Interaction method and device in game scene, equipment, storage medium and product
By introducing summoning objects and affiliated objects into the game, the problem of single virtual object interaction process is solved, more efficient and diversified human-computer interaction is achieved, and the game experience and hardware resource utilization are improved.
Patent Information
- Application Number
- CN202510375572.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-03-30
- Publication Date
- 2025-06-27
AI Technical Summary
In existing games, the virtual objects controlled by players are too single in the interaction process, resulting in low human-computer interaction efficiency.
By introducing summoning objects and attachment objects in the game scene, the summoning objects are used to interact with interactive props, and the attachment objects are generated to assist the virtual objects in interacting with other objects.
It enriches the interaction process of players, improves the diversity of interaction methods in game scenarios, enhances human-computer interaction efficiency, and optimizes the hardware resource utilization rate of electronic devices.
Smart Images

Figure CN120204722A_ABST
Abstract
Description
[0001] This application is a divisional application of Chinese Patent Application No. 202310361476.7, with the filing date of March 30, 2023 and the invention title of "Interaction Method, Device, Equipment, Storage Medium and Product in Game Scenes". Technical Field
[0002] This application relates to the field of Internet technologies, and in particular, to an interaction method, device, electronic device, computer-readable storage medium, and computer program product in game scenes. Background Art
[0003] In related games, when the virtual object controlled by a player has a summoning skill, additional summoned objects can be summoned to participate in the interaction. However, if only a single summoned object is used to interact with other objects in the game scene, the interaction process of the player will be relatively single, resulting in too low human-computer interaction efficiency. Summary of the Invention
[0004] Embodiments of this application provide an interaction method, device, electronic device, computer-readable storage medium, and computer program product in game scenes, which can improve the diversity of interaction methods and human-computer interaction efficiency in game scenes.
[0005] The technical solution of the embodiments of this application is implemented as follows:
[0006] Embodiments of this application provide an interaction method in game scenes, including:
[0007] In a game scene, display a first virtual object with a summoned object and at least one second virtual object;
[0008] When the first virtual object kills the second virtual object, display an interactive prop;
[0009] In response to a scanning instruction for the interactive prop, determine a target area including the interactive prop in combination with the current orientation of the first virtual object;
[0010] Control the first virtual object to scan the target area to interact with the interactive prop;
[0011] In response to the first virtual object completing the interaction with the interactive prop, switch the summoned object from a first form to a second form, and generate an affiliated object of the summoned object; wherein, the summoned object and the affiliated object are used to assist the first virtual object to interact with other virtual objects.
[0012] Embodiments of this application provide an interaction device in game scenes, including:
[0013] The first display module is configured to display a first virtual object with a summoning object and at least one second virtual object in a game scene;
[0014] The second display module is configured to display an interactive prop when the first virtual object kills the second virtual object;
[0015] The interaction module is configured to, in response to a scanning instruction for the interactive prop, determine a target area including the interactive prop in combination with the current orientation of the first virtual object; control the first virtual object to scan the target area to implement interaction with the interactive prop;
[0016] The generation module is configured to, in response to the first virtual object completing the interaction with the interactive prop, switch the summoning object from a first form to a second form and generate an affiliated object of the summoning object; wherein, the summoning object and the affiliated object are used to assist the first virtual object to interact with other virtual objects.
[0017] An embodiment of the present application provides an electronic device, including:
[0018] A memory for storing computer-executable instructions;
[0019] A processor, when executing the computer-executable instructions stored in the memory, implements the interaction method in the game scene provided by the embodiment of the present application.
[0020] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, which are used to cause a processor to implement the interaction method in the game scene provided by the embodiment of the present application when executed.
[0021] An embodiment of the present application provides a computer program product, which includes computer-executable instructions or a computer program. The computer-executable instructions or the computer program are stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions or the computer program from the computer-readable storage medium, and the processor executes the computer-executable instructions or the computer program, so that the electronic device executes the interaction method in the game scene provided by the embodiment of the present application.
[0022] The embodiment of the present application has the following beneficial effects:
[0023] When the first virtual object in the game scene has a summoning object and the first virtual object kills the second virtual object in the game scene, an interactive prop is displayed. Then, based on the current orientation of the first virtual object, a target area including the interactive prop is determined, and the first virtual object is controlled to scan the target area. Next, the summoning object is switched from the first form to the second form, and an affiliated object of the summoning object is generated at the same time, so as to use the summoning object and the affiliated object to assist the first virtual object to interact with other virtual objects. In this way, the first virtual object is controlled to scan the target area including the interactive prop displayed when killing an enemy, so as to summon an affiliated object attached to the summoning object, and then the summoning object and the affiliated object are combined to assist the first virtual object controlled by the player to interact with other virtual objects. Compared with only interacting with other objects in the game scene through the summoning object, it not only enriches the interaction process of the player, improves the diversity of interaction methods in the game scene, but also improves the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device. Description of the Drawings
[0024] Figure 1 is a schematic structural diagram of an interaction system 100 in a game scene provided by an embodiment of the present application;
[0025] Figure 2 is a schematic structural diagram of an electronic device provided by an embodiment of the present application;
[0026] Figure 3 is a schematic flowchart of an interaction method in a game scene provided by an embodiment of the present application;
[0027] Figure 4 is a schematic diagram of a first target skill identifier provided by an embodiment of the present application;
[0028] Figure 5 is a schematic diagram of a second target skill identifier provided by an embodiment of the present application;
[0029] Figure 6 is a schematic diagram showing the display of an interactive prop when the first virtual object kills the second virtual object provided by an embodiment of the present application;
[0030] Figure 7 is a schematic diagram of an energy progress bar corresponding to the summoning object provided by an embodiment of the present application;
[0031] Figure 8 is a schematic diagram of an energy progress bar corresponding to the summoning object provided by an embodiment of the present application;
[0032] Figure 9 is a schematic diagram showing the switching of the summoning object from the first form to the second form provided by an embodiment of the present application;
[0033] Figure 10 It is a schematic diagram of the connection line between the summoned object and the attached object in the second form provided by the embodiments of the present application;
[0034] Figure 11 It is a schematic diagram of controlling the summoned object in the second form to destroy the interactive prop provided by the embodiments of the present application;
[0035] Figure 12 It is a schematic diagram of generating the attached object of the summoned object in the second form provided by the embodiments of the present application;
[0036] Figure 13 It is a schematic diagram of the process of summoning the attached object through the summoning object in the shooting game provided by the embodiments of the present application. Detailed implementation manners
[0037] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be construed as limiting the present application. All other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of the present application.
[0038] In the following description, reference is made to "some embodiments", which describe a subset of all possible embodiments. However, it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.
[0039] In the following description, the terms "first / second / third" are only used to distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first / second / third" can be interchanged with a specific order or sequence when permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0040] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those of ordinary skill in the technical field to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0041] Before further elaborating on the embodiments of the present application, the nouns and terms involved in the embodiments of the present application are described. The nouns and terms involved in the embodiments of the present application are subject to the following explanations.
[0042] 1) Shooting game, including all games that use firearms for long-range attacks, such as first-person shooting games, third-person shooting games, etc., including but not limited to this.
[0043] 2) Third-person perspective: the in-game camera is positioned a certain distance behind the player character, and the character and all combat elements in the surrounding environment can be seen on the screen.
[0044] 3) In response, it is used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order of execution of the multiple operations executed.
[0045] 4) Game scene, which is the game scene displayed (or provided) when the application is running on the terminal. The game scene can be a simulation of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of a two-dimensional game scene, a 2.5-dimensional game scene, or a three-dimensional game scene.
[0046] For example, the game scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user may control the virtual object to perform activities in the game scene, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. The game scene may be displayed from a first-person perspective (for example, the user plays the role of a virtual object in the game from his own perspective); it may also be displayed from a third-person perspective (for example, the user chases the virtual object in the game to play the game); it may also be displayed from a bird's-eye view perspective, and the above perspectives may be switched arbitrarily.
[0047] 5) Virtual objects, images of various people and objects that can interact in the game scene, or movable objects in the game scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as: people, animals, plants, oil drums, walls, stones, etc. displayed in the game scene. The virtual object can be a virtual image in the game scene that represents the user. The game scene can include multiple virtual objects, each of which has its own shape and volume in the game scene and occupies a part of the space in the game scene.
[0048] For example, the virtual object may be a user character controlled by an operation on the client, an artificial intelligence (AI) trained to fight in a game scene, or a non-player character (NPC) set in an interactive game scene. The number of virtual objects participating in the interaction in the game scene may be preset or dynamically determined according to the number of clients participating in the interaction.
[0049] 6) Summoning object, which refers to the images of various people and objects that can assist virtual objects in interacting with other virtual objects in the game scenario. Such images can be virtual characters, virtual animals, anime characters, etc. For example, the partner object can be an object controlled by artificial intelligence (AI) in the game scenario, or a non-player character (NPC) in the game scenario, etc.
[0050] 7) Client, also known as the user side, refers to the program that provides local services corresponding to the server. Except for some applications that can only run locally, it is generally installed on ordinary client machines and needs to cooperate with the server to run, that is, corresponding servers and service programs in the network are required to provide corresponding services. In this way, a specific communication connection needs to be established between the client side and the server side to ensure the normal operation of the application program, such as a game client.
[0051] See Figure 1 , Figure 1 FIG. is a schematic diagram of the architecture of the interaction system 100 in the game scenario provided by the embodiments of the present application. For the application scenario of realizing the interaction in the game scenario (for example, the application scenario of the interaction in the game scenario can be an application scenario based on the game scenario in the game APP. For example, when a player is playing the game APP, in the game scenario, a virtual object controlled by the player with a summoning object, and at least one enemy are displayed. When the virtual object kills the enemy, an interactive prop will be dropped. Then the player uses the summoning object to interact with the prop, such as performing a scanning operation on the prop, so as to summon an affiliated object affiliated with the summoning object, and then use the affiliated object to attack other enemies), the terminal (exemplarily shows the terminal 400) is connected to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two. The terminal 400 is used for the user to use the client 401 and display it on the display interface (exemplarily shows the display interface 401-1). The terminal 400 and the server 200 are connected to each other through a wired or wireless network.
[0052] Among them, the terminal 400 is used to send a display request of the game scenario including the first virtual object with a summoning object and at least one second virtual object to the server 200;
[0053] The server 200 is used to send the game scenario including the first virtual object with a summoning object and at least one second virtual object to the terminal 400 based on the received display request of the game scenario;
[0054] The terminal 400 is further configured to receive a game scene including a first virtual object having a summoning object and at least one second virtual object; present the game scene, and in the game scene, display the first virtual object having the summoning object and at least one second virtual object; when the first virtual object kills the second virtual object, display an interactive prop; in response to an interaction operation on the interactive prop, control the first virtual object to interact with the interactive prop; in response to the first virtual object completing the interaction with the interactive prop, switch the summoning object from a first form to a second form, and generate an affiliated object of the summoning object; wherein, the summoning object and the affiliated object are used to assist the first virtual object to interact with other virtual objects.
[0055] In some embodiments, the server 200 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or may also be a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery network (CDN, Content Deliver Network), and big data and artificial intelligence platforms. The terminal 400 may be a smart phone, a tablet computer, a notebook computer, a desktop computer, a set-top box, a smart voice interaction device, a smart home appliance, a vehicle-mounted terminal, an aircraft, and a mobile device (for example, a mobile phone, a portable music player, a personal digital assistant, a dedicated messaging device, a portable game device, a smart speaker, and a smart watch), etc., but is not limited thereto. The terminal device and the server may be directly or indirectly connected through wired or wireless communication methods, and are not limited in the embodiments of the present application.
[0056] Next, the electronic device for implementing the interaction method in the game scene provided by the embodiments of the present application will be described. Refer to Figure 2 , Figure 2 is a schematic structural diagram of the electronic device provided by the embodiments of the present application. The electronic device may be a server or a terminal. Taking the terminal shown in Figure 1 as an example, Figure 2 the electronic device shown in includes: at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. Each component in the terminal 400 is coupled together through a bus system 440. It can be understood that the bus system 440 is used to realize the connection and communication between these components. The bus system 440 includes not only a data bus, but also a power bus, a control bus, and a status signal bus. However, for the sake of clear illustration, in Figure 2 all kinds of buses are labeled as the bus system 440.
[0057] The processor 410 may be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor may be a microprocessor or any conventional processor, etc.
[0058] The user interface 430 includes one or more output devices 431 that enable the display of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, a mouse, a microphone, a touch screen display, a camera, other input buttons, and controls.
[0059] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 450 optionally includes one or more storage devices that are physically remote from the processor 410.
[0060] The memory 450 includes volatile memory or non-volatile memory, and may also include both volatile and non-volatile memory. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
[0061] In some embodiments, the memory 450 is capable of storing data to support various operations. Examples of such data include programs, modules, and data structures, or subsets or supersets thereof, which are described below by way of example.
[0062] The operating system 451 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0063] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420. Exemplary network interfaces 420 include: Bluetooth, Wi-Fi (Wireless Fidelity), and USB (Universal Serial Bus), etc.;
[0064] A presentation module 453 for enabling information to be displayed via one or more output devices 431 associated with the user interface 430 (e.g., a display screen, a speaker, etc.) (e.g., a user interface for operating a peripheral device and displaying content and information);
[0065] An input processing module 454 for detecting and translating one or more user inputs or interactions from one of one or more input devices 432.
[0066] In some embodiments, the device provided by the embodiments of the present application may be implemented in software. Figure 2 An interaction device 455 in the game scenario stored in the memory 450 is shown, which may be software in the form of a program and a plug-in, etc., including the following software modules: a first display module 4551, a second display module 4552, an interaction module 4553, and a generation module 4554. These modules are logical, and thus can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.
[0067] In other embodiments, the device provided by the embodiments of the present application may be implemented in hardware. As an example, the interaction device in the game scenario provided by the embodiments of the present application may be a processor in the form of a hardware decoding processor, which is programmed to execute the interaction method in the game scenario provided by the embodiments of the present application. For example, a processor in the form of a hardware decoding processor may employ one or more application specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field programmable gate arrays (FPGAs), or other electronic components.
[0068] In some embodiments, a terminal or a server may implement the interaction method in the game scenario provided by the embodiments of the present application by running a computer program. For example, the computer program may be a native program or a software module in an operating system; it may be a native application (APP), that is, a program that needs to be installed in the operating system to run, such as an instant messaging APP or a web browser APP; it may also be a small program, that is, a program that only needs to be downloaded into a browser environment to run; it may also be a small program that can be embedded into any APP. In short, the above computer program may be any form of application program, module, or plug-in.
[0069] Based on the above description of the interaction system and electronic device in the game scenario provided by the embodiments of the present application, the following describes the interaction method in the game scenario provided by the embodiments of the present application. In actual implementation, the interaction method in the game scenario provided by the embodiments of the present application can be implemented independently by the terminal or the server, or jointly implemented by the terminal and the server, so as to take Figure 1 the terminal 400 in Figure 3 as an example to separately execute the interaction method in the game scenario provided by the embodiments of the present application for description. Refer to Figure 3 which is a schematic flowchart of the interaction method in the game scenario provided by the embodiments of the present application, and will be described in combination with Figure 3 the steps shown.
[0070] Step 101, the terminal displays a first virtual object with a summoning object and at least one second virtual object in the game scenario.
[0071] In actual implementation, an application program that supports the game scenario is installed on the terminal. The application program can be any one of a first-person shooting game, a third-person shooting game, a multiplayer online battle arena game, a virtual reality application program, a three-dimensional map program, or a multiplayer gunfight survival game. The user can use the terminal to operate the virtual objects located in the game scenario to carry out activities.
[0072] When the user opens the application program on the terminal and the terminal runs the application program, the terminal presents the picture of the game scenario. Here, the picture of the game scenario is obtained by observing the game scenario from the perspective of the first-person object or from the third-person perspective. The picture of the game scenario includes the first virtual object and the second virtual object. The first virtual object can be a player character controlled by the current player, or a player character controlled by other players (teammates) in the same group as the current player; while the second virtual object can be a player character controlled by other players in the opposing camp to the player character controlled by the current player, or an AI-controlled object for players to interact with in the game scenario, or an NPC in the game scenario, etc.
[0073] In actual implementation, when the terminal presents the picture of the game scenario, at least one candidate skill item is displayed in the game scenario; in response to a selection operation on a target skill item among the at least one candidate skill item, the first virtual object is controlled to equip the target skill item; wherein, the target skill item is used to generate a summoning object.
[0074] It should be noted that the skill items here can be skill chips or skill equipment, etc. In the game scenario, the process of displaying at least one candidate skill item can be that the first virtual object meets the display conditions of at least one candidate skill item, such as passing the levels before the current level, or passing the levels before the current level within the target duration, or the score when passing the levels before the current level reaches the score threshold, etc. Here, in response to meeting the display conditions of at least one candidate skill item, at least one candidate skill item is displayed in the game scenario. The candidate skill items here can be displayed in the form of a list or tiled in the form of icons, etc. Exemplarily, when the display condition of at least one candidate skill item is passing the levels before the current level within the target duration, when the first virtual object enters the current level, at least one candidate skill item can be displayed in the form of icons in the current level, such as tiling and displaying at least one candidate skill item in the store of the current level.
[0075] In actual implementation, after controlling the first virtual object to equip the target skill item in response to the selection operation for the target skill item among at least one candidate skill item, it is also possible to generate a summoned object and display a first target skill identifier; wherein, the first target skill identifier is used to indicate that the first virtual object has a summoned object. Exemplarily, refer to Figure 4 , Figure 4 is a schematic diagram of the first target skill identifier provided by an embodiment of the present application. Based on Figure 4 , the first target skill identifier shown is in the dashed box 401. Here, when the first virtual object equips the target skill item, a summoned object is generated and the first target skill identifier as shown in the dashed box 401 is displayed.
[0076] In some embodiments, while displaying the first target skill identifier, it is also possible to display a second target skill identifier, and the second target skill identifier is used to indicate that when the first virtual object kills the second virtual object, an interactive item is displayed. Exemplarily, refer to Figure 5 , Figure 5 is a schematic diagram of the second target skill identifier provided by an embodiment of the present application. Based on Figure 5 , the second target skill identifier shown is in the dashed box 501. Here, when the first target skill identifier is displayed, the second target skill identifier as shown in the dashed box 501 can also be displayed beside the first target skill identifier.
[0077] It should be noted that the display styles of the first target skill identifier and the second target skill identifier here can both be preset, and in this regard, the embodiments of the present application do not make any limitations.
[0078] In actual implementation, the summoned object of the first virtual object has two forms, namely the first form, such as a prop form, and the second form, such as an object form. The first form is also the attached form, which is used to indicate the form in which the summoned object is attached to the target limb part of the first virtual object to become a part of the first virtual object. The second form is also the independent form, which is used to indicate the state in which the summoned object acts independently of the first virtual object. Here, during the process of displaying the first virtual object with the summoned object, the summoned object is in the first form. Specifically, for the process of displaying the first virtual object with the summoned object, it can be to display the first virtual object, with the summoned object attached to the target limb part of the first virtual object, and the summoned object is in the first form. Exemplarily, the target limb part here can be the arm position of the first virtual object, so that the first form of the summoned object is attached to the arm position of the first virtual object, and the arm of the first virtual object is displayed in the form of a robotic arm.
[0079] Step 102, when the first virtual object kills the second virtual object, display an interactive prop.
[0080] In actual implementation, for the process of displaying an interactive prop when the first virtual object kills the second virtual object, it can be that when the second target skill identifier is displayed and the first virtual object kills the second virtual object, an interactive prop is displayed. Here, the interactive prop can be displayed at the position where the second virtual object is killed. Exemplarily, see Figure 6 , Figure 6 is a schematic diagram of displaying an interactive prop when the first virtual object kills the second virtual object provided by an embodiment of the present application. Based on Figure 6 , what 601 indicates is the second virtual object that has been killed, what 602 indicates is the interactive prop, and what 603 indicates is the displayed second target skill identifier. Here, when the second target skill identifier as indicated by 603 is displayed and the first virtual object kills the second virtual object as shown by 601, the interactive prop as shown by 602 is displayed.
[0081] It should be noted that the interactive prop here can be displayed in the form of an object, such as a prop ball, etc., or in the form of the corpse of the second virtual object. Here, for the form of the displayed interactive prop, the embodiments of the present application do not make any limitations.
[0082] Step 103, in response to an interaction operation on the interactive prop, control the first virtual object to interact with the interactive prop.
[0083] In actual implementation, when a first virtual object kills a second virtual object and an interactive prop is displayed, in response to a trigger operation on a blank area in the game scene, such as a long press operation or a double tap operation, an interactive operation on the interactive prop is received. Here, the blank area is a display area without functional controls. When the player controlling the first virtual object performs a long press or double tap operation on the blank area, an interactive operation on the interactive prop is received. At the same time, due to the different display forms of the interactive prop, the interactive operations on the interactive prop also vary. For example, when the display form of the interactive prop is a prop ball or the corpse of the second virtual object, the interactive operation on the interactive prop can be a scanning operation on the interactive prop. When the display form of the interactive prop is a prop ball, the interactive operation on the interactive prop can also be a picking up operation on the interactive prop. When the display form of the interactive prop is a virtual torch, the interactive operation on the interactive prop can also be a lighting operation on the interactive prop, etc. Next, taking the scanning operation and the lighting operation on the interactive prop as examples, the process of controlling the first virtual object to interact with the interactive prop in response to the interactive operation on the interactive prop will be described.
[0084] In some embodiments, when the interactive operation on the interactive prop is a scanning operation, the interactive operation is used to trigger a scanning instruction for the interactive prop. Thus, the process of controlling the first virtual object to interact with the interactive prop in response to the interactive operation on the interactive prop can be: in response to the interactive operation on the interactive prop, a scanning instruction for the interactive prop is received; in response to the scanning instruction for the interactive prop, in combination with the current orientation of the first virtual object, a sector area centered on the first virtual object is determined as the target area, and the target area includes the interactive prop; the first virtual object is controlled to scan the target area to achieve interaction with the interactive prop. Exemplarily, when the player controlling the first virtual object performs a long press or double tap operation on the blank area, the first virtual object is controlled to scan a sector area determined according to the current orientation of the first virtual object, such as a 120° range directly in front of the first virtual object. When the sector area includes the interactive prop, the process of controlling the first virtual object to scan the interactive prop is completed, so as to achieve the scanning operation on the interactive prop.
[0085] In some other embodiments, when the interaction operation for the interactive prop is a lighting operation, the interaction operation is used to trigger a lighting instruction for the interactive prop. Thus, in the process of controlling the first virtual object to interact with the interactive prop in response to the interaction operation for the interactive prop, it may be that, in response to the interaction operation for the interactive prop, a lighting instruction for the interactive prop is received; in response to the lighting instruction for the interactive prop, in combination with the current orientation of the first virtual object, a sector area centered on the first virtual object is determined as the target area, and the target area includes the interactive prop; the first virtual object is controlled to light the interactive prop in the target area to achieve interaction with the interactive prop.
[0086] In actual implementation, as described above, for the process of displaying the first virtual object with the summoning object, it may be that the first virtual object is displayed, and the target limb part of the first virtual object is attached with the summoning object, and the summoning object is in the first form; thus, for the process of controlling the first virtual object to interact with the interactive prop in response to the interaction operation for the interactive prop, it may be that, in response to the interaction operation for the interactive prop, the first virtual object is controlled to interact with the interactive prop based on the summoning object in the first form.
[0087] As an example, when the interaction operation for the interactive prop is a scanning operation, for the process of controlling the first virtual object to interact with the interactive prop based on the summoning object in the first form in response to the interaction operation for the interactive prop, it may be that, based on the summoning object in the first form, the first virtual object is controlled to scan the target area to achieve interaction with the interactive prop. For example, the summoning object in the first form may be such that the arm of the first virtual object is shown in the form of a robotic arm, and thus, in the process of controlling the first virtual object to scan the interactive prop based on the summoning object in the first form, it is to control the first virtual object to scan the interactive prop with the robotic arm.
[0088] As another example, when the interaction operation for the interactive prop is a lighting operation, for the process of controlling the first virtual object to interact with the interactive prop based on the summoning object in the first form in response to the interaction operation for the interactive prop, it may be that, based on the summoning object in the first form, the first virtual object is controlled to light the interactive prop in the target area to achieve interaction with the interactive prop. For example, the summoning object in the first form may be such that the palm of the first virtual object is shown in the form of a flaming palm, and thus, in the process of controlling the first virtual object to light the interactive prop in the target area based on the summoning object in the first form, it is to control the first virtual object to light the interactive prop with the flaming palm.
[0089] In some embodiments, before controlling the first virtual object to interact with the interactive prop in response to an interaction operation on the interactive prop, an energy progress bar corresponding to the summoning object in the first form may also be displayed in the associated area of the target limb part; wherein, the progress displayed in the progress bar increases with time, and the progress bar is used to indicate the energy that the first virtual object has for scanning the interactive prop; the associated area here is used to indicate the surroundings of the target limb part.
[0090] It should be noted that before controlling the first virtual object to interact with the interactive prop in response to an interaction operation on the interactive prop, it is also necessary to detect the progress value of the energy progress bar. When the detection result indicates that the progress of the energy progress bar reaches the progress threshold, it can interact with the interactive prop, that is, it can receive the interaction operation on the interactive prop. That is, in the process of controlling the first virtual object to interact with the interactive prop in response to an interaction operation on the interactive prop, it can be that when the progress of the energy progress bar reaches the progress threshold, in response to the interaction operation on the interactive prop, control the first virtual object to interact with the interactive prop based on the summoning object in the first form; when the detection result indicates that the progress of the energy progress bar does not reach the progress threshold, it cannot interact with the interactive prop, that is, it cannot receive the interaction operation on the interactive prop. The progress threshold here can be preset, such as 100% progress. At the same time, after controlling the first virtual object to interact with the interactive prop in response to the interaction operation on the interactive prop based on the energy progress bar, clear the progress in the energy progress bar so that the energy progress bar accumulates energy again.
[0091] Exemplarily, refer to Figure 7 and Figure 8 , Figure 7 are schematic diagrams of the energy progress bar corresponding to the summoning object provided by the embodiments of the present application, Figure 8 are schematic diagrams of the energy progress bar corresponding to the summoning object provided by the embodiments of the present application. Based on Figure 7 and Figure 8 , what 701 and 801 indicate is the energy progress bar corresponding to the summoning object. Among them, the energy progress bar indicated by 701 is the energy progress bar that has not reached the progress threshold, then Figure 7 the first virtual object in it cannot interact with the interactive prop, while the energy progress bar indicated by 801 is the energy progress bar that has reached the progress threshold, then Figure 8 the first virtual object in it can interact with the interactive prop.
[0092] In some embodiments, in addition to displaying the energy progress bar corresponding to the summoning object in the first form, a prompt message corresponding to the summoning object in the first form may also be displayed. Here, the prompt message is used to indicate whether the first virtual object can be controlled to interact with the interactive prop. When the prompt message indicates that the first virtual object can be controlled to interact with the interactive prop for scanning, in response to an interaction operation on the interactive prop, control the first virtual object to interact with the interactive prop; when the prompt message indicates that the first virtual object cannot be controlled to interact with the interactive prop, no interaction operation on the interactive prop can be received.
[0093] Exemplarily, continue to refer to Figure 7 and Figure 8 , based on Figure 7 and Figure 8 , the prompt messages indicated by the dashed box 702 and the dashed box 802 are the prompt messages corresponding to the summoning object. Among them, the prompt message indicated by 702 represents that the first virtual object cannot be controlled to interact with the interactive prop, that is, when the prompt message shown in 702 is displayed, no interaction operation on the interactive prop can be received; the prompt message indicated by 802 represents that the first virtual object can be controlled to interact with the interactive prop, that is, when the prompt message shown in 802 is displayed, an interaction operation on the interactive prop can be received.
[0094] Step 104, in response to the first virtual object completing the interaction with the interactive prop, switch the summoning object from the first form to the second form, and generate an affiliated object of the summoning object; wherein, the summoning object and the affiliated object are used to assist the first virtual object to interact with other virtual objects.
[0095] It should be noted that, as described above, since the summoning object has two forms, namely the first form and the second form, the first form is the form attached to the target limb part of the first virtual object, and the second form is the form independent of the first virtual object; therefore, for the process of switching the summoning object from the first form to the second form in response to the first virtual object completing the interaction with the interactive prop, it can be that in response to the first virtual object completing the interaction with the interactive prop, the summoning object is switched from the attached form to the independent form. Continuing with the above example, when the summoning object in the first form makes the arm of the first virtual object be displayed in the form of a robotic arm, control the summoning object to transform from the first form to the second form, and the second form makes the summoning object be independently displayed in the game scene, that is, detach the summoning object from the arm position of the first virtual object and display it in the game scene in the form of an independent virtual object such as a human form or an animal form.
[0096] Exemplarily, refer to Figure 9 , Figure 9It is a schematic diagram provided by an embodiment of the present application for switching a summoned object from a first form to a second form. Based on Figure 9 , what 901 indicates is the summoned object in the second form. Here, when the summoned object in the first form is such that the arm of the first virtual object is displayed in the form of a robotic arm, in response to the first virtual object completing an interaction with an interactive prop, the summoned object is switched from the first form attached to the arm position of the first virtual object to the second form independently displayed in the game scene as shown in 901.
[0097] In actual implementation, for the process of switching the summoned object from the first form to the second form in response to the first virtual object completing an interaction with an interactive prop, specifically, in response to the first virtual object completing an interaction with an interactive prop, the summoned object in the first form is fragmented into multiple object elements; control the multiple object elements to dynamically generate the summoned object in the second form, so as to realize the switching of the summoned object from the first form to the second form. Here, the object elements can be object fragments corresponding to the summoned object, or object light points corresponding to the summoned object, etc. In this regard, the embodiments of the present application do not make any limitations.
[0098] In actual implementation, for controlling the multiple object elements to dynamically generate the summoned object in the second form, specifically, it can be to control the multiple object elements to move to the position where the interactive prop is located, and at the position where it is located, control the multiple object elements to generate the summoned object in the second form; wherein, there is a connection line between the summoned object in the second form and the attached object, and the connection line is used to represent that the attached object at one end of the connection line is generated based on the summoned object at the other end of the connection line.
[0099] Exemplarily, refer to Figure 10 , Figure 10 It is a schematic diagram of the connection line between the summoned object in the second form and the attached object provided by an embodiment of the present application. Based on Figure 10 , what 1001 indicates is the summoned object in the second form, what is shown in the dashed box 1002 is the attached object, and what 1003 and 1004 indicate are the connection lines between the summoned object in the second form and the attached object. Here, after generating the summoned object in the second form, display the summoned object in the second form, and at the same time, display the connection lines between the summoned object in the second form and the attached object, such as 1003 and 1004. The connection lines shown in 1003 and 1004 are used to indicate that what is shown in the dashed box 1002 is the attached object and is generated based on the summoned object shown in 1001. In this way, when multiple summoned objects appear in the game scene, the relationship between each attached object and each summoned object can be clearly displayed through the connection lines, thereby improving the convenience of the interaction process in the game scene.
[0100] In actual implementation, for the process of determining that the first virtual object has completed the interaction with the interactive prop, specifically, the interaction duration of the first virtual object interacting with the interactive prop is displayed; when the interaction duration reaches the target interaction duration, it is determined that the first virtual object has completed the scanning of the interactive prop. The interaction duration here can be pre-set, such as three seconds, etc. Thus, in response to the interaction operation on the interactive prop, after controlling the first virtual object to interact with the interactive prop, the interaction duration of the first virtual object interacting with the interactive prop is detected. When the detection result indicates that the interaction duration reaches the target interaction duration, it is determined that the first virtual object has completed the scanning of the interactive prop, thereby switching the summoned object from the first form to the second form and generating an affiliated object of the summoned object.
[0101] It should be noted that the affiliated object can be displayed at the position where the interactive prop is located; the summoned object and the affiliated object are used to assist the first virtual object in interacting with other virtual objects, which means that the summoned object and the affiliated object can assist the first virtual object in attacking other virtual objects, or when other virtual objects attack the first virtual object, the summoned object and the affiliated object can defend against the attacks of other virtual objects, etc. Specifically, after generating at least one affiliated object of the summoned object, at least one interactive third virtual object can also be displayed in the game scene; among them, the third virtual object and the first virtual object are in opposing camps; when the third virtual object is within the sensing area of the affiliated object, the affiliated object is controlled to attack the third virtual object. Here, the sensing area at least includes the area formed with the first virtual object as the center and the target distance as the radius, and the area formed with the affiliated object as the center and the target distance as the radius.
[0102] In actual implementation, after controlling the affiliated object to attack the third virtual object, when the affiliated object reaches the death condition, the affiliated object in the dead state can also be displayed; the death condition includes at least one of the following: since the affiliated object is generated, the residence duration of the affiliated object in the game scene reaches the target residence duration; the health value of the affiliated object is reduced to the health value threshold; the summoned object is switched from the second form to the first form. Exemplarily, when the target residence duration, that is, the generation time of the affiliated object, is two minutes, since the affiliated object is generated, when the survival time ends, that is, the residence duration reaches two minutes, the affiliated object will die; or, during the interaction process between the affiliated object and the third virtual object, when the health value of the affiliated object drops to zero, the affiliated object will also die; or, before the survival time ends, that is, the residence duration reaches two minutes, if the summoned object is switched from the second form to the first form, the affiliated object will die in advance.
[0103] In some embodiments, after generating the subordinate object of the summoned object in the second form, it is also possible to, starting from the generation of the subordinate object, when the residence duration of the subordinate object in the game scene reaches the target residence duration, in response to the form switching instruction for the summoned object, switch the summoned object from the second form to the first form.
[0104] It should be noted that for the process of switching the summoned object from the second form to the first form, obtain the target residence duration of the subordinate object in the game scene, and then starting from the generation of the subordinate object, compare the residence duration of the subordinate object in the game scene with the target residence duration. When the comparison result indicates that the residence duration reaches the target residence duration, switch the summoned object from the second form to the first form. Here, regardless of whether the subordinate object dies in advance, only when the residence duration of the subordinate object in the game scene reaches the target residence duration, will the summoned object be switched from the second form to the first form. Exemplarily, when the survival time of the subordinate object ends, control the summoned object to switch from the second form independently displayed in the game scene to the first form attached to the arm position of the first virtual object; or, when the subordinate object is killed by an enemy, still wait for the survival time of the subordinate object to end. When the survival time of the subordinate object ends, control the summoned object to switch from the second form independently displayed in the game scene to the first form attached to the arm position of the first virtual object.
[0105] In some embodiments, for the process of generating the subordinate object of the summoned object in the second form, it is also possible to, after displaying the interactive prop, control the summoned object in the second form to destroy the interactive prop; at the position where the destroyed interactive prop is located, generate the subordinate object of the summoned object in the second form. Exemplarily, referring to Figure 11 , Figure 11 is a schematic diagram for controlling the summoned object in the second form to destroy the interactive prop provided by an embodiment of the present application. Based on Figure 11 , 1101 shows the summoned object in the second form, and the dashed box 1102 shows the destroyed interactive prop. Here, control the summoned object in the second form as shown in 1101 to destroy the interactive prop, and then display the destroyed interactive prop as shown in the dashed box 1102. Then, referring to Figure 12 , Figure 12 is a schematic diagram for generating the subordinate object of the summoned object in the second form provided by an embodiment of the present application. Based on Figure 12 , the two subordinate objects of the summoned object are indicated in the dashed box 1201. Here, at the position of the destroyed interactive prop, generate the two subordinate objects of the summoned object in the second form as indicated in the dashed box 1201.
[0106] In some embodiments, after generating an affiliated object of the summoned object in the second form, it is also possible to switch the summoned object from the second form to the first form in response to a form switching instruction for the summoned object; control the affiliated object to be in a dead state, and display the affiliated object in the dead state.
[0107] It should be noted that before switching the summoned object from the second form to the first form in response to a form switching instruction for the summoned object, it is also possible to display a form switching control for switching the form of the summoned object, so as to receive a form switching instruction for the summoned object in response to a trigger operation on the form switching control; here, if the trigger operation on the form switching control is triggered before the residence duration of the affiliated object in the game scene reaches the target residence duration, it will cause the affiliated object to die prematurely, that is, control the affiliated object to be in a dead state, and display the affiliated object in the dead state. Exemplarily, the target residence duration is two minutes. When the residence duration of the affiliated object in the game scene reaches one minute, if the summoned object is switched from the second form to the first form, the affiliated object will die prematurely.
[0108] In some embodiments, after controlling the first virtual object to interact with the interactive prop in response to an interaction operation on the interactive prop, it is also possible to switch the display style of the interactive prop from the initial display style to the target display style, and display the interactive prop in the target display style; thus, in response to the first virtual object completing the interaction with the interactive prop, the process of switching the summoned object from the first form to the second form can be that, in response to the first virtual object completing the interaction with the interactive prop in the target display style, the summoned object is switched from the first form to the second form.
[0109] It should be noted that here, switching the display style of the interactive prop from the initial display style to the target display style can be, for example, adding special effects such as halos or highlights to the initial display style to obtain the target display style, so as to achieve switching from the initial display style to the target display style; or, it can be changing the color of the interactive prop, such as changing a black-and-white interactive prop to a color one, so as to achieve switching from the initial display style to the target display style; or, it can be changing the form of the interactive prop. For example, when the interactive prop is a book, the initial display style can indicate the form of the book being closed, and the target display style can indicate the form of the book being opened. Thus, the process of switching the display style of the interactive prop from the initial display style to the target display style is also the process of changing the book from being closed to being opened; here, the process of switching the display style of the interactive prop from the initial display style to the target display style can be in various ways, and the embodiments of the present application do not limit this.
[0110] In actual implementation, for the process of generating an affiliated object of a summoned object, specifically, it includes the process of, in response to a first virtual object completing an interaction with an interactive prop, the interactive prop in the target display style undergoes a morphological transformation and an affiliated object is generated; wherein, the affiliated object has the same form as the summoned object.
[0111] It should be noted that for the process of the interactive prop in the target display style undergoing a morphological transformation and an affiliated object being generated, that is, the process of changing the interactive prop in the target display style into an affiliated object. Here, the affiliated object has the same form as the summoned object, such as both being in human form or both being in animal form. Or, the form of the affiliated object and the summoned object can also be different. For example, the summoned object is in human form while the affiliated object can be in animal form.
[0112] In actual implementation, after the interactive prop in the target display style is displayed, for the process of determining that the first virtual object has completed the interaction with the interactive prop in the target display style, specifically, the interaction duration of the first virtual object interacting with the interactive prop in the target display style is displayed; when the interaction duration reaches the target interaction duration, it is determined that the first virtual object has completed the interaction with the interactive prop in the target display style. The interaction duration here can be preset, such as three seconds, etc. Thus, in response to the interaction operation on the interactive prop in the target display style, after controlling the first virtual object to interact with the interactive prop in the target display style, the interaction duration of the first virtual object interacting with the interactive prop in the target display style is detected. When the detection result indicates that the interaction duration reaches the target interaction duration, it is determined that the first virtual object has completed the interaction with the interactive prop in the target display style, thereby switching the summoned object from the first form to the second form and generating an affiliated object of the summoned object.
[0113] In some embodiments, the number of generated affiliated objects can be related to the level of the first virtual object. Specifically, the process of generating an affiliated object of a summoned object can be, in response to the first virtual object completing an interaction with an interactive prop, obtaining the game level of the first virtual object and the mapping relationship between the game level and the generation quantity of the affiliated object; wherein, the game level of the first virtual object is positively correlated with the generation quantity of the affiliated object; based on the game level and the mapping relationship, determining the target generation quantity corresponding to the game level and generating the affiliated objects of the summoned object in the target generation quantity.
[0114] Exemplarily, when the game level of the first virtual object is a low level, the number of generated subordinate objects is 2. When the game level of the first virtual object is a high level, the number of generated subordinate objects is 4. Thus, when the first virtual object completes the interaction with the interactive prop, obtain the game level of the first virtual object, such as a high level, and the mapping relationship between the game level and the number of generated subordinate objects. Then, based on the game level and the mapping relationship, determine the target number of generated objects corresponding to the game level, that is, 4, and thus generate 4 subordinate objects of the summoned object.
[0115] Applying the above embodiments of the present application, when the first virtual object in the game scene has a summoned object and the first virtual object kills the second virtual object in the game scene, an interactive prop is displayed. Then, control the first virtual object to use the summoned object to interact with the interactive prop, and switch the summoned object from the first form to the second form. At the same time, generate subordinate objects of the summoned object to use the summoned object and the subordinate objects to assist the first virtual object to interact with other virtual objects. In this way, by using the summoned object to interact with the interactive prop displayed when killing the enemy, subordinate objects attached to the summoned object are summoned. Furthermore, by combining the summoned object and the subordinate objects to assist the first virtual object controlled by the player to interact with other virtual objects, compared with only interacting with other objects in the game scene through the summoned object, it not only enriches the interaction process of the player, improves the diversity of interaction methods in the game scene, but also improves the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device.
[0116] Next, an exemplary application of the embodiments of the present application in an actual application scenario will be described.
[0117] The inventor found that in related games, the summoned object owned by the player has a strong role in the battle mode, such as being able to detect the behavior and position of the enemy. However, in the level-clearing mode, the combat ability of the summoned object itself is relatively weak and lacks certain actual combat ability.
[0118] Based on this, the embodiments of the present application provide a design solution for summoning subordinate objects through a summoning object in a shooting game. By designing a new type of summoned object skill, after the player equips this skill (the target skill prop), killing an enemy (the second virtual object) will drop an interactive prop (the interactive prop). The player uses a unique interaction method in this game - "detection scan" to interact with this prop, and can summon subordinate objects that belong to the player's own summoned object, so as to use the subordinate objects to fight for oneself.
[0119] Next, the technical solution of this application will be described from the product side. Exemplarily, when there are a target number of ordinary levels in the game, such as 3 ordinary levels, control the players with the target number (the first virtual object) to enter the target number of ordinary levels. For example, 3 players form a team and enter these 3 ordinary levels. When all players are eliminated in these three levels, that is, all 3 players die, the game ends; when the 3 players pass the first 3 levels, obtain a summoning object, that is, equip the target skill item, or, in each round of levels, the target skill item can be purchased through the store. In actual implementation, when the player equips the target skill item, as Figure 5 shown, an icon corresponding to the scanning ability (the second target skill identifier) will appear in the game scene. When this icon is displayed, special interactive items (interactive props) will drop when the player kills an enemy. At the same time, as Figure 7 and Figure 8 shown, an energy progress bar will appear on the right side of the player's arm (the target limb part) as the charging timer for the scanning ability (performing the interactive operation). When the player has this ability, the charging count starts from 0 and starts charging as time progresses. When the charging is completed, the text display (prompt information) on the energy progress bar changes from "charging" (the energy progress bar has not reached the progress threshold) to "completed" (the energy progress bar has reached the progress threshold).
[0120] In actual implementation, when the summoning object attaches to the target limb part of the first virtual object controlled by the player, such as the arm position, in response to the player's long press on the right mouse button, enter the scanning mode, that is, scan within a 120° horizontal angle directly in front of the player (the target area). The interactive items affected by the scanning wave will change their own colors (switch from the initial display style to the target display style). Here, when scanning continuously for 3 seconds (the interactive duration threshold), as Figure 11 shown, the scanned interactive items will be destroyed, and at the same time, the summoning will fly out from the arm to directly in front of the player (control the summoning object to transform from the first form to the second form). Corresponding target number of subsidiary objects will be generated at the position of the destroyed interactive item. Among them, the camp of the subsidiary objects belongs to the player, and as Figure 12 shown, they are associated with the player's summoning object through a connection line (connection line). In addition, if there are enemies around the subsidiary object (when the third virtual object is in the sensing area of the subsidiary object), the subsidiary object will automatically attack the surrounding enemies (the third virtual object). The subsidiary object has its own survival time and health value. When the survival time ends or the health value drops to 0 (that is, from the generation of the subsidiary object, the staying duration of the subsidiary object in the game scene reaches the target staying duration, or the health value of the subsidiary object drops to the health value threshold), it will die. Here, if the summoning object is retracted to the arm (switch the summoning object from the second form to the first form) before the survival time of the subsidiary object ends, it will also cause the subsidiary object to die in advance.
[0121] Next, the technical solution of this application will be described from the technical side. Refer to Figure 13 , Figure 13 which is a schematic flowchart of summoning an affiliated object through a summoning object in the shooting game provided by the embodiments of this application. Based on Figure 13 , the process of summoning an affiliated object through a summoning object in the shooting game provided by the embodiments of this application is implemented by steps 1301 to 1308. Specifically, first, in response to the player entering the target level, a list of candidate skill items (displaying at least one candidate skill item) is displayed. In response to the player's selection instruction (in response to the selection operation for the target skill item among at least one candidate skill item), the selected target skill item in the list is given to the virtual character controlled by the player, enabling the player to use the target skill. Then, the game scene corresponding to the target level is displayed. The game scene includes a player object (the first virtual object) and an NPC object (the second virtual object), and the player object and the NPC object are in a hostile relationship. Next, in response to the player object killing the hostile NPC, an interactive object (an interactive item) is dropped. Then, it is determined whether the player object has a summoning object. That is, when the player object has a summoning object and the summoning object is attached to the target limb of the player object, such as the arm position, an energy progress bar appears beside the arm position of the player object. Here, when the charging progress (progress value) of the energy progress bar is filled as time passes, the player can use the scanning ability (perform an interactive operation). Then, when the energy progress bar is filled, in response to the player's long-press operation on the right mouse button, the interactive objects within a 120° range (the target area) directly in front of the player are continuously scanned. After 3 seconds, the summoning object flies out directly in front (controlling the summoning object to transform from the item form to the object form), and all the interactive objects within the scanning range are destroyed, and an affiliated object is generated at the destruction position, where the affiliated object is of the friendly camp. Then, when there are enemies near the affiliated object (when the third virtual object is within the sensing area of the affiliated object), the affiliated object will automatically attack the hostile enemies. Here, when the survival time of the affiliated object ends, the affiliated object is automatically killed, and at the same time, the summoning object re-attaches to the target limb of the player object, such as the arm position (switching the summoning object from the second form to the first form). Or, if the summoning object is retrieved before the survival time of the affiliated object ends (switching the summoning object from the second form to the first form), the affiliated object will die in advance. Or, if the affiliated object is killed by an enemy, the summoning object still needs to wait until the set survival time of the affiliated object ends and then re-attach to the target limb of the player object, such as the arm position (switching the summoning object from the second form to the first form).
[0122] Applying the above embodiments of the present application, when the first virtual object in the game scene has a summoned object and the first virtual object kills the second virtual object in the game scene, an interactive prop is displayed. Then, the first virtual object is controlled to interact with the interactive prop using the summoned object, and the summoned object is switched from the first form to the second form. Meanwhile, an affiliated object of the summoned object is generated to assist the first virtual object in interacting with other virtual objects using the summoned object and the affiliated object. In this way, by interacting with the interactive prop displayed when killing an enemy using the summoned object, an affiliated object attached to the summoned object is summoned. Furthermore, by combining the summoned object and the affiliated object to assist the first virtual object controlled by the player in interacting with other virtual objects, compared with only interacting with other objects in the game scene using the summoned object, it not only enriches the interaction process of the player, improves the diversity of interaction methods in the game scene, but also improves the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device.
[0123] The following continues to describe the exemplary structure of the interactive device 455 in the game scene provided by the embodiments of the present application as software modules. In some embodiments, as Figure 2 shown, the software modules in the interactive device 455 in the game scene stored in the memory 450 may include:
[0124] A first display module 4551, configured to display a first virtual object with a summoned object and at least one second virtual object in the game scene;
[0125] A second display module 4552, configured to display an interactive prop when the first virtual object kills the second virtual object;
[0126] An interaction module 4553, configured to control the first virtual object to interact with the interactive prop in response to an interaction operation on the interactive prop;
[0127] A generation module 4554, configured to switch the summoned object from the first form to the second form and generate an affiliated object of the summoned object in response to the first virtual object completing the interaction with the interactive prop; wherein, the summoned object and the affiliated object are used to assist the first virtual object in interacting with other virtual objects.
[0128] In some embodiments, the device further includes a selection module, configured to display at least one candidate skill prop in the game scene; and control the first virtual object to equip the target skill prop in response to a selection operation on the target skill prop among the at least one candidate skill prop; wherein, the target skill prop is used to generate the summoned object.
[0129] In some embodiments, the device further includes a third display module configured to generate the summoned object and display a first target skill identifier; wherein the first target skill identifier is used to indicate that the first virtual object has the summoned object.
[0130] In some embodiments, the device further includes a fourth display module configured to display a second target skill identifier, where the second target skill identifier is used to indicate that when the first virtual object kills the second virtual object, an interactive prop is displayed; the second display module 4552 is further configured to display the interactive prop when the second target skill identifier is displayed and the first virtual object kills the second virtual object.
[0131] In some embodiments, the interaction operation is used to trigger a scanning instruction for the interactive prop, and the interaction module 4553 is further configured to receive the scanning instruction for the interactive prop in response to the interaction operation for the interactive prop; in response to the scanning instruction for the interactive prop, in combination with the current orientation of the first virtual object, determine a sector area centered on the first virtual object as the target area, where the target area includes the interactive prop; control the first virtual object to scan the target area to interact with the interactive prop.
[0132] In some embodiments, the first form is a form attached to the target limb part of the first virtual object, and the second form is a form independent of the first virtual object; the generation module 4554 is further configured to, in response to the first virtual object completing the interaction with the interactive prop, break the summoned object in the first form into multiple object elements; control the multiple object elements to dynamically generate the summoned object in the second form, so as to implement the switching of the summoned object from the first form to the second form.
[0133] In some embodiments, the generation module 4554 is further configured to control the multiple object elements to move to the location where the interactive prop is located, and at the location, control the multiple object elements to generate the summoned object in the second form; wherein there is a connection line between the summoned object in the second form and the attached object, and the connection line is used to represent that the attached object at one end of the connection line is generated based on the summoned object at the other end of the connection line.
[0134] In some embodiments, the device further includes a first switching module, which is configured to switch the display style of the interactive prop from the initial display style to the target display style, and display the interactive prop in the target display style; the generating module 4554 is further configured to, in response to the first virtual object completing the interaction with the interactive prop in the target display style, switch the summoned object from the first form to the second form.
[0135] In some embodiments, the generating module 4554 is further configured to display the process of the morphological transformation of the interactive prop in the target display style and generate the affiliated object; wherein, the affiliated object has the same form as the summoned object.
[0136] In some embodiments, the device further includes a determining module, which is configured to display the interaction duration of the first virtual object interacting with the interactive prop in the target display style; when the interaction duration reaches the target interaction duration, it is determined that the first virtual object has completed the interaction with the interactive prop in the target display style.
[0137] In some embodiments, the device further includes a fifth display module, which is configured to display at least one interactive third virtual object in the game scene; wherein, the third virtual object and the first virtual object are in opposing camps; when the third virtual object is within the sensing area of the affiliated object, control the affiliated object to attack the third virtual object.
[0138] In some embodiments, the device further includes a sixth display module, which is configured to display the affiliated object in a dead state when the affiliated object meets the death condition; wherein, the death condition includes at least one of the following: since the affiliated object is generated, the residence duration of the affiliated object in the game scene reaches the target residence duration; the health value of the affiliated object is reduced to the health value threshold; the summoned object switches from the second form to the first form.
[0139] In some embodiments, the first display module 4551 is further configured to display a first virtual object, with a summoned object attached to the target limb part of the first virtual object, and the summoned object is in the first form; the interaction module 4553 is further configured to, in response to an interaction operation on the interactive prop, control the first virtual object to interact with the interactive prop based on the summoned object in the first form.
[0140] In some embodiments, the device further includes a seventh display module, configured to display, in an associated area of the target limb part, an energy progress bar corresponding to a summoning object in a first form; wherein, the progress displayed in the progress bar increases with time, and the progress bar is used to indicate the energy that the first virtual object has for scanning the interactive prop; the interaction module 4553 is further configured to, when the progress of the energy progress bar reaches a progress threshold, in response to an interaction operation on the interactive prop, control the first virtual object to interact with the interactive prop based on the summoning object in the first form.
[0141] In some embodiments, the second form is a form independent of the first virtual object; the generation module 4554 is further configured to generate an affiliated object of the summoning object in the second form; the device further includes a second switching module, configured to, starting from the generation of the affiliated object, when the residence duration of the affiliated object in the game scene reaches a target residence duration, in response to a form switching instruction for the summoning object, switch the summoning object from the second form to the first form.
[0142] In some embodiments, the generation module 4554 is further configured to control the summoning object in the second form to destroy the interactive prop; and generate an affiliated object of the summoning object in the second form at the position where the destroyed interactive prop is located.
[0143] In some embodiments, the generation module 4554 is further configured to obtain the game level of the first virtual object and the mapping relationship between the game level and the generation quantity of the affiliated object; wherein, the game level of the first virtual object is positively correlated with the generation quantity of the affiliated object; based on the game level and the mapping relationship, determine a target generation quantity corresponding to the game level, and generate the affiliated objects of the summoning object in the target generation quantity.
[0144] Embodiments of the present application provide a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. The processor of the electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the interactive method in the game scene described above in the embodiments of the present application.
[0145] Embodiments of the present application provide a computer-readable storage medium storing executable instructions, where the executable instructions, when executed by a processor, will cause the processor to execute the interactive method in the game scene provided by the embodiments of the present application. For example,Figure 3 An interaction method in the shown game scenario.
[0146] In some embodiments, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a flash memory, a magnetic surface memory, an optical disc, or a memory such as a CD-ROM; it may also be various devices including one or any combination of the above memories.
[0147] In some embodiments, the executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including being deployed as an independent program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0148] As an example, the executable instructions may or may not correspond to a file in the file system, may be stored as part of a file that stores other programs or data, for example, in one or more scripts in a hypertext markup language (HTML) document, stored in a single file dedicated to the program being discussed, or stored in multiple cooperating files (for example, files that store one or more modules, subroutines, or code portions).
[0149] As an example, the executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or, on multiple electronic devices distributed at multiple locations and interconnected by a communication network.
[0150] In summary, the embodiments of the present application have the following beneficial effects:
[0151] (1) Interact with the interactive item displayed when killing an enemy by summoning an object, so as to summon an affiliated object attached to the summoned object, and then combine the summoned object and the affiliated object to assist the first virtual object controlled by the player to interact with other virtual objects. Compared with only interacting with other objects in the game scene through the summoned object, it not only enriches the player's interaction process, improves the diversity of interaction methods in the game scene, but also improves the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device.
[0152] (2) When multiple summoned objects appear in the game scene, the connection lines can clearly show the relationship between each affiliated object and each summoned object, thus improving the convenience of the interaction process in the game scene.
[0153] It can be understood that in the embodiments of the present application, data related to the user's trigger operations, etc. When the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions.
[0154] As mentioned above, the above are only embodiments of the present application and are not used to limit the protection scope of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. An interaction method in a game scenario, characterized in that, The method includes: In a game scene, display a first virtual object having a summoned object and at least one second virtual object; When the first virtual object kills the second virtual object, display an interactive prop; In response to a scanning instruction for the interactive prop, in combination with the current orientation of the first virtual object, determine a target area including the interactive prop; Control the first virtual object to scan the target area to interact with the interactive prop; In response to the first virtual object completing the interaction with the interactive prop, switch the summoned object from a first form to a second form and generate an affiliated object of the summoned object; wherein, the summoned object and the affiliated object are used to assist the first virtual object in interacting with other virtual objects.
2. The method according to claim 1, wherein Before the step of displaying the first virtual object having the summoned object and at least one second virtual object in the game scene, the method further includes: In the game scene, display at least one candidate skill prop; In response to a selection operation for a target skill prop among the at least one candidate skill prop, control the first virtual object to equip the target skill prop; wherein, the target skill prop is used to generate the summoned object.
3. The method according to claim 2, wherein After the step of controlling the first virtual object to equip the target skill prop in response to the selection operation for the target skill prop among the at least one candidate skill prop, the method further includes: Generate the summoned object and display a first target skill identifier; Wherein, the first target skill identifier is used to indicate that the first virtual object has the summoned object.
4. The method according to claim 1, wherein After the step of displaying the first virtual object having the summoned object and at least one second virtual object, the method further includes: Display a second target skill identifier, and the second target skill identifier is used to indicate that when the first virtual object kills the second virtual object, an interactive prop is displayed; The step of when the first virtual object kills the second virtual object and displays an interactive prop includes: When the second target skill identifier is displayed and the first virtual object kills the second virtual object, display an interactive prop.
5. The method according to claim 1, wherein The step of in response to a scanning instruction for the interactive prop, in combination with the current orientation of the first virtual object, determine a target area including the interactive prop includes: In response to a scanning instruction for the interactive prop, in combination with the current orientation of the first virtual object, determine a sector area centered on the first virtual object and including the interactive prop as the target area.
6. The method according to claim 1, wherein After the step of when the first virtual object kills the second virtual object and displays an interactive prop, the method further includes: In response to a trigger operation on a blank area in the game scene, use the trigger operation as an interaction operation for the interactive prop; Wherein, the blank area is a display area in the game scene without functional controls; In response to an interaction operation for the interactive prop, receive a scanning instruction for the interactive prop.
7. The method according to claim 1, characterized in that, The first form is the form attached to the target limb part of the first virtual object, and the second form is the form independent of the first virtual object; The response to the first virtual object completing the interaction with the interactive prop and switching the summoned object from the first form to the second form includes: In response to the first virtual object completing the interaction with the interactive prop, the summoned object in the first form is fragmented into multiple object elements; Controlling the multiple object elements to dynamically generate the summoned object in the second form to achieve the switching of the summoned object from the first form to the second form.
8. The method according to claim 7, wherein The controlling the multiple object elements to dynamically generate the summoned object in the second form includes: Controlling the multiple object elements to move to the location where the interactive prop is located, and at the location, controlling the multiple object elements to generate the summoned object in the second form; Wherein, there is a connection line between the summoned object in the second form and the attached object, and the connection line is used to represent that the attached object at one end of the connection line is generated based on the summoned object at the other end of the connection line.
9. The method according to claim 1, characterized in that After controlling the first virtual object to scan the target area, the method further includes: Switching the display style of the interactive prop from the initial display style to the target display style and displaying the interactive prop in the target display style; The response to the first virtual object completing the interaction with the interactive prop and switching the summoned object from the first form to the second form includes: In response to the first virtual object completing the interaction with the interactive prop in the target display style, switching the summoned object from the first form to the second form.
10. The method according to claim 9, wherein The generating the attached object of the summoned object includes: Displaying the process of the interactive prop in the target display style undergoing a morphological transformation and generating the attached object; Wherein, the attached object has the same form as the summoned object.
11. The method according to claim 9, characterized in that, After displaying the interactive prop in the target display style, the method further includes: Displaying the interaction duration, where the interaction duration is the duration for which the first virtual object scans the interactive prop in the target display style; When the interaction duration reaches the target interaction duration, it is determined that the first virtual object has completed the interaction with the interactive prop in the target display style.
12. The method according to claim 1, characterized in that, After generating the attached object of the summoned object, the method further includes: Displaying at least one interactive third virtual object in the game scene; wherein, the third virtual object and the first virtual object are in opposing camps; When the third virtual object is within the sensing area of the attached object, controlling the attached object to attack the third virtual object.
13. The method according to claim 12, wherein After controlling the attached object to attack the third virtual object, the method further includes: When the attached object meets the death condition, displaying the attached object in the dead state; Among them, the death conditions include at least one of the following: since the generation of the affiliated object, the staying duration of the affiliated object in the game scene reaches the target staying duration; the health value of the affiliated object is reduced to the health value threshold; the summoned object switches from the second form to the first form.
14. The method according to claim 1, wherein The displaying of the first virtual object having the summoned object includes: Displaying a first virtual object, with the summoned object attached to the target limb part of the first virtual object, and the summoned object being in the first form; The controlling of the first virtual object to scan the target area includes: Controlling the first virtual object to scan the target area based on the summoned object in the first form.
15. The method according to claim 14, wherein After the displaying of the first virtual object, the method further includes: In the associated area of the target limb part, displaying an energy progress bar corresponding to the summoned object in the first form; Among them, the progress displayed in the progress bar increases with time, and the progress bar is used to indicate the energy that the first virtual object has for scanning the interactive prop; Before the determining of the target area including the interactive prop in combination with the current orientation of the first virtual object in response to the scanning instruction for the interactive prop, the method further includes: When the progress of the energy progress bar reaches the progress threshold, in response to the interaction operation for the interactive prop, receiving the scanning instruction for the interactive prop.
16. The method according to claim 14, wherein The second form is a form independent of the first virtual object; The generating of the affiliated object of the summoned object includes: Generating the affiliated object of the summoned object in the second form; The method further includes: Since the generation of the affiliated object, when the staying duration of the affiliated object in the game scene reaches the target staying duration, in response to the form switching instruction for the summoned object, switching the summoned object from the second form to the first form.
17. The method according to claim 16, wherein The generating of the affiliated object of the summoned object in the second form includes: Controlling the summoned object in the second form to destroy the interactive prop; At the position where the destroyed interactive prop is located, generating the affiliated object of the summoned object in the second form.
18. The method according to claim 14, wherein Before the determining of the target area including the interactive prop in combination with the current orientation of the first virtual object in response to the scanning instruction for the interactive prop, the method further includes: In the associated area of the target limb part, displaying a prompt identifier corresponding to the summoned object in the first form; Among them, the prompt identifier is used to indicate that the first virtual object can be controlled to scan the interactive prop; In response to the interaction operation for the interactive prop triggered based on the prompt identifier, receiving the scanning instruction for the interactive prop.
19. The method according to claim 1, characterized in that, The generating of the affiliated object of the summoned object includes: Obtaining the game level of the first virtual object and the mapping relationship between the game level and the generation quantity of the affiliated object; Among them, the game level of the first virtual object is in a positive correlation with the generation quantity of the affiliated object; Based on the game level and the mapping relationship, determine the target generation quantity corresponding to the game level, and generate the affiliated objects of the summoning object in the quantity of the target generation quantity.
20. An interaction device in a game scenario, characterized in that, The device includes: A first display module, configured to display a first virtual object with a summoning object and at least one second virtual object in a game scene; A second display module, configured to display an interactive prop when the first virtual object kills the second virtual object; An interaction module, configured to, in response to a scanning instruction for the interactive prop, determine a target area including the interactive prop in combination with the current orientation of the first virtual object; control the first virtual object to scan the target area to implement interaction with the interactive prop; A generation module, configured to, in response to the first virtual object completing the interaction with the interactive prop, switch the summoning object from a first form to a second form, and generate affiliated objects of the summoning object; wherein, the summoning object and the affiliated objects are used to assist the first virtual object in interacting with other virtual objects.
21. An electronic device, characterized in that, It includes: A memory, configured to store computer-executable instructions; A processor, configured to implement the interaction method in the game scene according to any one of claims 1 to 19 when executing the computer-executable instructions stored in the memory.
22. A computer-readable storage medium, characterized in that, Stored with computer-executable instructions, configured to cause the processor to implement the interaction method in the game scene according to any one of claims 1 to 19 when executed.
23. A computer program product, comprising a computer program or computer-executable instructions, characterized in that, When the computer program or computer-executable instructions are executed by the processor, the interaction method in the game scene according to any one of claims 1 to 19 is implemented.