using virtual throwing props, the virtual character is displayed to throw props in the virtual environment. If the second virtual character is within the throwing range, the enemy mechanical object placed in the crackable state is displayed, and its use rights are changed after the cracking operation.

Benefits of technology

The effect of virtual throwing props has been expanded, new tactical interaction methods have been provided, and tactical complexity and diversity in virtual environments have been enhanced.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application of the invention is a divisional application of 202210726530.9. The invention discloses a virtual throwing prop using method and device, equipment and a storage medium, and belongs to the technical field of virtual world. The method comprises the following steps: displaying a first virtual character in a virtual environment; in response to a use operation on the virtual throwing prop, throwing the virtual throwing prop into the virtual environment; under the condition that the second virtual character is located in the action range, displaying that the state of an enemy mechanical object, placed in the virtual environment, of the second virtual character is a crackable state; and in response to a cracking operation of the first virtual character on the enemy mechanical object, displaying that the right of use of the enemy mechanical object is changed from the second virtual character to the first virtual character. According to the application, the authority of cracking the enemy mechanical object is provided through the virtual throwing prop; a virtual tactical prop for forming a tactical effect of cracking an enemy mechanical object is provided, and a new man-machine interaction mode is provided for virtual throwing props.
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Description

[0001] This application is a divisional application of the application with the application number 202210726530.9, the application date of June 23, 2022, and the invention name of "Usage Method, Device, Equipment and Storage Medium of Virtual Throwing Props". Technical Field

[0002] This application relates to the technical field of virtual worlds, and particularly relates to a usage method, device, equipment and storage medium of virtual throwing props. Background Art

[0003] In an application program including a virtual environment, it is usually necessary to control a virtual character to perform activities in the virtual environment, such as walking, driving, climbing, picking up items, fighting, etc. Among them, the virtual character can use virtual throwing props to realize the functions of virtual throwing props.

[0004] In the related art, virtual throwing props include combat props and tactical props. Among them, combat props include virtual throwing props that directly cause virtual damage to enemy virtual objects, such as virtual grenades; while tactical props can form tactical effects, such as virtual flashbangs generating glare effects; tactical props do not directly cause damage to enemy virtual objects.

[0005] However, the usage methods and achieved effects of the above virtual throwing props are relatively single. Summary of the Invention

[0006] This application provides a usage method, device, equipment and storage medium of virtual throwing props, and the technical solutions are as follows:

[0007] According to one aspect of this application, a usage method of virtual throwing props is provided, and the method includes:

[0008] Display a first virtual character located in a virtual environment, and the first virtual character has the virtual throwing prop;

[0009] In response to an operation of using the virtual throwing prop, throw the virtual throwing prop into the virtual environment, and the virtual throwing prop has a range of action in the virtual environment;

[0010] When a second virtual character is within the range of action, display that the state of the enemy mechanical object placed by the second virtual character in the virtual environment is in a hackable state;

[0011] In response to a hacking operation of the first virtual character on the enemy mechanical object, display that the right of use of the enemy mechanical object changes from the second virtual character to the first virtual character.

[0012] According to another aspect of the present application, there is provided a device for using a virtual throwing prop, the device comprising:

[0013] A display module for displaying a first virtual character located in a virtual environment, the first virtual character having the virtual throwing prop;

[0014] The display module is further configured to, in response to an operation of using the virtual throwing prop, throw the virtual throwing prop into the virtual environment, and the virtual throwing prop has an action range in the virtual environment;

[0015] The display module is further configured to, when a second virtual character is within the action range, display that the state of the enemy mechanical object placed by the second virtual character in the virtual environment is in a hackable state;

[0016] The display module is further configured to, in response to a hacking operation of the first virtual character on the enemy mechanical object, display that the right to use the enemy mechanical object changes from the second virtual character to the first virtual character.

[0017] In an alternative design of the application, the display module is further configured to:

[0018] In response to the operation of using the virtual throwing prop, display the trigger effect of the virtual throwing prop at the effective position indicated by the use operation, and the trigger effect is used to indicate the action range of the virtual throwing prop;

[0019] When the second virtual character is within the action range, display that the second virtual character is in a state of being hit by the prop, and the action range includes the action range of the virtual throwing prop;

[0020] In response to the second virtual character being in the state of being hit by the prop, display that the state of the enemy mechanical object is in a hackable state.

[0021] In an alternative design of the application, the display module is further configured to:

[0022] In response to the operation of using the virtual throwing prop, virtual smoke is displayed in an effective three-dimensional area centered on the effective position;

[0023] A processing module for determining at least one diffusion direction of the virtual smoke and determining at least one dissipation direction of the virtual smoke;

[0024] The processing module is further configured to determine the edge position of the area along the diffusion direction from the effective position in the effective three-dimensional area as the smoke diffusion point, and the virtual smoke diffuses centered on the smoke diffusion point;

[0025] The processing module is further configured to determine the edge position of the area along the dissipation direction from the effective position in the effective three-dimensional area as the smoke dissipation point, and the virtual smoke dissipates with the smoke dissipation point as the center.

[0026] In an alternative design of the application, the processing module is further configured to:

[0027] When the first direction meets the diffusion condition, determine the first direction as the diffusion direction;

[0028] Wherein, the diffusion condition includes:

[0029] The distance between the effective position and the virtual obstacle in the first direction is greater than the first distance threshold;

[0030] Or, the included angle between the first direction and the virtual wind direction is less than the first angle threshold.

[0031] In an alternative design of the application, the processing module is further configured to:

[0032] When the second direction meets the dissipation condition, determine the second direction as the dissipation direction;

[0033] Wherein, the dissipation condition includes:

[0034] The distance between the effective position and the virtual obstacle in the second direction is less than the second distance threshold;

[0035] Or, the included angle between the second direction and the virtual wind direction is greater than the second angle threshold.

[0036] In an alternative design of the application, the display module is further configured to:

[0037] In response to the use operation of the virtual throwing prop, at the first timestamp, virtual smoke is displayed in the effective three-dimensional area centered on the effective position;

[0038] Determine at least one smoke diffusion point in the virtual environment, and the distance between the smoke diffusion point and the effective position is less than the distance threshold;

[0039] At the second timestamp, the virtual smoke is displayed in the diffusion three-dimensional area centered on the smoke diffusion point;

[0040] At the third timestamp, the volume of the diffusion three-dimensional area expands from the first volume to the second volume, and there is an overlapping area between the diffusion three-dimensional area and the effective three-dimensional area.

[0041] In an alternative design of the application, the display module is further configured to:

[0042] Determine the prop action distance of each target direction according to the target angle between each target direction and the horizontal plane, and there is a negative correlation between the prop action distance and the corresponding target angle;

[0043] Based on the effective position as the center, construct a candidate area in the virtual environment according to the prop action distance of each target direction;

[0044] Determine at least one of the smoke diffusion points in the candidate area.

[0045] In an alternative design of the application, the trigger effect of the virtual throwing prop includes displaying virtual smoke;

[0046] The device further includes:

[0047] A detection module, configured to perform a collision detection on the second virtual character based on the position of the virtual smoke;

[0048] The detection module is further configured to determine that the second virtual character is within the action range when a collision occurs between the second virtual character and the virtual smoke.

[0049] In an alternative design of the application, the second virtual character is in the prop hit state before the expiration of the effective duration;

[0050] Wherein, the effective duration is a preset value;

[0051] Or, the effective duration is related to the distance between the effective position of the use operation instruction of the virtual throwing prop and the position of the second virtual character;

[0052] Or, the effective duration is related to the number of the enemy mechanical objects released by the second virtual character;

[0053] Or, the effective duration is related to the virtual value of the enemy mechanical objects released by the second virtual character;

[0054] Or, the effective duration is related to the distance between the position of the enemy mechanical objects released by the second virtual character and the position of the second virtual character;

[0055] Or, the effective duration is related to the volume of the virtual smoke.

[0056] In an alternative design of the application, the display module is further configured to:

[0057] When the second virtual character is within the action range, display a position marker of the enemy mechanical object on the virtual map.

[0058] In an alternative design of the application, the display module is further configured to:

[0059] When the third virtual character is within the action range, display that the status of the friendly mechanical object placed by the third virtual character in the virtual environment is in a state that can be cracked by the enemy. The state that can be cracked by the enemy is used to indicate that the enemy virtual character is permitted to perform a cracking operation on the friendly mechanical object. The enemy virtual character and the first virtual character belong to different virtual camps.

[0060] In an alternative design of the application, the display module is further configured to:

[0061] When the second virtual character is within the action range and the second virtual character is in a state of prop countermeasure, display that the status of the enemy mechanical object is in a state that can be cracked, and display that the status of the friendly mechanical object is in a state that can be cracked by the enemy. The first virtual character has the friendly mechanical object placed in the virtual environment. The state of prop countermeasure is used to indicate that the virtual throwing prop acts on the first virtual character.

[0062] In an alternative design of the application, the display module is further configured to:

[0063] In response to the distance between the first virtual character and the enemy mechanical object being less than a distance threshold, display a cracking control for the enemy mechanical object;

[0064] In response to a triggering operation on the cracking control for the enemy mechanical object, display that the right of use of the enemy mechanical object changes from the second virtual character to the first virtual character.

[0065] In an alternative design of the application, the display module is further configured to:

[0066] In response to a triggering operation on the cracking control for the enemy mechanical object, display multiple virtual parts of the enemy mechanical object;

[0067] In response to a splicing operation on at least two virtual parts, obtain a virtual splicing component, and display cracking progress information of the enemy mechanical object. The cracking progress information is used to indicate the similarity degree between the virtual splicing component and the enemy mechanical object;

[0068] In response to a splicing operation on the multiple virtual parts, obtain the enemy mechanical object, and display that the right of use of the enemy mechanical object changes from the second virtual character to the first virtual character.

[0069] According to another aspect of the present application, a computer device is provided. The computer device includes a processor and a memory. At least one instruction, at least one program, a code set or an instruction set is stored in the memory. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the method for using a virtual throwing prop as described in the above aspect.

[0070] According to another aspect of the present application, a computer-readable storage medium is provided. At least one instruction, at least one program, a code set or an instruction set is stored in the readable storage medium. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the method for using a virtual throwing prop as described in the above aspect.

[0071] According to another aspect of the present application, a computer program product is provided. The computer program product includes computer instructions. The computer instructions are stored in a computer-readable storage medium. The processor reads and executes the computer instructions from the computer-readable storage medium to implement the method for using a virtual throwing prop as described in the above aspect.

[0072] The beneficial effects brought by the technical solution provided by the present application at least include:

[0073] The virtual throwing prop provides the first virtual character with the permission to crack the enemy mechanical object. Through the cracking operation on the enemy mechanical object, the right to use the enemy mechanical object is changed to the first virtual character, expanding the effects achieved by the virtual throwing prop; a virtual tactical prop that forms the tactical effect of cracking the enemy mechanical object is provided to the virtual camp of the first virtual character, providing a new human-computer interaction method for the virtual throwing prop. BRIEF DESCRIPTION OF THE DRAWINGS

[0074] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0075] Figure 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;

[0076] Figure 2 is an interface diagram for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0077] Figure 3 is a flowchart of the method for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0078] Figure 4 is a flowchart of a method for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0079] Figure 5 is an interface diagram for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0080] Figure 6 is an interface diagram for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0081] Figure 7 is an interface diagram for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0082] Figure 8 is a flowchart of a method for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0083] Figure 9 is an interface diagram for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0084] Figure 10 is a flowchart of a method for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0085] Figure 11 is an interface diagram for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0086] Figure 12 is a flowchart of a method for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0087] Figure 13 is a flowchart of a method for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0088] Figure 14 is an interface diagram of a top - down view of a virtual environment provided by an exemplary embodiment of the present application;

[0089] Figure 15 is an interface diagram of a virtual map provided by an exemplary embodiment of the present application;

[0090] Figure 16 is a flowchart of a method for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0091] Figure 17 is a flowchart of a method for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0092] Figure 18It is a flowchart of a method for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0093] Figure 19 It is a structural block diagram of a device for using a virtual throwing prop provided by an exemplary embodiment of the present application;

[0094] Figure 20 It is a structural block diagram of a computer device provided by an exemplary embodiment of the present application.

[0095] The accompanying drawings here are incorporated into the specification and form a part of this specification, showing embodiments consistent with the present application, and are used together with the specification to explain the principles of the present application. Detailed implementation manners

[0096] To make the objectives, technical solutions and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.

[0097] Here, the exemplary embodiments will be described in detail, and the examples are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The implementation manners described in the following exemplary embodiments do not represent all implementation manners consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.

[0098] The terms used in this disclosure are only for the purpose of describing specific embodiments and are not intended to limit the disclosure. The singular forms "a", "the" and "said" used in this disclosure and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term "and / or" used herein refers to and includes any or all possible combinations of one or more of the associated listed items.

[0099] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in the present application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of the relevant data need to comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the information such as the use operation of the virtual throwing prop involved in the present application is obtained under full authorization.

[0100] It should be understood that although the terms first, second, etc. may be used in this disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this disclosure, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when" or "while" or "in response to determining".

[0101] Figure 1 The structural block diagram of a computer system provided by an exemplary embodiment of the present application is shown. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.

[0102] The first terminal 110 installs and runs a client 111 that supports a virtual environment, and the client 111 may be a multiplayer online battle program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 may be any one of a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online battle arena game (MOBA), a simulation game (SLG). In this embodiment, it is exemplified that the client 111 is an FPS game. The first terminal 110 is a terminal used by a first user 112, and the first user 112 uses the first terminal 110 to control a first virtual character located in the virtual environment to perform activities, and the first virtual character may be referred to as the virtual character of the first user 112. The activities of the first virtual character include but are not limited to: at least one of moving, jumping, teleporting, releasing skills, using items, adjusting body postures, crawling, walking, running, cycling, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual character is a first virtual character, such as a simulated human character or an anime character.

[0103] The second terminal 130 installs and runs a client 131 that supports a virtual environment, and this client 131 can be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be any one of a battle royale shooting game, a VR application program, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, an MOBA, an SLG. In this embodiment, it is exemplified by the client being an MOBA game. The second terminal 130 is a terminal used by the second user 132, and the second user 132 uses the second terminal 130 to control the second virtual character located in the virtual environment to move, and the second virtual character can be called the virtual character of the second user 132. Schematically, the second virtual character is a second virtual character, such as an emulated human character or an anime character.

[0104] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same camp, the same team, the same organization, have a friendship relationship or have temporary communication permissions. Optionally, the first virtual character and the second virtual character can belong to different camps, different teams, different organizations or have a hostile relationship.

[0105] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are of the same type on different operating system platforms (Android or IOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.

[0106] Figure 1 Only two terminals are shown, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there is also one or more terminals 140 that are terminals corresponding to developers. A development and editing platform for the client that supports the virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0107] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 through a wireless network or a wired network.

[0108] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for clients that support a three-dimensional virtual environment. Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, a distributed computing architecture is adopted between the server 120 and the terminal for collaborative computing.

[0109] In a schematic example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. Among them, the processor 122 is used to load the instructions stored in the server 121 and process the data in the user account database 123 and the battle service module 124; the user account database 123 is used to store the data of the user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, and the service area where the user account is located; the battle service module 124 is used to provide multiple battle rooms for users to conduct battles, such as 1V1 battles, 3V3 battles, 5V5 battles, etc.; the user-oriented I / O interface 125 is used to establish communication with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network to exchange data.

[0110] The method provided in this application can be applied to, but is not limited to, at least one of the following scenarios: virtual reality applications, three-dimensional map programs, first-person shooting games (FPS), third-person shooting games (TPS), multiplayer online battle arena games (MOBA), multiplayer gunfight survival games, etc. The following embodiments are illustrated by examples of applications in games.

[0111] Figure 2 A user interface diagram for using a virtual throwing prop provided by an exemplary embodiment of this application is provided;

[0112] Exemplarily, in the first interface 210, a first virtual character 310 is displayed. The first virtual character 310 holds a virtual throwing prop 320. A virtual aiming sight 322 is also displayed in the first interface 210. The virtual aiming sight 322 is used to indicate the throwing position of the virtual throwing prop 320. By clicking on the prop release control 324, the virtual throwing prop 320 is thrown to the throwing position indicated by the virtual aiming sight 322. A second virtual character 330 is also displayed in the first interface 210. The second virtual character 330 and the first virtual character 310 belong to different virtual camps.

[0113] Exemplarily, after the virtual throwing prop 320 is thrown, the second interface 220 is displayed; since the first virtual character 310 throws the virtual throwing prop 320, in the second interface 220, the first virtual character 310 holds a virtual shooting device 340; the virtual smoke 326 is the trigger effect of throwing the virtual throwing prop 320. The second virtual character 330 is located within the range of the virtual smoke 326. The second virtual character 330 displayed in the second interface 220 is only used to indicate the position of the second virtual character 330. Due to being masked by the virtual smoke 326, in one implementation, the second virtual character 330 is not displayed in the second interface 220, and only the virtual smoke 326 is displayed. The second virtual character 330 located within the range of the virtual smoke 326 is in a prop hit state.

[0114] Exemplarily, when the second virtual character 330 is in a prop hit state, in response to the distance between the first virtual character 310 and the enemy mechanical object 350 being less than the distance threshold, the third interface 230 is displayed; the enemy mechanical object 350 displayed in the third interface 230 is placed in the virtual environment by the second virtual character 330. A cracking control 352 for the enemy mechanical object 350 is displayed in the third interface 230; by clicking on the cracking control 352, the enemy mechanical object 350 is invaded; after clicking on the cracking control 352, cracking progress information 352a is displayed. The cracking progress information 352a includes a progress bar. The shaded part in the progress bar represents the invasion progress of the enemy mechanical object 350; when the shaded part in the cracking progress information 352a fills the entire progress bar, the invasion of the enemy mechanical object 350 is completed; the right to use the enemy mechanical object 350 changes from the second virtual character 330 to the first virtual character 310.

[0115] Figure 3 The flowchart of the method for using a virtual throwing prop provided by an embodiment of the present application is shown. Taking this method applied to a terminal as an example for description, the method includes the following steps:

[0116] Step 510: Display a first virtual character located in a virtual environment;

[0117] Exemplarily, the first virtual character is a virtual character controlled by a user account logged in to the terminal, and the virtual environment is used to provide virtual tactical competitions between different virtual characters;

[0118] Exemplarily, displaying the first virtual character includes directly displaying the first virtual character or displaying the perspective view of the first virtual character; the perspective view of the first virtual character is a scene view obtained by observing the virtual environment from the perspective of the first virtual character. Optionally, in the embodiments of the present application, the virtual character is observed in the virtual environment through a camera model.

[0119] Exemplarily, the first virtual character having a virtual throwing prop means that the first virtual character has the ability to use the virtual throwing prop. The virtual throwing prop is usually a virtual prop carried by the first virtual character, but it does not exclude using the virtual throwing prop through at least one of virtual skills, virtual ultimate moves, and virtual pets.

[0120] Step 520: In response to an operation of using the virtual throwing prop, throw the virtual throwing prop into the virtual environment;

[0121] Exemplarily, the virtual throwing prop includes a control for releasing the prop; further, the throwing trajectory of the virtual throwing prop is displayed by long-pressing the control for releasing the prop, and the throwing prop is thrown into the virtual environment along the throwing trajectory by releasing the space for releasing the prop. In one implementation, a virtual aiming sight is displayed, and the throwing direction of the virtual throwing prop is indicated by the virtual aiming sight.

[0122] Exemplarily, the operation of using the virtual throwing prop is used to use the virtual throwing prop; it should be noted that any operation that can trigger the use of the virtual throwing prop is an operation of using the virtual throwing prop. The implementation methods of the operation of using the virtual throwing prop include but are not limited to at least one of the following: clicking, swiping, and turning; for example: clicking on the touch screen or button, swiping on the touch screen or handle, turning the terminal or handle.

[0123] The virtual throwing prop has a range of action in the virtual environment; Exemplarily, the range of action of the virtual throwing prop in the virtual environment is usually a three-dimensional space; the range of action of the virtual throwing prop in the virtual environment is usually the same, but it can also be affected by virtual wind direction and virtual obstacles, and the range of action of the virtual throwing prop in the virtual environment is different; the present embodiment does not make any restrictive regulations on this.

[0124] Step 530: When the second virtual character is within the range of action, display that the state of the enemy mechanical object placed by the second virtual character in the virtual environment is in a state where it can be cracked;

[0125] Exemplarily, the second virtual character and the first virtual character are in different virtual camps, and the relationship between the second virtual character and the first virtual character is a hostile relationship or a non-cooperative relationship.

[0126] Exemplarily, the enemy mechanical object is placed by the second virtual character in the virtual environment in at least one of the following ways: using virtual props, triggering virtual skills, releasing virtual ultimate moves, activating virtual pets, etc.

[0127] Exemplarily, the crackable state is used to indicate permission for the first virtual character to perform a breaking operation on the enemy mechanical object, and the crackable state is used to indicate permission for the first virtual character to change the usage right of the enemy mechanical object through a cracking operation. It should be noted that in one implementation, the crackable state is also referred to as the allowable cracking state or the permission cracking state; further, the enemy mechanical object changes from a hidden state to an explicitly visible allowable cracking state on the virtual map.

[0128] Exemplarily, the action range of the virtual throwing object includes a three-dimensional space in the virtual environment. When the position of the second virtual character is within the three-dimensional space, the second virtual character is within the action range. In another implementation, the action range of the virtual throwing object includes at least one virtual character, and at least one virtual character in the action range includes the second virtual character.

[0129] Step 540: In response to the cracking operation of the first virtual character on the enemy mechanical object, display that the usage right of the enemy mechanical object changes from the second virtual character to the first virtual character;

[0130] Exemplarily, the first virtual character performs a cracking operation on the enemy mechanical object in the virtual environment. Exemplarily, the enemy mechanical object can be a mechanical object that automatically performs virtual attacks, such as at least one of virtual landmines, virtual timed bombs, virtual sentry guns, virtual air defense devices, and virtual electromagnetic attack devices. The virtual mechanical object that automatically performs virtual attacks automatically performs an attack on the enemy virtual character when there is an enemy virtual character within the attack range of the virtual mechanical object. The enemy mechanical object can also be a mechanical object that requires a virtual character to operate, such as at least one of virtual explosive packs, virtual fixed machine guns, and virtual gunboats. The virtual mechanical object that requires a virtual character to operate requires the virtual character to control the virtual mechanical object to perform a virtual attack.

[0131] It should be noted that this application does not make any restrictive regulations on the type of virtual mechanical objects. In one implementation, when the enemy mechanical object is a mechanical object that automatically performs virtual attacks, the right to use the enemy mechanical object changes from the second virtual character to the first virtual character, indicating that the enemy virtual object no longer performs virtual attacks on the first virtual character, but changes to performing virtual attacks on the second virtual character. When the enemy mechanical object is a mechanical object that requires a virtual character to manipulate, the right to use the enemy mechanical object changes from the second virtual character to the first virtual character, indicating that the first virtual character is permitted to manipulate the enemy mechanical object, while the second virtual character is refused permission to manipulate the enemy mechanical object.

[0132] It should be noted that this embodiment only shows the implementation of the first virtual character cracking the enemy mechanical object; in an alternative implementation of this application, other virtual characters belonging to the same virtual camp as the first virtual character also obtain the permission to crack the enemy mechanical object. In the above implementation, the virtual throwing prop provides the permission to crack the enemy mechanical object to all virtual characters in the virtual camp where the first virtual character is located.

[0133] In summary, the method provided in this embodiment provides the first virtual character with the permission to crack the enemy mechanical object through the virtual throwing prop. Through the cracking operation of the enemy mechanical object, the right to use the enemy mechanical object is changed to the first virtual character, expanding the effects achieved by the virtual throwing prop; a virtual tactical prop that forms the tactical effect of cracking the enemy mechanical object is provided to the virtual camp of the first virtual character, providing a new human-computer interaction method for the virtual throwing prop.

[0134] Figure 4 The flowchart of the usage method of the virtual throwing prop provided by an embodiment of this application is shown. Taking the application of this method to a terminal as an example for illustration. That is, in Figure 3 In the shown embodiment, step 520 can be implemented as step 522, and step 530 can be implemented as steps 532 and 534:

[0135] Step 522: In response to the usage operation of the virtual throwing prop, display the triggering effect of the virtual throwing prop at the effective position indicated by the usage operation;

[0136] Exemplarily, the trigger effect is used to indicate the range of action of the virtual throwing prop; in one implementation, the trigger effect of the virtual throwing prop is virtual smoke, and the range of action of the virtual throwing prop is indicated by displaying the virtual smoke. It can be understood that in different implementations, the trigger effect of the virtual throwing prop includes but is not limited to at least one of virtual aura, virtual animation, and virtual explosion effect. It can be understood that the trigger effect of the virtual throwing prop can be visible to all virtual characters in the virtual environment, or only visible to the first virtual character and / or friendly virtual characters belonging to the same virtual camp as the first virtual character.

[0137] Step 532: When the second virtual character is within the range of action, display that the second virtual character is in the state of being hit by the prop;

[0138] Exemplarily, the range of action includes the range of action of the virtual throwing prop; the state that the second virtual character is in the state of being hit by the prop is used to indicate that the virtual throwing prop takes effect on the second virtual object. It can be understood that the state that the second virtual character is in the state of being hit by the prop generally does not cause a reduction effect on the character attributes of the second virtual character, such as at least one of reducing virtual health value, reducing virtual magic value, and increasing skill cooldown time. However, it does not exclude the situation where the state that the second virtual character is in the state of being hit by the prop causes a reduction effect on the character attributes of the second virtual character.

[0139] Step 534: In response to the second virtual character being in the state of being hit by the prop, display that the state of the enemy mechanical object is in a hackable state;

[0140] Exemplarily, in response to the second virtual character being in the state of being hit by the prop, display that the state of the enemy mechanical object is in a hackable state; in one implementation, the timestamp when the second virtual character is displayed in the state of being hit by the prop is earlier than or simultaneous with the timestamp when the state of the enemy mechanical object is displayed in a hackable state.

[0141] In summary, the method provided in this embodiment indicates the range of action of the virtual throwing prop in the virtual environment by displaying the trigger effect of the virtual throwing prop; provides the first virtual character with the permission to hack the enemy mechanical object through the virtual throwing prop, expanding the effects achieved by the virtual throwing prop; provides a virtual tactical prop for the virtual camp of the first virtual character to form a tactical effect of hacking the enemy mechanical object, and provides a new human-computer interaction method for the virtual throwing prop.

[0142] Next, a detailed introduction is given to the observation of virtual characters through the camera model in the Figure 3 illustrated embodiment:

[0143] Optionally, the camera model automatically follows the virtual character in the virtual environment. That is, when the position of the virtual character changes in the virtual environment, the camera model follows and simultaneously changes its position in the virtual environment, and the camera model is always within a preset distance range of the virtual character in the virtual environment. Optionally, during the automatic following process, the relative positions of the camera model and the virtual character do not change.

[0144] The camera model refers to a three-dimensional model located around the virtual character in the virtual environment. When the first-person perspective is adopted, the camera model is near the head of the virtual character or located on the head of the virtual character; when the third-person perspective is adopted, the camera model can be located behind the virtual character and bound to the virtual character, or can be located at any position at a preset distance from the virtual character. Through this camera model, the virtual character located in the virtual environment can be observed from different angles. Optionally, when the third-person perspective is an over-the-shoulder perspective of the first-person perspective, the camera model is located behind the virtual character (such as the head and shoulders of the virtual character). Optionally, in addition to the first-person perspective and the third-person perspective, the perspective also includes other perspectives, such as the top-down perspective; when the top-down perspective is adopted, the camera model can be located above the head of the virtual character, and the top-down perspective is a perspective for observing the virtual environment from an aerial top-down angle. Optionally, the camera model is not actually displayed in the virtual environment, that is, the camera model is not displayed in the virtual environment displayed on the user interface.

[0145] Taking the example that the camera model is located at any position at a preset distance from the virtual character, optionally, one virtual character corresponds to one camera model, and the camera model can rotate around the virtual character as the rotation center. For example, the camera model is rotated around any point of the virtual character. During the rotation of the camera model, there is not only rotation in terms of angle but also displacement offset. The distance between the camera model and the rotation center remains unchanged during rotation, that is, the camera model rotates on the surface of a sphere with the rotation center as the center of the sphere. Among them, any point of the virtual character can be the head, torso, or any point around the virtual character, and the embodiments of the present application do not limit this. Optionally, when the camera model observes the virtual character, the center pointing direction of the perspective of the camera model is the direction from the point on the spherical surface where the camera model is located to the center of the sphere.

[0146] Optionally, the camera model can also observe the virtual character at a preset angle in different directions of the virtual character.

[0147] Next, the effective three-dimensional area of the virtual throwing prop will be introduced:

[0148] In one implementation, the triggering effect of the virtual throwing prop is to release virtual smoke, and virtual smoke is displayed in a three-dimensional effective area centered on the effective position of the usage operation instruction;

[0149] Exemplarily, the three-dimensional effective area is generally a three-dimensional space centered on the effective position; for example, the three-dimensional effective area is a spherical area with the effective position as the center of the sphere, and the radius of the center of the sphere is a preset radius. In one example, since the virtual throwing prop is thrown on the virtual ground, the three-dimensional effective area of the virtual throwing prop is a hemispherical area after the spherical area is cut by the virtual ground.

[0150] Figure 5 The interface diagram of using the virtual throwing prop provided by an exemplary embodiment of the present application is provided;

[0151] The first virtual character 310, the virtual throwing prop 320, the first three-dimensional area 362, and the second three-dimensional area 364 are displayed in the fourth interface 240. It should be noted that in the fourth interface 240, for the convenience of expression, only the first three-dimensional area 362 and the second three-dimensional area 364 are displayed, and the virtual smoke in the first three-dimensional area 362 is not displayed. In one implementation, virtual smoke is displayed in the first three-dimensional area 362. There is an intersecting surface between the first three-dimensional area 362 and the second three-dimensional area 364; the first three-dimensional area 362 and the second three-dimensional area 364 form a sphere, and the virtual throwing prop 320 is located at the center of the sphere of the sphere. The position of the virtual throwing prop 320 is the position where the virtual throwing prop 320 is thrown into the virtual environment according to the effective position of the usage operation instruction of the virtual throwing prop. The intersecting surface is the intersecting part between the sphere formed by the first three-dimensional area 362 and the second three-dimensional area 364 and the virtual ground 366. The action range of the virtual throwing prop 320 is blocked by the virtual ground 366, and only virtual smoke is displayed in the first three-dimensional area 362.

[0152] In one implementation, the three-dimensional effective area is a three-dimensional space composed of at least one unit three-dimensional area; wherein, the unit three-dimensional area is the smallest three-dimensional space that makes up the virtual environment; the virtual environment is obtained by splicing multiple unit three-dimensional areas. Further, the three-dimensional effective area includes the unit three-dimensional area where the effective position is located and multiple unit three-dimensional areas adjacent to the unit three-dimensional area. Further, the three-dimensional effective area does not include the unit three-dimensional area where the virtual obstacle is located. When blocked by the virtual obstacle in the first direction, adjacent unit three-dimensional areas are additionally selected in the second direction that is not blocked by the virtual obstacle and has the smallest angle with the first direction to construct the three-dimensional effective area.

[0153] Figure 6 The interface diagram of using the virtual throwing prop provided by an exemplary embodiment of the present application is provided;

[0154] A virtual obstacle 380 and seven unit three-dimensional regions in the virtual environment are displayed on the fifth interface 250: a first unit three-dimensional region 371, a second unit three-dimensional region 372, a third unit three-dimensional region 373, a fourth unit three-dimensional region 374, a fifth unit three-dimensional region 375, a sixth unit three-dimensional region 376, and an active unit three-dimensional region 370. Among them, the active unit three-dimensional region 370 is the unit three-dimensional region where the active position is located; that is, the first virtual character throws the virtual throwing prop into the active unit three-dimensional region 370.

[0155] Exemplarily, the first unit three-dimensional region 371 is adjacent to the active unit three-dimensional region 370 and is located in front of the active unit three-dimensional region 370; the second unit three-dimensional region 372 is adjacent to the active unit three-dimensional region 370 and is located behind the active unit three-dimensional region 370; the third unit three-dimensional region 373 is adjacent to the active unit three-dimensional region 370 and is located to the left of the active unit three-dimensional region 370; the fourth unit three-dimensional region 374 is adjacent to the active unit three-dimensional region 370 and is located to the right of the active unit three-dimensional region 370; the fifth unit three-dimensional region 375 is adjacent to the active unit three-dimensional region 370 and is located above the active unit three-dimensional region 370; the sixth unit three-dimensional region 376 is adjacent to the active unit three-dimensional region 370 and is located below the active unit three-dimensional region 370. Exemplarily, the seven unit three-dimensional regions are cubes.

[0156] The height of the virtual obstacle 380 is n times the side length of the unit three-dimensional region, where n is a positive integer; among them, there is an intersection surface between the virtual obstacle and the active unit three-dimensional region 370, the first unit three-dimensional region 371, the second unit three-dimensional region 372, the third unit three-dimensional region 373, and the fourth unit three-dimensional region 374. The virtual obstacle 380 overlaps with the sixth unit three-dimensional region 376, or it can be said that the sixth unit three-dimensional region 376 is filled with the virtual obstacle 380.

[0157] In one implementation, the active three-dimensional region of the virtual throwing prop includes the active unit three-dimensional region 370, the first unit three-dimensional region 371, the second unit three-dimensional region 372, the third unit three-dimensional region 373, the fourth unit three-dimensional region 374, and the fifth unit three-dimensional region 375. Since the sixth unit three-dimensional region 376 is the unit three-dimensional region where the virtual obstacle is located, the active three-dimensional region of the virtual throwing prop does not include the sixth unit three-dimensional region 376. Further, the lower part of the active unit three-dimensional region 370 is blocked by the virtual obstacle 380. The direction that is not blocked by the virtual obstacle 380 and has the smallest angle with the lower part of the active unit three-dimensional region 370 is any direction on the horizontal plane; unit three-dimensional regions are additionally selected on the horizontal plane to construct the active three-dimensional region.

[0158] In an alternative implementation, the number of selected supplementary unit three-dimensional regions is subtracted by the number of unit three-dimensional regions blocked by the virtual obstacle 380 to obtain the net supplementary region number. Exemplarily, the net supplementary region number is related to the time interval between the current timestamp and the timestamp when the virtual throwing item is thrown. For example, when the time interval is less than the first time threshold, the net supplementary region number has a positive correlation with the time interval; when the time interval exceeds the first time threshold, the net supplementary region number has a negative correlation with the time interval. Exemplarily, the net supplementary region number is an integer, and the net supplementary region number can be a positive integer, a negative integer, or 0.

[0159] In one example, four unit three-dimensional regions at the front left, front right, rear left, and rear right of the effective unit three-dimensional region 370 of the supplementary selection are supplemented to construct the effective three-dimensional region. Figure 7 There is provided an interface diagram of using a virtual throwing item according to an exemplary embodiment of the present application; the effective three-dimensional region shown in the sixth interface 260 includes 10 unit three-dimensional regions: the effective unit three-dimensional region 370, the first unit three-dimensional region 371, the second unit three-dimensional region 372, the third unit three-dimensional region 373, the fourth unit three-dimensional region 374, the fifth unit three-dimensional region 375, the first supplementary region 377a, the second supplementary region 377b, the third supplementary region 377c, and the fourth supplementary region 377d. The virtual obstacle 380 is shown in the sixth interface 260.

[0160] In summary, the method provided in this embodiment indicates the action range of the virtual throwing item by showing virtual smoke in the effective three-dimensional region. Determining the effective three-dimensional region in the virtual environment fully reflects the influence of factors such as virtual obstacles and virtual gravity in the virtual environment on the action range of the virtual throwing item during the use of the virtual throwing item; a new human-computer interaction method is provided for the virtual throwing item.

[0161] Next, the triggering effects of the virtual throwing item will be introduced:

[0162] In the present application, there are at least two implementation manners for the triggering effects of the virtual throwing item.

[0163] Implementation manner one: The virtual smoke generated by the virtual throwing item has at least one diffusion direction and at least one dissipation direction.

[0164] Implementation manner two: The virtual smoke generated by the virtual throwing item has at least one smoke diffusion point.

[0165] It should be noted that the implementation manner one and the implementation manner two introduced in the present application are only used for numbering different implementation manners, and the sequence of the implementation manner one and the implementation manner two does not represent the preferred implementation manner.

[0166] Specifically, the following embodiments are used to introduce the two implementation methods in detail.

[0167] Implementation method 1: The virtual smoke generated by the virtual throwing prop has at least one diffusion direction and at least one dissipation direction.

[0168] Figure 8 The flowchart of the usage method of the virtual throwing prop provided by an embodiment of the present application is shown. Taking the application of this method to a terminal as an example for illustration. That is, in Figure 4 In the shown embodiment, step 522 can be implemented as steps 522a to 522d:

[0169] Step 522a: In response to the usage operation of the virtual throwing prop, virtual smoke is displayed in the effective three-dimensional area centered on the effective position;

[0170] Exemplarily, the usage operation of the virtual throwing prop indicates the effective position. In one implementation, the effective position is indicated by a virtual aiming sight. Exemplarily, the effective three-dimensional area is usually a three-dimensional space centered on the effective position; for example, the effective three-dimensional area is a spherical area centered on the effective position, and the radius of the center of the sphere is a preset radius.

[0171] Step 522b: Determine at least one diffusion direction of the virtual smoke and determine at least one dissipation direction of the virtual smoke;

[0172] Exemplarily, at least one diffusion direction and at least one dissipation direction are determined according to the virtual environment. In an optional design, the diffusion volume of the virtual smoke and the dissipation volume of the virtual smoke are usually the same, but different situations are not excluded. For example: The first timestamp is the timestamp corresponding to the usage operation of the virtual throwing prop. Between the first timestamp and the second timestamp, the diffusion volume of the virtual smoke is greater than the dissipation volume of the virtual smoke; between the second timestamp and the third timestamp, the diffusion volume of the virtual smoke is less than the dissipation volume of the virtual smoke. The virtual throwing prop continuously releases virtual smoke between the first timestamp and the second timestamp, and the volume of the virtual smoke increases; as time goes by, between the second timestamp and the third timestamp, the virtual smoke released by the virtual throwing prop begins to dissipate, and the volume of the virtual smoke decreases.

[0173] In an optional implementation, implementing the determination of at least one diffusion direction of the virtual smoke in step 522b as:

[0174] When the first direction meets the diffusion condition, determine the first direction as the diffusion direction;

[0175] Exemplarily, at least one diffusion direction is determined according to the virtual environment; the diffusion condition is a condition under which the virtual environment is suitable for the virtual smoke of the virtual throwing prop to diffuse. For example, the diffusion conditions include:

[0176] The distance between the effective position and the virtual obstacle in the first direction is greater than the first distance threshold;

[0177] Or, the included angle between the first direction and the virtual wind direction is less than the first angle threshold.

[0178] Exemplarily, the virtual throwing prop tends to diffuse towards the open position in the virtual environment to maximize the volume of the virtual smoke; for example: the virtual throwing prop diffuses in the first direction where the distance between the effective position and the virtual obstacle in the first direction is greater than the first distance threshold.

[0179] Exemplarily, the virtual throwing prop is affected by the virtual wind direction and moves under the blowing of the wind force. The virtual wind direction points from the coming direction of the wind to the going direction of the wind.

[0180] In another alternative implementation, implementing the determination of at least one dissipation direction of the virtual smoke in step 522b as:

[0181] When the second direction satisfies the dissipation condition, the second direction is determined as the dissipation direction;

[0182] Exemplarily, at least one dissipation direction is determined according to the virtual environment; the dissipation condition is a condition under which the virtual environment is suitable for the virtual smoke of the virtual throwing prop to dissipate. For example, the dissipation conditions include:

[0183] The distance between the effective position and the virtual obstacle in the second direction is less than the second distance threshold;

[0184] Or, the included angle between the second direction and the virtual wind direction is greater than the second angle threshold.

[0185] Exemplarily, the virtual throwing prop tends to dissipate in the direction where there is a virtual obstacle in the virtual environment; for example: the virtual throwing prop dissipates in the second direction where the distance between the effective position and the virtual obstacle in the second direction is less than the second distance threshold.

[0186] Exemplarily, the virtual throwing prop is affected by the virtual wind direction and moves under the blowing of the wind force. The virtual wind direction points from the coming direction of the wind to the going direction of the wind.

[0187] Step 522c: In the effective three-dimensional area, the edge position of the area along the diffusion direction from the effective position is determined as the smoke diffusion point, and the virtual smoke diffuses centered on the smoke diffusion point;

[0188] Exemplarily, the smoke diffusion point is located at the edge of the effective three-dimensional region; the smoke diffusion point is an edge point where a ray emitted from the effective position along the diffusion direction intersects the edge of the effective three-dimensional region.

[0189] Step 522d: Determine the edge position of the region in the effective three-dimensional region along the dissipation direction from the effective position as the smoke dissipation point, and the virtual smoke dissipates with the smoke dissipation point as the center;

[0190] Exemplarily, the smoke dissipation point is located at the edge of the effective three-dimensional region; the smoke dissipation point is an edge point where a ray emitted from the effective position along the dissipation direction intersects the edge of the effective three-dimensional region.

[0191] In an alternative implementation, the number of smoke diffusion points minus the number of smoke dissipation points gives the net replenishment point number. Exemplarily, the net replenishment point number is related to the time interval between the current timestamp and the timestamp when the virtual throwing prop is thrown. In one implementation, the net replenishment point number is the function value of a quadratic function with the time interval as the variable; for example: the quadratic function is: y = ax 2 + bx + c; where y represents the net replenishment point number, x represents the time interval between the current timestamp and the timestamp when the virtual throwing prop is thrown, and a, b, and c represent the parameters of the quadratic function. In one implementation, the value of a is a real number less than 0.

[0192] It should be noted that the net replenishment point number is an integer. When the net replenishment point number is the function value of a quadratic function with the time interval as the variable, the net replenishment point number is obtained by rounding up or down, or by the precision counting retention method, such as: obtained by rounding.

[0193] Those skilled in the art can understand that the technical solutions shown in this embodiment can be split and combined to obtain new embodiments. For example, in an alternative design, only at least one diffusion direction of the virtual smoke is determined, and the virtual smoke diffuses with the smoke diffusion point as the center; similarly, in another alternative design, only at least one dissipation direction of the virtual smoke is determined, and the smoke dissipates with the smoke dissipation point as the center.

[0194] Figure 9Provided is an interface diagram of using virtual throwing props according to an exemplary embodiment of the present application; a virtual vehicle 402, a virtual box 404, virtual wind direction indication information 406, a virtual character 408, and virtual smoke 410 are displayed in a seventh interface 270. A first direction 412 is the dissipation direction of the virtual smoke 410, and second and third directions 414 and 416 are the diffusion directions of the virtual smoke 410. The virtual smoke 410 has a first outer edge 412a and a first inner edge 412b in the first direction 412; the virtual smoke 410 has a second outer edge 414a and a second inner edge 414b in the second direction 414; the virtual smoke 410 has a third outer edge 416a and a third inner edge 416b in the third direction 416.

[0195] The distance between the virtual smoke 410 and the virtual vehicle 402 in the first direction 412 is less than a second distance threshold, and the first direction 412 is the dissipation direction of the virtual smoke 410; at a first timestamp, the edge of the virtual smoke 410 in the first direction 412 is displayed as the first outer edge 412a, and after a period of dissipation, at a second timestamp, the edge of the virtual smoke 410 in the first direction 412 is displayed as dissipated to the first inner edge 412b.

[0196] Exemplarily, the distance between the virtual smoke 410 and the virtual box 404 is greater than the second distance threshold, and the direction in which the virtual smoke 410 points to the virtual box 404 is not the dissipation direction of the virtual smoke 410.

[0197] There is no virtual obstacle in the second direction 414, that is, the distance between the virtual smoke 410 and the virtual obstacle is greater than a first distance threshold, and the second direction 414 is the diffusion direction of the virtual smoke 410; at a first timestamp, the edge of the virtual smoke 410 in the second direction 414 is displayed as the second inner edge 414b, and after a period of diffusion, at a second timestamp, the edge of the virtual smoke 410 in the second direction 414 is displayed as diffused to the second outer edge 414a.

[0198] In the third direction 416, the third direction 416 is the same as the virtual wind direction indicated by the virtual wind direction indication information 406, and the third direction 416 is the diffusion direction of the virtual smoke 410; at a first timestamp, the edge of the virtual smoke 410 in the third direction 416 is displayed as the third inner edge 416b, and after a period of diffusion, at a second timestamp, the edge of the virtual smoke 410 in the third direction 416 is displayed as diffused to the third outer edge 416a.

[0199] In summary, the method provided in this embodiment provides a change rule for the virtual smoke generated by the virtual throwing prop by determining the diffusion direction and the dissipation direction; fully reflects the influence of factors such as virtual obstacles and virtual wind direction in the virtual environment on the change of the virtual smoke during the use of the virtual throwing prop; and provides a new human-computer interaction method for the virtual throwing prop.

[0200] Implementation method 2: There is at least one smoke diffusion point for the virtual smoke generated by the virtual throwing prop.

[0201] Figure 10 The flowchart of the usage method of the virtual throwing prop provided by an embodiment of the present application is shown. Taking the application of this method to a terminal as an example for illustration. That is, in Figure 4 In the shown embodiment, step 522 can be implemented as steps 522e to 522h:

[0202] Step 522e: In response to the usage operation of the virtual throwing prop, at the first timestamp, virtual smoke is displayed in the effective three-dimensional area centered on the effective position;

[0203] Exemplarily, the usage operation of the virtual throwing prop indicates an effective position. In one implementation, the effective position is indicated by a virtual aiming sight. Exemplarily, the effective three-dimensional area is usually a three-dimensional space centered on the effective position; for example, the effective three-dimensional area is a spherical area centered on the effective position, and the radius of the sphere center is a preset radius.

[0204] Step 522f: Determine at least one smoke diffusion point in the virtual environment;

[0205] Exemplarily, the distance threshold is greater than the radius of the effective three-dimensional area; the smoke diffusion point is used to diffuse the virtual smoke at the second timestamp. The distance between the smoke diffusion point and the effective position is less than the distance threshold.

[0206] In an optional implementation, step 522f can be implemented as:

[0207] According to the target angle between each target direction and the horizontal plane, determine the prop action distance of each target direction, and there is a negative correlation between the prop action distance and the corresponding target angle;

[0208] Based on the effective position as the center, according to the prop action distance of each target direction, construct a candidate area in the virtual environment;

[0209] Determine at least one smoke diffusion point in the candidate area.

[0210] Those skilled in the art can understand that determining the action distance of the prop according to the target included angle fully considers the influence of virtual gravity on the diffusion of virtual smoke in the three-dimensional virtual environment. Further, by determining at least one smoke diffusion point in the candidate area, the diffusion mode of virtual smoke is expanded. By adding a smoke diffusion point at the second timestamp, a virtual smoke diffusion mode in which the virtual throwing prop scatters prop fragments to the surrounding area and the prop fragments release virtual smoke is simulated.

[0211] Those skilled in the art can understand that determining at least one smoke diffusion point in the candidate area can be determined randomly or determined according to the distance from the enemy virtual object. The present application does not make any restrictive regulations on the determination method of the smoke diffusion point. In one example, the smoke diffusion point is located in the direction closest to the enemy virtual character of the virtual smoke.

[0212] Step 522g: At the second timestamp, virtual smoke is displayed in the three-dimensional diffusion area centered on the smoke diffusion point;

[0213] In one implementation, the three-dimensional diffusion area is a spherical area centered on the smoke diffusion point. When the shape of the effective three-dimensional area is a spherical area, the radius of the three-dimensional diffusion area is smaller than the radius of the effective three-dimensional area.

[0214] Step 522h: At the third timestamp, the volume of the three-dimensional diffusion area expands from the first volume to the second volume;

[0215] Exemplarily, the volume of the three-dimensional diffusion area becomes larger until the volume of the three-dimensional diffusion area remains unchanged when there is an overlapping area between the three-dimensional diffusion area and the effective three-dimensional area. There is an overlapping area between the three-dimensional diffusion area and the effective three-dimensional area;

[0216] Figure 11 An interface diagram of using a virtual throwing prop provided by an exemplary embodiment of the present application is provided; it is shown in the eighth interface 280 that at the second timestamp, an effective three-dimensional area 420 and four three-dimensional diffusion areas are displayed: the first diffusion area 421, the second diffusion area 422, the third diffusion area 423, and the fourth diffusion area 424; among them, the effective three-dimensional area 420, the first diffusion area 421, the second diffusion area 422, the third diffusion area 423 and the virtual ground 425 have intersection points; the fourth diffusion area 424 is located diagonally above the effective three-dimensional area 420 and does not have an intersection point with the virtual ground 425.

[0217] In the ninth interface 290, it is shown that at the third timestamp, the volumes of the first diffusion region 421, the second diffusion region 422, the third diffusion region 423, and the fourth diffusion region 424 become larger, and there are intersection points between the first diffusion region 421, the second diffusion region 422, the third diffusion region 423, the fourth diffusion region 424, and the effective three-dimensional region 420 respectively. It can be understood that the distance between the center point of the first diffusion region 421 and the center point of the effective three-dimensional region 420 is greater than the distance between the center point of the second diffusion region 422 and the center point of the effective three-dimensional region 420; the volume of the first diffusion region 421 after expansion is greater than the volume of the second diffusion region 422 after expansion, so as to achieve that there is an intersection point between the first diffusion region 421 and the effective three-dimensional region 420 and there is an intersection point between the second diffusion region 422 and the effective three-dimensional region 420.

[0218] In summary, the method provided in this embodiment provides a change rule for the stage change of the virtual smoke generated by the virtual throwing prop by determining the smoke diffusion point; fully reflects the influence of factors such as virtual gravity, the distance between the virtual throwing prop and the enemy virtual character in the virtual environment on the change of the virtual smoke during the use of the virtual throwing prop; and provides a new human-computer interaction method for the virtual throwing prop.

[0219] Figure 12 The flowchart of the method for using a virtual throwing prop provided by an embodiment of the present application is shown. Taking the application of this method to a terminal as an example for illustration. That is, on the basis of the embodiment shown in Figure 4 the embodiment shown, it further includes step 524 and step 526:

[0220] Step 524: Perform a collision detection on the second virtual character based on the position of the virtual smoke;

[0221] Exemplarily, the collision detection on the second virtual character is performed by comparing the position where the virtual smoke is located with the position where the second virtual character is located. When the position of the second virtual character overlaps with the position of the virtual smoke, the second virtual character and the virtual smoke collide.

[0222] Step 526: When the second virtual character and the virtual smoke collide, determine that the second virtual character is within the action range;

[0223] Exemplarily, when the second virtual character is within the action range, the second virtual character is in a prop hit state before the expiration of the effective duration;

[0224] Exemplarily, the setting method of the effective duration includes but is not limited to at least one of the following:

[0225] The effective duration is a preset value;

[0226] The effective duration is related to the distance between the position where the operation instruction for using the virtual throwing item takes effect and the position of the second virtual character; for example: the effective time has a negative correlation with the distance between the position where the operation instruction takes effect and the position of the second virtual character.

[0227] The effective duration is related to the number of enemy mechanical objects released by the second virtual character; for example: the effective time has a negative correlation with the number of enemy mechanical objects released by the second virtual character. Since the second virtual character releases multiple enemy mechanical objects, to ensure the fairness of the virtual game, the effective duration is short.

[0228] The effective duration is related to the virtual value of the enemy mechanical objects released by the second virtual character; for example: the effective time has a negative correlation with the virtual value of the enemy mechanical objects released by the second virtual character. Since the second virtual character releases high-value enemy mechanical objects, to ensure the fairness of the virtual game, the effective duration is short.

[0229] The effective duration is related to the distance between the position of the enemy mechanical objects released by the second virtual character and the position of the second virtual character; for example: the effective time has a positive correlation with the distance between the position of the enemy mechanical objects released by the second virtual character and the position of the second virtual character. Since the enemy mechanical objects released by the second virtual character are far away, a long effective duration is provided to give the first virtual character moving time to crack the enemy mechanical objects.

[0230] The effective duration is related to the volume of the virtual smoke; for example: the effective time has a negative correlation with the volume of the virtual smoke. As the volume of the virtual smoke increases, the concentration decreases, and the corresponding effective time decreases.

[0231] In summary, the method provided in this embodiment determines whether the second virtual character is within the action range through collision detection; provides the first virtual character with the permission to crack enemy mechanical objects through the virtual throwing item, expanding the effects achieved by the virtual throwing item; provides the virtual camp of the first virtual character with virtual tactical items that form the tactical effect of cracking enemy mechanical objects, and provides a new human-computer interaction method for the virtual throwing item.

[0232] Figure 13 The flowchart of the method for using the virtual throwing item provided by an embodiment of the present application is shown. Taking the application of this method to a terminal as an example for illustration. That is, in Figure 3 In the shown embodiment, step 530 can be implemented as step 536:

[0233] Step 536: When the second virtual character is within the action range, display the position marker of the enemy mechanical object on the virtual map;

[0234] Exemplarily, the virtual map is usually a map displayed on the terminal and located at a corner of the terminal screen. Exemplarily, the place where the second virtual character is placed is marked with a mechanical object on the virtual map.

[0235] Figure 14 The interface diagram of the top-down virtual environment provided by an exemplary embodiment of the present application is provided; the virtual environment includes three virtual characters: the first virtual character 430a, the second virtual character 430b, and the third virtual character 430c; a virtual box 432, and two virtual vehicles: the first virtual vehicle 434a and the second virtual vehicle 434b.

[0236] Figure 15 The interface diagram of the virtual map provided by an exemplary embodiment of the present application is provided; the virtual map is mapped according to Figure 14 the positions of the virtual objects in. In one implementation, the virtual box 432, the first virtual vehicle 434a, and the second virtual vehicle 434b in Figure 14 are selected as the basic points;

[0237] Specifically, Figure 14 the virtual box 432 in corresponds to Figure 15 the box identifier 442 in; Figure 14 the first virtual vehicle 434a in corresponds to Figure 15 the first vehicle identifier 444a in; Figure 14 the second virtual vehicle 434b in corresponds to Figure 15 the second vehicle identifier 444b in. The positional relationships between other virtual objects in the virtual environment and the above three basic points are calculated and mapped in the virtual map. Specifically, the virtual map also displays: the first character identifier 440a, the second character identifier 440b, and the third character identifier 440c. The virtual field of view of the virtual map is larger than that of the virtual environment. Figure 14 The virtual roads that are not displayed due to implementation limitations in are, in Figure 15 displayed with a road identifier 445. Similarly, Figure 15 is displayed with a house identifier 446. Figure 15 is displayed with a sentry gun identifier 447 and a landmine identifier 448; the sentry gun identifier 447 and the landmine identifier 448 are used to mark the positions of enemy mechanical objects.

[0238] In summary, the method provided in this embodiment provides a new marking method for enemy mechanical objects by displaying the position marks of enemy mechanical objects on the virtual map; provides the first virtual character with the permission to crack enemy mechanical objects through virtual throwing props, expanding the effects achieved by virtual throwing props; provides virtual tactical props for the virtual camp of the first virtual character to form the tactical effect of cracking enemy mechanical objects, and provides a new human-computer interaction method for virtual throwing props.

[0239] Figure 16 The flowchart of the usage method of the virtual throwing prop provided by an embodiment of the present application is shown. Taking the application of this method in a terminal as an example for illustration. That is, in Figure 3 In the illustrated embodiment, step 530 can be implemented as step 538:

[0240] Step 538: When the second virtual character is within the action range and the second virtual character is in the prop countermeasure state, display the state of the enemy mechanical object as the crackable state, and display the state of the friendly mechanical object as the crackable state by the enemy;

[0241] Exemplarily, the first virtual character has a friendly mechanical object placed in the virtual environment, and the prop countermeasure state is used to indicate that the virtual throwing prop acts on the first virtual character; Exemplarily, the second virtual character is in the prop countermeasure state in at least one of the following ways: using a virtual prop, triggering a virtual skill, releasing a virtual ultimate move, activating a virtual pet, etc.

[0242] It can be understood that the prop countermeasure state provides an effective countermeasure means for the second virtual prop by acting the virtual throwing prop on the first virtual character, obtains the position of the friendly mechanical object placed by the first virtual character, and permits the second virtual character to crack the friendly mechanical object, ensuring the competitive fairness of the virtual game. It increases the strategic nature of the virtual characters in virtual competition.

[0243] In an alternative implementation manner, on the basis of this embodiment, the following steps are further included:

[0244] When the third virtual character is within the action range, display the state of the friendly mechanical object placed by the third virtual character in the virtual environment as the crackable state by the enemy. The crackable state by the enemy is used to indicate that the enemy virtual character is permitted to perform a cracking operation on the friendly mechanical object, and the enemy virtual character and the first virtual character belong to different virtual camps.

[0245] Exemplarily, in an implementation manner of the present application, the virtual throwing object takes effect on friendly virtual characters within the action range, and the corresponding friendly mechanical object is displayed. It can be understood that even if the third virtual character and the first virtual character belong to the same virtual camp, when the third virtual character is within the action range, the state of the friendly mechanical object placed by the third virtual character in the virtual environment is shown as a state that can be cracked by the enemy; the virtual throwing prop is not only used to act on the second virtual character, and the state of the enemy virtual object is shown as a state that can be cracked. Considering that the virtual throwing prop acts on the third virtual object, the virtual throwing prop blocks the moving directions of the first virtual character and the third virtual character that belongs to the same virtual camp as the first virtual character. This reflects that the virtual throwing prop is a tactical prop with a neutral effect, and the virtual throwing prop will cause a loss effect on both the virtual camp where the first virtual character is located and other virtual camps.

[0246] It should be noted that the steps in the above optional implementation manners are only an exemplary description. In the present application, the above optional steps can be combined with Figure 3 the embodiments shown, or other embodiments in the foregoing to obtain new embodiments, and the present application does not make any restrictive provisions on this.

[0247] In summary, the method provided in this embodiment expands a new human-computer interaction method for the virtual throwing prop by applying the action effect of the virtual throwing prop to friendly virtual characters; provides the function of blocking the moving route for the virtual throwing prop; provides a virtual tactical prop that forms a tactical effect of cracking the enemy's mechanical object for the virtual camp of the first virtual character, and provides a new human-computer interaction method for the virtual throwing prop.

[0248] Figure 17 FIG. shows a flowchart of a method for using a virtual throwing prop provided by an embodiment of the present application. Taking the application of this method to a terminal as an example for illustration. That is, on the basis of the embodiment shown in Figure 3 the embodiment shown, it further includes step 542, and step 540 can be implemented as step 544:

[0249] Step 542: In response to the distance between the first virtual character and the enemy mechanical object being less than the distance threshold, display a cracking control for the enemy mechanical object;

[0250] Exemplarily, the cracking control provides a function entry for the first virtual character to crack the enemy mechanical object; when the distance between the first virtual character and the enemy mechanical object is less than the distance threshold, the cracking control is displayed, which is used to indicate permission for the first virtual character to crack the enemy mechanical object.

[0251] Step 544: In response to a trigger operation on the cracking control for the enemy mechanical object, display that the right of use of the enemy mechanical object changes from the second virtual character to the first virtual character;

[0252] Exemplarily, by clicking the cracking control to crack the enemy mechanical object, it is shown that the usage right of the enemy mechanical object changes, from the second virtual character to the first virtual character.

[0253] In an alternative implementation, step 544 in this embodiment may be implemented as the following steps:

[0254] In response to a triggering operation on the cracking control of the enemy mechanical object, display a plurality of virtual parts of the enemy mechanical object;

[0255] Exemplarily, when the triggering operation on the cracking control of the enemy mechanical object is a click control, after clicking the cracking control, display a plurality of virtual parts of the enemy mechanical object.

[0256] Exemplarily, the number of the plurality of virtual parts is related to at least one of the virtual value, the effective time, and the virtual position of the enemy mechanical object.

[0257] In response to a splicing operation on at least two virtual parts, obtain a virtual splicing component, and display cracking progress information of the enemy mechanical object, where the cracking progress information is used to indicate the similarity degree between the virtual splicing component and the enemy mechanical object;

[0258] Exemplarily, crack the enemy mechanical object by splicing virtual parts; during the process of splicing at least two virtual parts, determine the similarity degree between the virtual splicing component and the enemy mechanical object by comparing the differences between the obtained virtual splicing component and the enemy mechanical object. The similarity degree between the virtual splicing component and the enemy mechanical object is indicated by displaying the cracking progress information.

[0259] In response to a splicing operation on the plurality of virtual parts, obtain the enemy mechanical object, and display that the usage right of the enemy mechanical object changes from the second virtual character to the first virtual character;

[0260] In response to a splicing operation on all the virtual parts, in the case of correct splicing, obtain the enemy mechanical object. It can be understood that the cracking progress information indicates that the similarity degree between the virtual splicing component and the enemy mechanical object is the maximum value. Display that the usage right of the enemy mechanical object changes from the second virtual character to the first virtual character.

[0261] In summary, the method provided in this embodiment provides a function entry for cracking the enemy mechanical object through the cracking control; realizes cracking the enemy mechanical object by splicing virtual parts, expanding a new human-computer interaction method; and realizes a new human-computer interaction method for virtual throwing props by splicing virtual parts instead of boring waiting time.

[0262] Figure 18The figure shows a flowchart of a method for using a virtual throwing prop provided by an embodiment of the present application.

[0263] Step 702: The first virtual character throws the virtual throwing prop into the virtual environment;

[0264] Exemplarily, click the prop release control to throw the virtual throwing prop into the virtual environment.

[0265] Step 704: Determine whether the virtual throwing prop has landed;

[0266] Judge whether the virtual prop has landed. In the case where the virtual throwing prop has landed, trigger the virtual throwing prop, and release virtual smoke when triggering the virtual throwing prop.

[0267] Step 706: When the virtual throwing prop has not landed, display a throwing animation;

[0268] When the virtual throwing prop has not landed, display an animation of throwing the virtual throwing prop into the virtual environment. This animation is an animation of throwing the virtual throwing prop along the throwing trajectory displayed when clicking the prop release control.

[0269] Step 708: When the virtual throwing prop has landed, the virtual throwing prop explodes to generate smoke;

[0270] When the virtual throwing prop has landed, trigger the virtual throwing prop; the triggering effect of the virtual throwing prop is to release virtual smoke.

[0271] Step 710: Determine whether the second virtual character is within the smoke;

[0272] According to the position of the virtual smoke and the position of the second virtual character, determine whether the second virtual character is within the smoke.

[0273] Step 712: When the second virtual character is within the smoke, the second virtual character is in a prop hit state;

[0274] When there is an overlapping position between the position of the virtual smoke and the position of the second virtual character, the second virtual character is in a prop hit state.

[0275] Step 714: Determine whether the second virtual character is equipped with an enemy mechanical object;

[0276] Exemplarily, by querying the historical behavior information of the second virtual character, determine whether there is an enemy mechanical object placed in the virtual environment.

[0277] Step 716: When the second virtual character is equipped with an enemy mechanical object, display an enemy mechanical object marker on the virtual map;

[0278] Exemplarily, the marker of the enemy mechanical object is displayed in the form of a red dot on the virtual map to indicate the position of the enemy mechanical object.

[0279] Step 718: Determine whether the first virtual character is close to the enemy mechanical object;

[0280] Exemplarily, it is determined whether the first virtual character is close to the enemy mechanical object by the relationship between the distance between the first virtual character and the enemy mechanical object and the distance threshold.

[0281] When the first virtual character is not close to the enemy mechanical object, continue to execute step 716 to display the marker of the enemy mechanical object on the virtual map.

[0282] Step 720: When the first virtual character is close to the enemy mechanical object, display the cracking control of the enemy mechanical object;

[0283] The cracking control of the enemy mechanical object is used to provide a function entry for the first virtual character to crack the enemy mechanical object.

[0284] Step 722: Determine whether the first virtual character clicks the cracking control;

[0285] Exemplarily, cracking the enemy mechanical object is triggered by clicking the cracking control on the terminal screen.

[0286] When the first virtual character does not click the cracking control, continue to execute step 720 to display the cracking control of the enemy mechanical object.

[0287] Step 724: When the first virtual character clicks the cracking control, start cracking the enemy mechanical object and display the cracking progress information;

[0288] Exemplarily, when the first virtual character clicks the cracking control, start the cracking process of the enemy mechanical object.

[0289] The cracking progress information is implemented as a cracking progress bar, and the cracking progress bar is used to indicate the cracking progress of the enemy mechanical object.

[0290] Step 726: Determine whether the cracking progress bar is filled up;

[0291] Determine whether the cracking progress bar completely fills the progress bar slot.

[0292] When the cracking progress bar is not filled up, continue to execute step 724 to start cracking the enemy mechanical object and display the cracking progress information.

[0293] Step 728: When the cracking progress bar is filled up, the right to use the enemy mechanical object changes to the first virtual character;

[0294] When the cracking progress bar is filled, complete the cracking of the enemy mechanical object; the usage right of the enemy mechanical object changes to the first virtual character.

[0295] In summary, the method provided in this embodiment provides the first virtual character with the permission to crack the enemy mechanical object through the virtual throwing item. Through the cracking operation on the enemy mechanical object, the usage right of the enemy mechanical object is changed to the first virtual character, expanding the effects achieved by the virtual throwing item; it provides the virtual tactical item that forms the tactical effect of cracking the enemy mechanical object to the virtual camp of the first virtual character, and provides a new human-computer interaction method for the virtual throwing item.

[0296] Those of ordinary skill in the art can understand that the above embodiments can be implemented independently, or the above embodiments can be freely combined to form a new embodiment to implement the usage method of the virtual throwing item of this application.

[0297] Figure 19 The block diagram of the usage device of the virtual throwing item provided by an exemplary embodiment of this application is shown. The device includes:

[0298] A display module 810, configured to display a first virtual character located in a virtual environment, where the first virtual character has the virtual throwing item;

[0299] The display module 810 is further configured to, in response to a usage operation on the virtual throwing item, throw the virtual throwing item into the virtual environment, and the virtual throwing item has an action range in the virtual environment;

[0300] The display module 810 is further configured to, when a second virtual character is within the action range, display the state of the enemy mechanical object placed by the second virtual character in the virtual environment as a state that can be cracked;

[0301] The display module 810 is further configured to, in response to the cracking operation of the first virtual character on the enemy mechanical object, display that the usage right of the enemy mechanical object changes from the second virtual character to the first virtual character.

[0302] In an alternative design of the application, the display module 810 is further configured to:

[0303] In response to the usage operation on the virtual throwing item, display the trigger effect of the virtual throwing item at the effective position indicated by the usage operation, and the trigger effect is used to indicate the action range of the virtual throwing item;

[0304] When the second virtual character is within the effective range, which includes the effective range of the virtual thrown prop, display that the second virtual character is in a state of being hit by the prop.

[0305] In response to the second virtual character being in the state of being hit by the prop, display that the state of the enemy mechanical object is in a hackable state.

[0306] In an alternative design of the application, the display module 810 is further configured to:

[0307] In response to the use operation on the virtual thrown prop, display virtual smoke in the effective three-dimensional area centered on the effective position.

[0308] The processing module 820 is configured to determine at least one diffusion direction of the virtual smoke and determine at least one dissipation direction of the virtual smoke.

[0309] The processing module 820 is further configured to determine the edge position of the area along the diffusion direction from the effective position in the effective three-dimensional area as the smoke diffusion point, and the virtual smoke diffuses centered on the smoke diffusion point.

[0310] The processing module 820 is further configured to determine the edge position of the area along the dissipation direction from the effective position in the effective three-dimensional area as the smoke dissipation point, and the virtual smoke dissipates centered on the smoke dissipation point.

[0311] In an alternative design of the application, the processing module 820 is further configured to:

[0312] When the first direction meets the diffusion condition, determine the first direction as the diffusion direction.

[0313] Wherein, the diffusion condition includes:

[0314] The distance between the effective position and the virtual obstacle in the first direction is greater than the first distance threshold.

[0315] Or, the angle between the first direction and the virtual wind direction is less than the first angle threshold.

[0316] In an alternative design of the application, the processing module 820 is further configured to:

[0317] When the second direction meets the dissipation condition, determine the second direction as the dissipation direction.

[0318] Wherein, the dissipation condition includes:

[0319] The distance between the effective position and the virtual obstacle in the second direction is less than the second distance threshold.

[0320] Or, the included angle between the second direction and the virtual wind direction is greater than a second angle threshold.

[0321] In an alternative design of the application, the display module 810 is further configured to:

[0322] In response to the use operation on the virtual throwing prop, at a first timestamp, virtual smoke is displayed in an effective three-dimensional area centered on the effective position;

[0323] Determine at least one smoke diffusion point in the virtual environment, where the distance between the smoke diffusion point and the effective position is less than a distance threshold;

[0324] At a second timestamp, the virtual smoke is displayed in a diffusion three-dimensional area centered on the smoke diffusion point;

[0325] At a third timestamp, the volume of the diffusion three-dimensional area expands from a first volume to a second volume, and there is an overlapping area between the diffusion three-dimensional area and the effective three-dimensional area.

[0326] In an alternative design of the application, the display module 810 is further configured to:

[0327] Determine the prop action distance of each target direction according to the target included angle between each target direction and the horizontal plane, and there is a negative correlation between the prop action distance and the corresponding target included angle;

[0328] Based on the effective position as the center, construct a candidate area in the virtual environment according to the prop action distance of each target direction;

[0329] Determine at least one of the smoke diffusion points in the candidate area.

[0330] In an alternative design of the application, the trigger effect of the virtual throwing prop includes displaying virtual smoke;

[0331] The device further includes:

[0332] A detection module 830, configured to perform a collision detection on the second virtual character based on the position of the virtual smoke;

[0333] The detection module 830 is further configured to determine that the second virtual character is within the action range when a collision occurs between the second virtual character and the virtual smoke.

[0334] In an alternative design of the application, the second virtual character is in the prop hit state before the expiration of the effective duration;

[0335] Wherein, the effective duration is a preset value;

[0336] Or, the effective duration is related to the distance between the effective position of the usage operation instruction for the virtual throwing prop and the position of the second virtual character;

[0337] Or, the effective duration is related to the number of the enemy mechanical objects released by the second virtual character;

[0338] Or, the effective duration is related to the virtual value of the enemy mechanical objects released by the second virtual character;

[0339] Or, the effective duration is related to the distance between the position of the enemy mechanical objects released by the second virtual character and the position of the second virtual character;

[0340] Or, the effective duration is related to the volume of the virtual smoke.

[0341] In an alternative design of the application, the display module 810 is further configured to:

[0342] When the second virtual character is within the range of action, display a position marker of the enemy mechanical object on the virtual map.

[0343] In an alternative design of the application, the display module 810 is further configured to:

[0344] When the third virtual character is within the range of action, display that the status of the friendly mechanical object placed by the third virtual character in the virtual environment is in a state of being crackable by the enemy, and the state of being crackable by the enemy is used to indicate that the enemy virtual character is permitted to perform a cracking operation on the friendly mechanical object, and the enemy virtual character and the first virtual character belong to different virtual camps.

[0345] In an alternative design of the application, the display module 810 is further configured to:

[0346] When the second virtual character is within the range of action and the second virtual character is in a prop countermeasure state, display that the status of the enemy mechanical object is in a crackable state, and display that the status of the friendly mechanical object is in a state of being crackable by the enemy. The first virtual character has placed the friendly mechanical object in the virtual environment, and the prop countermeasure state is used to indicate that the virtual throwing prop acts on the first virtual character.

[0347] In an alternative design of the application, the display module 810 is further configured to:

[0348] In response to the distance between the first virtual character and the enemy mechanical object being less than a distance threshold, display a cracking control for the enemy mechanical object;

[0349] In response to a triggering operation on the cracking control for the enemy mechanical object, display that the right of use of the enemy mechanical object changes from the second virtual character to the first virtual character.

[0350] In an alternative design of the application, the display module 810 is further configured to:

[0351] In response to a triggering operation on the cracking control for the enemy mechanical object, display multiple virtual parts of the enemy mechanical object;

[0352] In response to a splicing operation on at least two virtual parts, obtain a virtual splicing component, and display cracking progress information of the enemy mechanical object, where the cracking progress information is used to indicate the similarity degree between the virtual splicing component and the enemy mechanical object;

[0353] In response to a splicing operation on the multiple virtual parts, obtain the enemy mechanical object, and display that the right of use of the enemy mechanical object changes from the second virtual character to the first virtual character.

[0354] It should be noted that when the device provided in the above embodiment realizes its functions, only the above-mentioned division of each functional module is used for illustration. In practical applications, the above functions can be allocated to different functional modules according to actual needs, that is, the content structure of the device is divided into different functional modules to complete all or part of the functions described above.

[0355] Regarding the device in the above embodiment, the specific manner in which each module performs operations has been described in detail in the embodiment related to the method; the technical effects obtained by each module performing operations are the same as those in the embodiment related to the method, and will not be elaborated here in detail.

[0356] Figure 20 The structural block diagram of a computer device 900 provided by an exemplary embodiment of the present application is shown. The computer device 900 can 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 (Moving Picture Experts Group Audio Layer IV) player. The computer device 900 may also be referred to by other names such as a user device, a portable terminal, etc.

[0357] Generally, the computer device 900 includes a processor 901 and a memory 902.

[0358] The processor 901 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 901 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 901 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.

[0359] The memory 902 may include one or more computer-readable storage media, and the computer-readable storage media may be tangible and non-transitory. The memory 902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 902 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 901 to implement the method for using a virtual throwing prop provided in the embodiments of the present application.

[0360] In some embodiments, the computer device 900 may also optionally include a peripheral device interface 903 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 904, a touch display screen 905, a camera 906, an audio circuit 907, and a power supply 908.

[0361] The peripheral device interface 903 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 901 and the memory 902. In some embodiments, the processor 901, the memory 902, and the peripheral device interface 903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 901, the memory 902, and the peripheral device interface 903 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.

[0362] The radio frequency circuit 904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 904 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 904 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency circuit 904 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, each generation 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 904 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.

[0363] The touch display screen 905 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 905 also has the ability to collect touch signals on or above the surface of the touch display screen 905. The touch signal can be input as a control signal to the processor 901 for processing. The touch display screen 905 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 905, which is provided on the front panel of the computer device 900; in other embodiments, there may be at least two touch display screens 905, which are respectively provided on different surfaces of the computer device 900 or are in a folding design; in some embodiments, the touch display screen 905 may be a flexible display screen, which is provided on a curved surface or a folding surface of the computer device 900. Even further, the touch display screen 905 can also be set as an irregular non-rectangular shape, that is, a special-shaped screen. The touch display screen 905 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0364] The camera assembly 906 is used to collect images or videos. Optionally, the camera assembly 906 includes a front camera and a rear camera. Generally, the front camera is used to implement video calls or selfies, and the rear camera is used to implement photo or video shooting. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth camera, and a wide-angle camera respectively, to implement the function of background blurring by fusing the main camera and the depth camera, and to implement panoramic shooting and VR (Virtual Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera assembly 906 may further include a flash. The flash can be a single-color temperature flash or a two-color temperature flash. A two-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0365] The audio circuit 907 is used to provide an audio interface between the user and the computer device 900. The audio circuit 907 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 901 for processing, or input to the radio frequency circuit 904 to achieve voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 900. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 901 or the radio frequency circuit 904 into sound waves. The speaker may be a traditional thin 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 uses such as ranging. In some embodiments, the audio circuit 907 may further include a headphone jack.

[0366] The power supply 908 is used to supply power to each component in the computer device 900. The power supply 908 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 908 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0367] In some embodiments, the computer device 900 further includes one or more sensors 909. The one or more sensors 909 include but are not limited to: an acceleration sensor 910, a gyroscope sensor 911, a pressure sensor 912, an optical sensor 913, and a proximity sensor 914.

[0368] The acceleration sensor 910 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established with the computer device 900. For example, the acceleration sensor 910 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 901 can control the touch display screen 905 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 910. The acceleration sensor 910 can also be used for collecting game or user's motion data.

[0369] The gyroscope sensor 911 can detect the body direction and rotation angle of the computer device 900. The gyroscope sensor 911 can cooperate with the acceleration sensor 910 to collect the 3D actions of the user on the computer device 900. According to the data collected by the gyroscope sensor 911, the processor 901 can achieve the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.

[0370] The pressure sensor 912 can be disposed on the side frame of the computer device 900 and / or the lower layer of the touch display screen 905. When the pressure sensor 912 is disposed on the side frame of the computer device 900, it can detect the holding signal of the user on the computer device 900, and perform left and right hand recognition or quick operation according to the holding signal. When the pressure sensor 912 is disposed on the lower layer of the touch display screen 905, it can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 905. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0371] The optical sensor 913 is used to collect the ambient light intensity. In one embodiment, the processor 901 can control the display brightness of the touch display screen 905 according to the ambient light intensity collected by the optical sensor 913. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 905 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 905 is decreased. In another embodiment, the processor 901 can also dynamically adjust the shooting parameters of the camera assembly 906 according to the ambient light intensity collected by the optical sensor 913.

[0372] The proximity sensor 914, also known as the distance sensor, is usually disposed on the front of the computer device 900. The proximity sensor 914 is used to collect the distance between the user and the front of the computer device 900. In one embodiment, when the proximity sensor 914 detects that the distance between the user and the front of the computer device 900 is gradually decreasing, the processor 901 controls the touch display screen 905 to switch from the lit screen state to the off screen state; when the proximity sensor 914 detects that the distance between the user and the front of the computer device 900 is gradually increasing, the processor 901 controls the touch display screen 905 to switch from the off screen state to the lit screen state.

[0373] Those skilled in the art can understand that the structures shown above do not limit the computer device 900, and it may include more or fewer components than shown in the figure, or combine some components, or adopt different component arrangements.

[0374] In an exemplary embodiment, a chip is further provided, and the chip includes a programmable logic circuit and / or program instructions, and when the chip runs on a computer device, it is used to implement the method for using a virtual throwing prop described in the above aspects.

[0375] In an exemplary embodiment, a computer program product is further provided. The computer program product includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor reads and executes the computer instructions to implement the method for using a virtual throwing prop provided in each of the above method embodiments.

[0376] In an exemplary embodiment, a computer-readable storage medium is further provided. A computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to implement the method for using a virtual throwing prop provided in each of the above method embodiments.

[0377] Those of ordinary skill in the art can understand that all or part of the steps to implement the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium. The storage medium mentioned above can be a read-only memory, a magnetic disk, an optical disk, or the like.

[0378] Those skilled in the art should be able to realize that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. The computer-readable medium includes a computer storage medium and a communication medium, where the communication medium includes any medium that facilitates the transmission of a computer program from one place to another. The storage medium can be any available medium accessible by a general-purpose or special-purpose computer.

[0379] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. A method for using a virtual throwing prop, characterized in that, The method includes: Display a first virtual character located in a virtual environment, where the first virtual character has the virtual throwing prop; In response to an operation of using the virtual throwing prop, throw the virtual throwing prop into the virtual environment, and the virtual throwing prop has a range of effect in the virtual environment; When a second virtual character is within the range of effect, display a position marker of an enemy mechanical object on the virtual map, where there is a hostile relationship between the first virtual character and the second virtual character.

2. The method according to claim 1, characterized in that, The step of, when a second virtual character is within the range of effect, displaying a position marker of an enemy mechanical object on the virtual map includes: When the second virtual character is within the range of effect, display the type identifier of the enemy mechanical object at the object position of the enemy mechanical object mapped on the virtual map.

3. The method according to claim 1, characterized in that, The enemy mechanical object is placed by the second virtual character in the virtual environment.

4. The method according to any one of claims 1 to 3, characterized in that, The method further includes: In response to a cracking operation of the first virtual character on the enemy mechanical object, display that the right of use of the enemy mechanical object changes from the second virtual character to the first virtual character.

5. The method according to claim 4, characterized in that, The step of, in response to a cracking operation of the first virtual character on the enemy mechanical object, displaying that the right of use of the enemy mechanical object changes from the second virtual character to the first virtual character includes: In response to the distance between the first virtual character and the enemy mechanical object being less than a distance threshold, display a cracking control for the enemy mechanical object; In response to a click operation on the cracking control, display that the right of use of the enemy mechanical object changes from the second virtual character to the first virtual character.

6. The method according to claim 5, characterized in that, The step of, in response to a click operation on the cracking control, displaying that the right of use of the enemy mechanical object changes from the second virtual character to the first virtual character includes: In response to a click operation on the cracking control, start a cracking process for the enemy mechanical object and display a cracking progress bar; In response to the cracking progress bar completely filling the progress bar slot, display that the right of use of the enemy mechanical object changes from the second virtual character to the first virtual character.

7. The method according to any one of claims 1 to 3, characterized in that, The method further includes: When the second virtual character is within the range of effect, control the virtual throwing prop to have a detrimental effect on the character attributes of the second virtual character; Wherein, the detrimental effect includes at least one of reducing virtual health, reducing virtual magic value, and increasing skill cooldown time.

8. A device for using a virtual throwing prop, characterized in that, The device includes: A display module for displaying a first virtual character located in a virtual environment, where the first virtual character has the virtual throwing prop; The display module is further configured to, in response to an operation of using the virtual throwing prop, throw the virtual throwing prop into the virtual environment, and the virtual throwing prop has a range of effect in the virtual environment; The display module is further configured to, when a second virtual character is within the range of effect, display a position marker of an enemy mechanical object on the virtual map, where there is a hostile relationship between the first virtual character and the second virtual character.

9. The device according to claim 8, characterized in that, The display module is further configured to: When the second virtual character is within the action range, display the type identifier of the enemy mechanical object at the object position of the enemy mechanical object mapped in the virtual map.

10. The device according to claim 1, characterized in that, The enemy mechanical object is placed by the second virtual character in the virtual environment.

11. A computer device, characterized in that, The computer device includes: a processor and a memory, and at least one program is stored in the memory; the processor is configured to execute the at least one program in the memory to implement the method for using a virtual throwing prop as described in any one of claims 1 to 7 above.

12. A computer-readable storage medium, characterized in that, Executable instructions are stored in the readable storage medium, and the executable instructions are loaded and executed by the processor to implement the method for using a virtual throwing prop as described in any one of claims 1 to 7 above.

13. A computer program product, characterized in that, The computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and the processor reads and executes the computer instructions from the computer-readable storage medium to implement the method for using a virtual throwing prop as described in any one of claims 1 to 7 above.