Virtual device interaction method and device, electronic equipment and storage medium

By introducing virtual device interaction methods in escape games, players are allowed to independently choose to transfer virtual devices in dangerous situations, solving the problem of passive waiting for virtual objects and enhancing the tension and strategy of the game.

CN120285556APending Publication Date: 2025-07-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510452466.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-11
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

In existing escape games, virtual objects cannot be dealt with independently after being knocked down by the pursuer, resulting in cumbersome operations, relying on teammates to rescue, lack of strategicity and tension, and high system resource consumption.

Method used

A virtual device interaction method is provided, displaying a graphical user interface through a terminal device, allowing players to trigger skill controls when virtual objects are placed in dangerous states, select and transfer to other virtual devices to avoid phase-out, and enhance autonomy and strategy.

Benefits of technology

It improves the tension and excitement of the game, reduces the tedious operation of passive waiting for rescue, enhances the player's sense of control and autonomy, and enriches the strategy and diversity of gameplay.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a virtual device interaction method and device, electronic equipment and a storage medium, in response to release of a target game skill for a first to-be-activated object by a virtual object, an activation progress corresponding to the first to-be-activated object is increased, and when the activation progress corresponding to the first to-be-activated object reaches a preset progress threshold, the first to-be-activated object is activated. Determining that the first to-be-activated object is activated; determining a second to-be-activated object in a non-activated state from the game scene, and displaying the second to-be-activated object in a visual state; and in response to activation of the specified number of to-be-activated objects in the game scene, adjusting the target virtual object in the game scene to be in a target state. According to the method, after a virtual object controlled by a player activates a certain to-be-activated object in a game scene, other to-be-activated objects in a to-be-activated state in the game scene are displayed in a visual state, so that the player can control the virtual object to quickly go to positions where other to-be-activated objects are located; therefore, the time for finding and activating the to-be-activated object is shortened.
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Description

Technical Field

[0001] The present disclosure relates to the field of games, and in particular, to a method and apparatus for virtual device interaction, an electronic device, and a storage medium. Background Art

[0002] In escape games, players usually need to control virtual objects to avoid pursuers in the game scene and complete specific tasks to achieve the escape goal. In the related art, when a virtual object is knocked down by a pursuer and placed in a specific virtual device, the virtual device will start loading progress. When the progress is full, the virtual object will be eliminated. At this time, the player can only wait for other teammates to come to the rescue or passively accept the elimination result, and cannot take effective countermeasures independently. This design makes the user operation cumbersome, requires frequent reliance on teammate rescue, and cannot flexibly respond to dangerous situations. At the same time, the gameplay is single, lacking strategy and initiative, reducing the tension and excitement of the game. In addition, the system needs to frequently load rescue-related animations and effects, occupying a large amount of device storage space and increasing the consumption of server resources. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a method for virtual device interaction to achieve the autonomous escape of a virtual object in a dangerous state and improve the strategy and interest of the game.

[0004] In a first aspect, the present disclosure provides a method for virtual device interaction. The method includes: providing a graphical user interface through a terminal device, where the graphical user interface includes a game scene, the game scene includes at least two virtual devices and a virtual object controlled by the terminal device; in response to the virtual object being placed in the first virtual device, displaying the loading progress of the first virtual device in the graphical user interface, where the first virtual device is configured to control the elimination of the virtual object when the loading progress reaches a preset progress threshold; in response to a triggering operation on a skill control, determining the selectable virtual devices in the game scene, where the selectable virtual devices are at least one of the at least two virtual devices other than the first virtual device, and the skill control is displayed on the graphical user interface; in response to a selection operation, determining a target virtual device from the selectable virtual devices; and controlling the transfer of the virtual object from the first virtual device to the target virtual device.

[0005] Second aspect, the present disclosure provides a virtual device interaction device, which includes: an interface providing module configured to provide a graphical user interface through a terminal device, the graphical user interface includes a game scene, and the game scene includes at least two virtual devices and a virtual object controlled by the terminal device; a display control module configured to display the loading progress of the first virtual device in the graphical user interface in response to the virtual object being placed in the first virtual device, wherein the first virtual device is configured to control the elimination of the virtual object when the loading progress reaches a preset progress threshold; a target determination module configured to determine an optional virtual device in the game scene in response to a trigger operation on a skill control, wherein the optional virtual device is at least one virtual device other than the first virtual device among the at least two virtual devices, and the skill control is displayed in the graphical user interface; a selection module configured to determine a target virtual device from the optional virtual devices in response to a selection operation; and a transfer control module configured to control the transfer of the virtual object from the first virtual device to the target virtual device.

[0006] Third aspect, the present disclosure provides an electronic device, which includes a processor and a memory, and the memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to perform the steps in the virtual device interaction method described in any one of the above.

[0007] Fourth aspect, the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to perform the steps in the virtual device interaction method described in any one of the above.

[0008] The present disclosure provides a virtual device interaction method, apparatus, electronic device, and storage medium. A graphical user interface is provided through a terminal device, and the graphical user interface includes a game scene. The game scene includes at least two virtual devices and a virtual object controlled by the terminal device. In response to the virtual object being placed within a first virtual device, a loading progress of the first virtual device is displayed in the graphical user interface, where the first virtual device is configured to control the elimination of the virtual object when the loading progress reaches a preset progress threshold. In response to a triggering operation on a skill control, selectable virtual devices in the game scene are determined, where the selectable virtual devices are at least one virtual device other than the first virtual device among the at least two virtual devices, and the skill control is displayed in the graphical user interface. In response to a selection operation, a target virtual device is determined from the selectable virtual devices. Control is performed to transfer the virtual object from the first virtual device to the target virtual device. Through the method provided in this embodiment, when the virtual object is in a dangerous state, the player can actively use skills to select a target location for transfer, enhancing the interaction experience, reducing the cumbersome operations of passive waiting for rescue, and enhancing the player's sense of control and autonomy. At the same time, by introducing a transfer mechanism between virtual devices, the strategy and diversity of the game play are enriched, making the escape method more flexible and variable, and enhancing the tension and excitement of the game.

[0009] Other features and advantages of the present disclosure will be described in the following specification, or some features and advantages can be inferred from the specification or determined without doubt, or can be learned by implementing the above technologies of the present disclosure.

[0010] To make the above objects, features, and advantages of the present disclosure more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, is described in detail as follows. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present disclosure. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.

[0012] Figure 1 It is a flowchart of a virtual device interaction method provided by an embodiment of the present disclosure; Figure 2 It is a schematic diagram of an interface after a virtual object is placed in a first virtual device provided by an embodiment of the present disclosure; Figure 3 It is a schematic diagram of an interface after a skill control is triggered provided by an embodiment of the present disclosure; Figure 4Schematic diagram of an interface for selecting a target virtual device provided by an embodiment of the present disclosure; Figure 5 Schematic diagram of an animation interface during the process of transferring to a target virtual device provided by an embodiment of the present disclosure; Figure 6 Schematic diagram of an interface after transferring to a target virtual device provided by an embodiment of the present disclosure; Figure 7 Schematic diagram of the structure of a virtual device interaction device provided by an embodiment of the present disclosure; Figure 8 Schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Detailed implementation manners

[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are some but not all of the embodiments of the present disclosure. The components of the embodiments of the present disclosure described and illustrated herein usually can be arranged and designed in various different configurations.

[0014] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but merely represents selected embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present disclosure without creative efforts fall within the scope of protection of the present disclosure.

[0015] The virtual device interaction method in one embodiment of the present disclosure can run on a local terminal device or a server. When the virtual device interaction method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and client devices.

[0016] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual device interaction method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0017] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0018] In this embodiment, a virtual device interaction method is provided. Figure 1 is a flowchart of a virtual device interaction method according to an embodiment of the present disclosure. Figure 1 As shown, the process includes the following steps: Step S101, providing a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, and the game scene includes at least two virtual devices and a virtual object controlled by the terminal device; Step S102, in response to the virtual object being placed in the first virtual device, displaying the loading progress of the first virtual device in the graphical user interface, wherein the first virtual device is configured to control the elimination of the virtual object when the loading progress reaches a preset progress threshold; Step S103, in response to the triggering operation of the skill control, determining an optional virtual device in the game scene, wherein the optional virtual device is at least one virtual device other than the first virtual device among the at least two virtual devices, and the skill control is displayed on the graphical user interface; Step S104, in response to the selection operation, determine a target virtual device from the optional virtual devices; Step S105, control the transfer of the virtual object from the first virtual device to the target virtual device.

[0019] Through the method provided in this embodiment, when the virtual object is placed in the first virtual device and faces the risk of being eliminated, it can trigger the skill control to select other virtual devices as the escape target, so as to realize the transfer of the virtual object from the first virtual device to the target virtual device. This method provides a transfer mechanism in the emergency state of the game scene, increases the interaction possibilities and strategic choices in the game, and enriches the gameplay. At the same time, this solution optimizes the processing flow of the character state conversion in the computer game by reasonably designing the trigger mechanism of the skill control and the selection logic of the virtual device, and solves the technical problem of the transfer of game characters in the emergency state in the computer field.

[0020] The above steps will be specifically described below.

[0021] In step S101, the above terminal device may be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system. Specifically, the above terminal device may be a mobile phone, a tablet computer or a personal computer, etc. By running the game program corresponding to the target game, the terminal device can provide the graphical user interface corresponding to the target game. The graphical user interface may be the game interface corresponding to the current game session. The game scene corresponding to the current game session may include at least two virtual devices, virtual objects controlled by the terminal device, and other virtual characters. In specific implementation, in addition to virtual objects, the game scene may further include other virtual characters. Among the other virtual characters, there may be a first type of virtual characters belonging to a different game camp from the virtual object controlled by the terminal device, or a second type of virtual characters belonging to the same game camp as the virtual object controlled by the terminal device.

[0022] Among them, the game scene is a virtual environment generated by a computer program according to preset game rules and game elements, and is used to provide a space for game content display and interaction. The game scene may include various elements, such as terrain, buildings, obstacles, interactive items, etc., which constitute the basic environment of the game. In this embodiment, at least two virtual devices are set in the game scene.

[0023] Among them, the virtual device is an interaction object preset in the game scene with specific functions, and is used to interact with the virtual object and trigger corresponding game effects or state changes. The virtual device usually has a unique visual appearance and functional mechanism, and can be discovered and used by players. For example, the virtual device may be a mechanism device in the game scene, such as a trap, an accelerator, a portal, etc., and players can trigger or use these devices to change the game process.

[0024] In this embodiment, the virtual device can be used to accommodate virtual objects, and trigger the progress bar to increase after accommodating the virtual objects. When the progress bar increases to the preset progress threshold, specific game effects will be applied to the virtual objects. For example, controlling the elimination of virtual objects, or applying negative buffs to the attributes of virtual objects, etc.

[0025] As Figure 1 shown, in a specific application, there are at least two virtual devices similar in appearance to popcorn machines distributed in the game scene, and each virtual device has a unique appearance and position identifier. The game scene also includes a virtual object controlled by the player, which can move freely in the scene and interact with various virtual devices. These virtual devices are placed at different positions in the game scene, some in open areas and some in hidden corners, providing players with diverse strategic choices.

[0026] In step S102, the first virtual device is one of at least two virtual devices in the game scene, has an interaction object with specific functions, and is configured with the function of placing the virtual object therein and performing specific operations. In an optional embodiment, when the virtual object controlled by the player enters it, a series of game mechanisms will be triggered, such as state change, ability limitation, or resource consumption, etc. In the game scene, there are first-class virtual characters in different camps, and the virtual device is a device used by the first-class virtual characters to cause negative impacts on the second-class virtual characters. In the game, after the first-class virtual characters control the second virtual characters, one virtual device is selected from multiple virtual devices in the game scene as the first virtual device. The specific selection method can be that the first-class virtual characters move into the interaction range of one of the virtual devices, and in response to the operation of the control on the graphical user interface, control to put the second-class virtual characters into the virtual device. At this time, the virtual device is the first virtual device.

[0027] In a virtual device interaction method provided in an embodiment of the present application, the virtual object is placed in the first virtual device after being attacked by the first-class virtual characters until its health value is lower than the preset health value threshold.

[0028] Among them, the health value is a numerical parameter used to represent the life state of a character. In an optional implementation, the health value can be a numerical index representing the survival ability of a character, used to quantify the degree of damage that a character can withstand. For example, the initial health value of a character may be set to 100 points. When attacked, the health value will decrease accordingly. When the health value drops to a preset threshold of 30 points, the character will enter a special state. In this implementation, the system may set the preset health value threshold to 10 points. When the character's health value drops below 10 points, the virtual character is controlled to change from the initial state to the fallen state. Among them, when in the fallen state, the first type of virtual character can be forcibly moved by the first type of virtual character and placed into the first virtual device.

[0029] Among them, being placed into the first virtual device means that the character is forcibly transferred to a specific functional device in the game due to the health value dropping below the threshold. This mechanism is triggered through interactive operations or automatically by the system, realizing the transformation of the game state and the start of a new game session. The behavior of being placed into the virtual device can be achieved through click operations, swipe operations, long-press operations, and / or other operations. For example, through a click operation, the character can be placed into a specific virtual device to start the next stage of the game process.

[0030] In a specific application, when the character controlled by the player is continuously attacked twice by the characters of the opposing camp, the character's health value drops from the initial 100 points to 8 points, which is lower than the preset health value threshold of 10 points set by the system. At this time, the system automatically triggers the capture mechanism, and the character is caught by the characters of the opposing camp and placed into a nearby device. After the character is placed into the device, a continuously increasing loading progress bar is displayed on the game interface, indicating that the device is running. At the same time, interactive skill buttons appear on the interface, providing the player with an opportunity to escape. Through this mechanism design, while the game maintains excitement, it also provides the possibility for players at a disadvantage to make a comeback, increasing the strategic depth and entertainment value of the game.

[0031] Among them, the loading progress is a visual indicator displayed in the graphical user interface, used to represent the completion degree of the first virtual device performing a specific operation, usually presented in the form of a progress bar, percentage, or other visual forms. It gradually increases over time or when specific conditions are met. When the progress bar is filled, the corresponding game event or state change will be triggered. For example, controlling the elimination of virtual objects.

[0032] Such as Figure 2As shown, in a specific application, when the virtual object controlled by the player is placed inside the first virtual device, the system automatically displays a progress bar at a prominent position on the graphical user interface. The progress bar is presented in a red-filled manner, indicating the progress of the first virtual device performing an elimination operation on the virtual object. A countdown number is also displayed next to the progress bar, clearly informing the player of the remaining time. As time goes by, the progress bar gradually fills up. When it is completely filled to reach 100%, the virtual object will be eliminated. This visual feedback mechanism enables the player to intuitively understand the degree of danger and have time to consider coping strategies.

[0033] In step S103, the skill control is an interactive element displayed on the graphical user interface and is used to trigger specific game skills or abilities. It can be interacted with through click operations, swipe operations, long-press operations, and / or other operations. For example, the subsequent virtual device selection is triggered by clicking on the skill control. The technology control can be resident on the graphical user interface or triggered to be displayed on the graphical user interface after the virtual character is in the first virtual device.

[0034] In a virtual device interaction method provided by an embodiment of the present application, the method further includes: Step 201, when the loading progress of the virtual object in the first virtual device does not reach the first progress threshold, control the skill control to be in an interactive state; Step 202, when the loading progress of the virtual object in the first virtual device reaches the first progress threshold, control the skill control to be in a non-interactive state.

[0035] Through the method provided by this embodiment, when the loading progress is at a relatively low level, the user is allowed to use skills to transfer. Once the progress exceeds a specific threshold, the use of this function is restricted, forcing the user to make a decision within a limited time, enhancing the sense of urgency of the interaction experience. This mechanism not only makes the gameplay more diverse, but also enhances the challenge and competitiveness of the game through reasonable time management. At the same time, it solves the problem of balancing the user operation timing and the game progress in the computer interaction process.

[0036] The above solution will be specifically described below.

[0037] In step S201, the first progress threshold is a progress value preset by the system and is used to determine whether the loading state of the virtual object in the first virtual device reaches a specific condition. In an optional embodiment, the first progress threshold can be a percentage of the loading progress bar, such as different values like 50%, 60%, or 75%. For example, in a game scenario, when the virtual object is placed in the first virtual device, the system will display a loading progress bar that gradually increases from 0%. When the progress bar is lower than the preset 50%, the skill control displayed on the interface is in a highlighted clickable state.

[0038] In an optional implementation, the first progress threshold can be dynamically adjusted according to the game difficulty level. The higher the difficulty, the lower the first progress threshold, providing different levels of challenges for players. For example, in the easy mode, the first progress threshold may be set to 75%, giving players more time to react; while in the difficult mode, the threshold may be reduced to 40%, requiring players to make decisions faster.

[0039] In an optional implementation, the first progress threshold can also be adjusted according to the properties or equipment of the virtual object in the game. For example, when the virtual object has the "calm" trait, its first progress threshold may be increased to 65%, indicating that the character has more time to think under pressure; and when the virtual object is equipped with a "quick reaction" prop, the skill control can still be interactive even when the progress reaches 55%.

[0040] Among them, the interactive state means that the skill control can respond to the user's interactive operations, including clicks, touches and other operations, allowing users to trigger corresponding functions.

[0041] like Figure 1 As shown, in an optional embodiment, the interactive state can be presented by a visual prompt, such as a skill control being displayed in a bright color and being clickable. For example, when a skill control is in an interactive state, the control will flash with a golden light, and a text prompt "available for use" will appear when the player hovers a finger or cursor over it.

[0042] In a specific application, after the character controlled by the player is placed in the first virtual device, the system will display a circular skill control in the lower right corner of the interface, and a loading progress bar will be displayed in the center of the screen. When the loading progress bar shows 30%, the skill control will appear bright blue and have a slight pulsation effect, indicating that it is in an interactive state. The player can click on the control to trigger the skill and select another virtual device as the transfer target. If the player does not operate in time, as the progress bar reaches the preset 45% threshold, the skill control will turn gray and can no longer be clicked and used.

[0043] In step S202, the non-interactive state refers to a state in which the skill control cannot respond to the user's interactive operation and the user cannot trigger the corresponding function. The non-interactive state of the skill control can be intuitively conveyed to the user through changes in interface elements. In an optional embodiment, the non-interactive state can be expressed by visual changes, such as the control turning gray or semi-transparent, visually presenting a disabled state. For example, when the loading progress reaches the first progress threshold, the originally bright skill control immediately turns gray and displays a lock icon, clearly conveying to the player the information that the skill is no longer available.

[0044] In a specific application, the character controlled by a certain player is trapped in the first virtual device, and the loading progress gradually increases. The first progress threshold preset by the system is 55%. When the loading progress reaches 55%, the skill control that was originally flashing in the interface immediately turns dark gray. The player tries to click on the control, but there will be no response, and a prompt text "Skill is locked" will pop up on the screen. At this time, the player can no longer use this skill to escape from the current virtual device and must look for other game mechanisms or wait for teammates to rescue.

[0045] As Figure 3 shown, in a specific application of this embodiment, there are multiple popcorn machines distributed in the game scene as virtual devices. After the character controlled by the player is placed in one of the popcorn machines, a red progress bar is displayed above the screen, gradually filling from left to right. At the same time, a flashing blue skill icon appears in the lower right corner of the screen. When the progress bar is filled by no more than 45%, the player can click on the skill icon, and the positions of other selectable popcorn machines will be displayed on the screen. However, once the progress bar exceeds this critical value of 45%, the skill icon immediately turns gray and stops flashing. When the player clicks, only a prompt "Skill is locked and cannot be used" will be received, and the transfer function cannot be triggered again. The player must face the dangerous situation of being about to be eliminated.

[0046] Among them, the trigger operation is an interaction behavior performed by the player on the skill control, used to activate the function corresponding to the skill control, and can be achieved through click operations, swipe operations, long-press operations, and / or other operations. For example, the trigger of the skill control is performed through a click operation.

[0047] Among them, the optional virtual device is other virtual devices in the game scene except the first virtual device, provided as potential interaction targets for the player to choose.

[0048] In an alternative embodiment, the optional virtual device is a set of potential interaction objects selected by the system according to the game rules and available for the player to choose. For example, the optional virtual device may be all devices of the same type within the reach of the current player character, such as all resource collection points, teleportation points, or defense facilities, etc. In an alternative embodiment, the optional virtual device, as part of the game strategy selection, provides the player with multiple possible action paths. For example, the optional virtual devices may have their own advantages and disadvantages, such as different characteristics like distance, safety factor, or function effect strength. The player needs to make the best choice according to the current game situation.

[0049] As Figure 2As shown, in an optional embodiment, the optional virtual device is identified by a preset visual effect to help players quickly identify and make decisions. For example, the optional virtual device may be highlighted, have a glowing outline, or a special marker in the game scene after the player triggers the relevant skill, enabling the player to intuitively see all selectable targets. In this embodiment, the optional virtual devices in the game scene are displayed through a first visual effect, where the first visual effect includes a perspective effect.

[0050] In a specific application, when the player's virtual object is placed on the first virtual device and the player clicks on the skill control on the interface, the system immediately enters the selection mode, and all other virtual devices in the game scene that can be used as transfer targets (except the current first virtual device) will be displayed in a highlighted outline, indicating that they are selectable targets. These highlighted virtual devices are distributed at different positions in the game scene, allowing the player to select the best transfer target according to the current situation.

[0051] In step S104, the selection operation is an interactive behavior performed by the player to determine the target virtual device, used to select one from the optional virtual devices as the target, and can be achieved through click operations, swipe operations, long-press operations, and / or other operations. For example, the highlighted optional virtual device is selected through a click operation.

[0052] Among them, the target virtual device is a specific virtual device selected by the player from the optional virtual devices and serves as the target object for subsequent interactive operations. The target virtual device may be the device that the player judges to be the safest, most advantageous, or most suitable for the current game task, such as selecting the teleport point farthest from the enemy or the resource station closest to the target.

[0053] In an optional embodiment, the target virtual device is identified by a second visual effect to provide the player with clear selection feedback. For example, when the player determines the target virtual device, the device may display a special effect different from other optional devices, such as a color change, an animation effect, or a special icon, to clearly indicate that this is the currently selected target, as Figure 4 shown. In this embodiment, the second visual effect is a prompt identifier generated in the scene. For example, the control displays a prompt identifier at the position of the target virtual device.

[0054] In a specific application, after the system displays all the optional virtual devices in the game scene, the player selects one of the highlighted virtual devices displayed on the screen by clicking. When the player clicks and selects a specific virtual device, the device immediately changes to a green highlighted state, and at the same time, a halo effect appears around it, clearly identifying this as the target virtual device selected by the player.

[0055] In step S105, control is performed to transfer the virtual object from the first virtual device to the target virtual device.

[0056] Among them, the transfer is a process of moving the virtual object from one virtual device to another. In an optional embodiment, the transfer is a mechanism in the game to realize a rapid change in the position or state of the virtual object, usually accompanied by specific visual effects. For example, the transfer process may display an animation effect in which the virtual object disappears from the original position and appears at the new position, or the teleportation process is represented by visual elements such as particle effects and beam connections to enhance the visual expressiveness of the game, such as Figure 5 shown.

[0057] Such as Figure 3 , Figure 4 , Figure 5 shown, in a specific application of this embodiment, the virtual object controlled by the player was originally placed inside a popcorn-shaped first virtual device and faced the risk of being eliminated. When the loading progress of the first virtual device reached 40%, the player clicked the "Transfer" skill control at the lower right corner of the interface, and the system immediately highlighted all the other selectable virtual devices in the game scene. The player selected a virtual device located on a high platform as the target virtual device by clicking. This position was relatively safe and far from the hostile characters. After confirming the selection, the system executed the transfer operation of the virtual object. Along with the blue beam and teleportation particle effects, the virtual object successfully transferred from the first virtual device to the target virtual device. After the transfer was completed, the virtual object avoided the fate of being eliminated and obtained the opportunity to continue the game, while the original first virtual device could not be used temporarily. This mechanism not only increased the excitement of the game but also provided the player with additional strategic options and survival opportunities.

[0058] In a virtual device interaction method provided in an embodiment of the present application, after controlling the transfer from the first virtual device to the target virtual device, it includes: Step S301, updating the loading progress of the target virtual device to the first target progress threshold.

[0059] Among them, the first target progress threshold is a reference point for the device operating state and is used to determine the current state stage of the device. In an optional embodiment, the first target progress threshold is a predefined progress value used to mark the key points during the device operation. For example, the first target progress threshold can be set to 50%, indicating that the device has completed half of the workload.

[0060] Specifically, each virtual device is configured with a corresponding progress value loading mechanism, which will increase from 0. In this embodiment, when the virtual character moves from the first virtual device to the target virtual device, it will directly start increasing from the first target progress threshold.

[0061] For example Figure 6 In a specific application, when the device transfer is successful, the system immediately sets the loading progress of the device to the first target progress threshold (e.g., 60%), rather than starting from 0% again. This design makes the player still face certain pressure after the transfer and needs to take action quickly to avoid being eliminated, while also giving enough room for operation. The progress bar displayed on the device will be immediately updated to the corresponding position, and the color of the progress bar changes from green to yellow, indicating that the alert state has been increased.

[0062] In a virtual device interaction method provided by an embodiment of the present application, the first target progress threshold is at least one of the following: A progress value greater than the first progress threshold; A progress value determined according to a preset coefficient on the basis of the current progress threshold.

[0063] Specifically, when the progress threshold of the virtual character in the first virtual device is 45%, it triggers a move to the target virtual device. At this time, the current progress value of the first virtual device is 30%, but the first progress threshold is preset to 45%. Then, when the virtual character moves to the target virtual device, it will start loading with a progress value greater than 45%, for example, starting from 60% for loading.

[0064] Regarding the progress value determined according to a preset coefficient on the basis of the current progress threshold.

[0065] Among them, the preset coefficient is a mathematical parameter predefined in the game system and is used to adjust or calculate various numerical changes in the game. In an optional implementation manner, the preset coefficient is a multiplier or an adder and is used to calculate a new progress value based on the current progress threshold. For example, the system may use a preset coefficient of 1.2 to calculate the skill effect, updating the current progress value of 40% to 48%.

[0066] For example Figure 2 As shown, in a specific application of this embodiment, the game system designs an intelligent progress adjustment mechanism. When the player character triggers a position transfer operation in the game, the status progress of the new position is not simply copied from the original position value, but is determined by two possible calculation methods: one is to directly set it to 50% (greater than the first progress threshold of 25% set by the system); the other is the result obtained by multiplying the original progress value by a preset coefficient of 0.8. The system will automatically select the most suitable calculation method according to the current game situation and difficulty settings to ensure the balance and smoothness of the game experience.

[0067] In a virtual device interaction method provided by an embodiment of the present application, the steps of determining the progress value according to a preset coefficient on the basis of the current progress threshold include at least one of the following: Step S401: Determine the progress value by adding a preset coefficient to the current progress threshold, where the preset coefficient is a preset progress value. Step S402: Determine the progress value by multiplying the current progress threshold by the preset coefficient.

[0068] Among them, the preset progress value is a fixed value preset by the system, used to directly increase or decrease the current progress. In an optional embodiment, the preset progress value is a specific percentage number, directly added to or subtracted from the current progress. For example, as Figure 4 and Figure 6 shown, the system may set a preset progress value of +15%. When the virtual object moves to the target virtual device, the first target progress threshold will directly increase by 15 percentage points.

[0069] Among them, the preset coefficient is used as a multiplier in this step to adjust the current progress value proportionally. In an optional embodiment, the preset coefficient can be greater than 1, indicating progress acceleration; or less than 1, indicating progress deceleration. For example, the system may use a preset coefficient of 1.5 to increase the current progress by 50%, or use a coefficient of 0.6 to reduce the progress by 40%.

[0070] In an optional embodiment, the preset coefficient can be calculated comprehensively based on various factors in the game, such as character skill level, equipment effect, environmental bonus, etc. For example, the base coefficient may be 1.2, but it will increase by 0.1 on special terrain and by 0.3 when there is a specific buff, finally forming a composite coefficient of 1.6.

[0071] In a virtual device interaction method provided by an embodiment of the present application, the steps of determining a target virtual device from optional virtual devices in response to a selection operation include: Step S501: In response to the selection operation, control the graphical user interface to adjust the displayed first field of view screen to a second field of view screen according to the selection operation. Step S502: Control to determine the optional virtual device corresponding to the preset position in the second field of view screen as the target virtual device.

[0072] Through the method provided by this embodiment, in the dangerous situation where the virtual object is eliminated, the user can quickly select the target virtual device for transfer through simplified operations, which not only reduces the user's operation burden but also improves the survival probability in the game. This specific field of view adjustment and target determination mechanism not only makes the operation more intuitive and convenient but also increases the fluency of the game experience, further enriches the game play, and enhances the user's response ability in critical moments, thus effectively solving the technical problems of cumbersome operations and untimely responses when the virtual object is trapped in traditional games.

[0073] The above solution will be specifically described below.

[0074] In step S501, the field of view screen is the perspective of the game scene displayed on the screen of the terminal device. The field of view screen refers to the specific perspective and range of the game scene presented on the screen of the terminal device, which determines the content and visual effects that the player can see in the game. Specifically, different visual effects are achieved by controlling parameters such as the position, orientation, and field of view range of the virtual camera. For example, the first field of view screen can be the screen seen in the first direction, and the second field of view screen can be the screen seen in the second direction.

[0075] In this embodiment, the selection operation can be a sliding operation. Specifically, the direction of the field of view screen is adjusted through the sliding operation. In the specific implementation process, by operating a right-side slide on the graphical user interface, the orientation of the virtual camera located in the virtual scene is adjusted, and thus the field of view screen in the graphical user interface is changed. In other implementation processes, the orientation of the virtual object is bound to the virtual camera. When adjusting the orientation of the virtual object or the virtual camera through the sliding operation, the orientation of the virtual camera or the virtual object is synchronously adjusted, and thus the field of view screen is adjusted.

[0076] In other ways, the selection operation can be a click operation. By clicking on an optional virtual device located in the game scene, the field of view screen is controlled to be adjusted according to the orientation information of the selected virtual device.

[0077] In an optional embodiment, the selection operation is an operation consecutive to the trigger operation. For example, the trigger operation is a click operation on a technical control, and the selection operation is a sliding operation directly performed after the click operation is not lifted.

[0078] In step S502, the preset position is a specific area or coordinate point in the second field of view screen. The preset position refers to a specific area or reference point preset in the second field of view screen for determining the target virtual device, which can be the center point of the screen, a specific coordinate, or the position where a certain interface element is located.

[0079] In an optional embodiment, the preset position can be the central area of the second field of view screen, and the system will identify the optional virtual device corresponding to this central area as the target selected by the user's intention. For example, when the adjustment of the second field of view screen is completed, the virtual device aligned with the center of the screen will be automatically identified as the target virtual device.

[0080] In a specific application, when the user performs a selection operation, the system adjusts the first field of view screen to the second field of view screen that can see multiple optional virtual devices. As Figure 4As shown, in the second field of view, the system highlights the optional virtual device corresponding to the center of the screen and determines it as the target virtual device. The user can adjust different optional virtual devices to a preset position (such as the center of the screen) by moving the second field of view, thereby changing the selection of the target virtual device. Once the selection is confirmed, the system will control the virtual object to transfer from the first virtual device to the target virtual device to complete the escape operation.

[0081] In a virtual device interaction method provided in an embodiment of the present application, after the step of controlling the transfer of a virtual object from a first virtual device to a target virtual device, the method further includes: Control the first virtual device to be in at least one of the following states: Being in a cooling state, wherein during a time corresponding to the first virtual device being in the cooling state, the first virtual device is prohibited from executing corresponding game behaviors; In a destroyed state, when the first virtual device is in the destroyed state, the first virtual device is prohibited from executing corresponding game behaviors during the current game match; The first virtual device is in a first state, wherein the first virtual device in the first state is configured to load progress at a first speed, and the first speed is lower than an initial speed configured for the first virtual device.

[0082] Through the method provided in this embodiment, the game system can impose state restrictions on the original virtual device after the virtual object is successfully transferred, effectively balancing the game mechanism and preventing players from repeatedly using the same virtual device to circumvent game challenges. This design not only increases the depth of game strategy, but also improves the player interaction experience. At the same time, it solves the problem of game balance through a reasonable resource allocation mechanism, making the game play more diverse and improving the player's sense of participation and achievement.

[0083] The cooling state refers to a temporary disabled state in which the first virtual device cannot be used normally within a specific period of time. For example, the first virtual device enters a cooling time of 30 seconds after the virtual object is successfully transferred. During this period of time, the device cannot be used by any character in the game, and a cooling timer or special visual effects such as smoke, flashing red lights, etc. may be displayed on the appearance of the device to intuitively convey to the player the information that the current device is unavailable.

[0084] The destroyed state refers to a state in which the first virtual device is permanently ineffective in the current game. For example, after the virtual object is successfully transferred from the first virtual device to the target virtual device, the first virtual device may explode or disintegrate, and cannot be used again during the remaining time of the current game until the next game is restarted.

[0085] In an optional embodiment, the destruction state can be conveyed to the player through obvious visual manifestations, enhancing the game immersion. When the first virtual device enters the destruction state, an explosion animation may be played, the device model changes to a damaged appearance, continuous black smoke emerges, and debris may scatter into the surrounding area. These visual effects not only intuitively convey to all players the information that the device is no longer usable, but also add dynamic changes to the game environment, enhancing the richness and realism of the scene interaction.

[0086] Among them, the first state refers to the state where the performance of the first virtual device is reduced but it is still usable, specifically manifested as a reduction in the speed of the loading progress. For example, after the virtual object is successfully transferred, although the first virtual device is still usable, the speed of its loading progress may be reduced from the original 2% per second to 1% per second, resulting in a significant reduction in efficiency when using the device subsequently.

[0087] In a specific application, the survivor character controlled by the player is captured by the pursuer and put into a popcorn machine (i.e., the first virtual device) for elimination. When the loading progress reaches 40%, the player successfully uses the transfer skill to transfer the character from the current popcorn machine to another popcorn machine (i.e., the target virtual device) in the distance. After the transfer is successful, the system immediately controls the original popcorn machine to enter the destruction state and it cannot be used anymore within the remaining time of the current game round. When the pursuer attempts to use the device again, a prompt "The device is damaged" will pop up on the screen, forcing them to find other available popcorn machines. This mechanism not only increases the action cost of the pursuer, but also buys precious escape time for the survivor, and at the same time enhances the player's sense of achievement and game experience through audio-visual feedback.

[0088] In a virtual device interaction method provided in an embodiment of the present application, the selectable virtual devices in the game scene are determined according to at least one of the following selection conditions: According to whether there is a second type of virtual character near the virtual device, where the second type of virtual character is in the same camp as the virtual object; According to the distance between the virtual device and the first type of virtual character, where the first type of virtual character is in a different camp from the virtual object; According to the distance between the virtual device and the virtual object; According to whether there are preset terrain features around the virtual device.

[0089] Through the method provided in this embodiment, the terminal device can make decisions by comprehensively considering various context factors, such as the camp relationship between characters, the relative distance, and the terrain environment, etc., so as to provide the user with an intelligent target screening mechanism. This virtual device screening method based on multi-dimensional conditions not only optimizes the user's interaction experience, making the interaction process more natural and smooth, but also enhances the strategic and intelligent nature of the game session, further improving the richness of the game. At the same time, by pre-computing and screening optional targets, the computing burden on the client is reduced, and the problem of computing resource allocation in real-time interaction scenarios is solved.

[0090] Regarding whether there is a second type of virtual character near the virtual device, where the second type of virtual character is in the same camp as the virtual object.

[0091] Among them, the second type of virtual character is a character entity in the same camp as the virtual object controlled by the user. The second type of virtual character can be a virtual object controlled by other users or a virtual object controlled by a computer program.

[0092] In an optional embodiment, the system will detect whether there is a second type of virtual character within a preset range around each candidate virtual device, and score or rank the candidate virtual devices according to the detection results. In an optional embodiment, the system not only detects the presence of the second type of virtual character, but also evaluates its quantity, status, and ability value.

[0093] In a specific application, when the user is in a dangerous state and needs to transfer positions, the system will automatically identify the virtual devices protected by teammates around and mark these devices as preferred selection objects, so as to guide the user to make a safer and more effective decision, promote teamwork, and enhance the interaction experience.

[0094] Regarding the distance between the virtual device and the first type of virtual character, where the first type of virtual character is in a different camp from the virtual object.

[0095] Among them, the first type of virtual character is a character entity in a different camp from the virtual object controlled by the user. The first type of virtual character represents an entity that poses a threat or challenge to the user's virtual object. The system needs to calculate the distance between the first type of virtual character and each candidate virtual device to evaluate the safety level of the transfer target position.

[0096] In an optional embodiment, the system will calculate the distance or path distance between each candidate virtual device and all the first type of virtual characters, and score the candidate virtual devices according to the calculation results. For example, the virtual device that is farther away from the first type of virtual character gets a higher score, because this means that the direct threat faced by the user after transferring to this position is smaller.

[0097] In a specific application, when the user needs to select a transfer target, the system automatically calculates and identifies those virtual devices that are far from hostile characters, enabling the user to quickly judge and select a relatively safe location, effectively avoiding threats, increasing the survival probability, and thus enhancing the user's strategic decision-making experience.

[0098] Regarding the distance between the virtual device and the virtual object.

[0099] Among them, the virtual object is the virtual object controlled by the player. In this embodiment, the distance between the virtual device and the virtual object is the distance determined according to the role attributes of the virtual object. This distance is used to determine whether it can be selected by the virtual object. For example, when the distance is 50 meters, the virtual devices within 50 meters of the virtual object are detected as selectable virtual devices. If the distance is set to 60 meters, the virtual devices within 60 meters of the virtual object are detected as selectable virtual devices.

[0100] In this embodiment, the role attribute is the level attribute of the virtual object. The higher the level attribute, the greater the corresponding distance. For example, when the level attribute is level one, the distance is 50 meters, and when the level attribute is level two, the distance is 60 meters.

[0101] Regarding whether there are preset terrain features around the virtual device.

[0102] Among them, the preset terrain features refer to the terrain elements with special functions or strategic values in the environment around the virtual device. These terrain features may affect the user's survival ability, mobility, or tactical choices at this location, so they are important factors for evaluating the suitability of the virtual device.

[0103] In a device interaction method provided in an embodiment of the present application, the method further includes: In response to the virtual object being placed in the first virtual device, a direction indicator is displayed on the graphical user interface. The direction indicator is used to indicate the orientation and / or distance information of other virtual objects in the game scene.

[0104] Through the method provided in this embodiment, the user can clearly and intuitively perceive the surrounding environment information, enhancing the user's interaction experience with the system. As an information transmission medium, the direction indicator provides real-time environmental status feedback to the user. By visually displaying the orientation and distance data, it helps the user quickly grasp the surrounding situation, so as to make more accurate decision-making judgments. This method not only improves the usability and ease of use of the system, but also solves the computer interaction problems of non-intuitive information acquisition and limited user perception in traditional interfaces.

[0105] Among them, the direction indicator is a visual element displayed on the interface for indicating the orientation and / or distance of other objects. The user can interact with the direction indicator through click operations, swipe operations, long-press operations, and / or other operations. For example, view detailed information in a specific direction through a click operation. In an optional implementation, the direction indicator can be a 360-degree circular indicator displayed on the edge of the interface for presenting the surrounding environment information in all directions. For example, when an object is placed on the first device, the system generates a circular indicator on the edge of the interface. Different positions of the circular indicator correspond to different directions in the scene, and the user can intuitively understand the distribution of the surrounding environment through the circular indicator.

[0106] In an optional implementation, the direction indicator can include icons of different colors and shapes for distinguishing different types of other objects. For example, the system can use a red triangle icon to represent a hostile object and a blue circular icon to represent a friendly object. The size of the icon changes with the distance. The closer the distance, the larger the icon; the farther the distance, the smaller the icon, visually expressing the spatial distance relationship.

[0107] In an optional implementation, the direction indicator can represent the distribution of the safe area and the dangerous area through the change of color depth in different regions. For example, the green area in the direction indicator represents the safe area, the red area represents the dangerous area, and the yellow area represents the neutral area. The depth of the color reflects the level of safety or danger, helping the user to judge the best action direction.

[0108] In this implementation, other objects in the scene can refer to other virtual characters in the game scene. For example, teammates in the same camp or enemies in other camps. In an optional implementation, other objects can be divided into multiple types, and each type is represented in a different form in the direction indicator. For example, the system can divide other objects into three categories: hostile objects, friendly objects, and neutral objects, and use different-shaped and -colored identifiers to distinguish them in the direction indicator, facilitating the user to quickly identify them.

[0109] Among them, the orientation and / or distance information refers to the spatial position relationship data of an object in the scene, including spatial parameters such as direction, angle, and distance. The user can adjust the information display method through click operations, swipe operations, long-press operations, and / or other operations. For example, switch different information display dimensions through a click operation.

[0110] In an optional implementation, the orientation information can be represented in the form of an angle value or a direction arrow, etc. For example, the system can display angle scales from 0 degrees to 359 degrees on the direction indicator, or use arrows pointing in different directions to intuitively represent the orientation of other objects relative to the user. The user can quickly determine the observation direction according to the arrow direction.

[0111] In an alternative embodiment, the distance information can be represented by numerical values or hierarchical intervals. For example, the system can directly display the exact distance value between objects (such as "34.5 meters"), or divide the distance into three intervals: near, medium, and far, and represent them with different colors or identifiers respectively, simplifying the user's cognitive burden and improving the efficiency of information acquisition.

[0112] In a specific application, after the user's role is placed in a specific device, the system generates a 360-degree circular direction indicator on the interface. Red triangles are used on the indicator to mark the positions of hostile characters, blue circles to mark the positions of friendly characters, and green squares to mark the positions of interactive auxiliary devices. The size of the markers changes with the distance, and the closer the distance, the larger the marker. When a hostile character approaches, the corresponding area of the indicator will flash a warning. Users can judge the surrounding situation based on the azimuth and distance information provided by the indicator, and decide whether to use the transfer skill and select the best transfer direction. This function significantly improves the user's environmental perception ability in a restricted state and enhances the decision-making efficiency.

[0113] In a virtual device interaction method provided by an embodiment of the present application, it further includes: Step S601, during the period when the virtual object is placed in the first virtual device, display a first interaction control on the graphical user interface; Step S602, in response to the corresponding operation according to the first interaction control, slow down the loading progress speed of the first virtual device or obtain additional survival time.

[0114] Through the method provided by this embodiment, when the virtual object is at risk of being eliminated, the user can obtain an additional survival opportunity through interaction with the interaction control, which not only increases the interactivity of the game, improves the user's interaction experience, but also increases the strategic depth and playability of the game, enriches the game content. At the same time, it solves the technical problem in the prior art that once the virtual object is placed in the virtual device, it can only passively wait for rescue or elimination, provides the possibility for the user to actively change the game process, and optimizes the interaction mechanism of the game system.

[0115] The above solution will be specifically described below.

[0116] In step S601, the first interaction control is an interface element that can be interacted with by the user on the graphical user interface of the terminal device. The first interaction control can be interacted through click operations, swipe operations, long-press operations, and / or other operations. The first interaction control can be a button that needs to be continuously clicked, or a pattern that the player needs to slide their finger along a specific trajectory. These different forms of interaction controls increase the variability and challenge of the game.

[0117] The period during which the virtual object is placed in the first virtual device is a state in which the virtual object is restricted or constrained by the first virtual device. In a specific application, when the character controlled by the game player is knocked down by the pursuer and put into the popcorn machine in the game, an interactive area will appear on the game interface, and the player needs to click the button in the interactive area to operate. At this time, the popcorn machine has started loading progress. If the loading is completed, the character controlled by the player will be eliminated, so the player needs to fight for survival time by correctly operating these interactive controls.

[0118] In step S602, the corresponding operation of the first interactive control is an interactive action performed by the user on the first interactive control. The corresponding operation of the first interactive control can be implemented by a click operation, a slide operation, a long press operation and / or other operations. For example, the user can perform the corresponding operation of the first interactive control by a click operation.

[0119] Among them, slowing down the loading progress speed of the first virtual device is to reduce the rate at which the first virtual device completes loading. Slowing down the loading progress speed of the first virtual device can be achieved by clicking, sliding, long pressing and / or other operations. For example, the loading progress speed of the first virtual device can be slowed down by clicking.

[0120] In an optional implementation, slowing down the loading progress of the first virtual device means that the loading progress bar of the device is filled more slowly through successful user interaction, thereby extending the life span of the virtual object in the device. For example, by default, the progress bar of the first virtual device may fill 2% per second, and when the user successfully performs the corresponding operation, the progress bar filling speed may be reduced to 1% per second, or completely stop filling in a short period of time.

[0121] Wherein, obtaining additional survival time is to extend the survival time of the virtual object in the first virtual device. In an optional embodiment, obtaining additional survival time means directly increasing the total survival time of the virtual object in the first virtual device through successful interaction operations. For example, by default, the maximum survival time of the virtual object in the first virtual device may be 60 seconds, and through successful interaction operations, the player can obtain an additional 5 seconds, 10 seconds or more survival time, so that the total survival time is increased.

[0122] In a virtual device interaction method provided in an embodiment of the present application, the method further includes: Step S701, randomly triggering a critical moment challenge during the loading process of the first virtual device, where the critical moment challenge includes completing a specified interactive operation within a limited time; Step S702, in response to successfully completing the critical moment challenge, pausing the loading progress of the first virtual device; Step S703, in response to the failure to successfully complete the critical moment challenge, accelerate the loading progress of the first virtual device.

[0123] Through the method provided in this embodiment, a more interactive critical moment challenge mechanism is introduced during the loading process of the virtual device. The player needs to complete a specified interactive operation within a limited time. If successful, the loading progress can be paused to obtain more survival time. If failed, the progress bar will be filled faster to increase the tension of the game. This design not only enriches the gaming experience, enhances the player's sense of participation and urgency, but also provides an opportunity to reverse the situation, allowing players in an unfavorable position to obtain the possibility of reversal through their own operation skills, further improving the fairness and balance of the game. At the same time, the randomly triggered design increases the uncertainty of the game, improves the replay value of the game, and solves the problems in the computer field of single interaction and passive waiting of players in traditional game modes.

[0124] In step S701, the critical moment challenge is a specific interactive task that randomly appears during the loading process of the virtual device and requires the user to complete within a limited time. The critical moment challenge can be implemented through click operations, swipe operations, long-press operations, and / or other operations. For example, through a click operation, a critical moment challenge is randomly triggered during the loading process of the first virtual device, and the critical moment challenge includes completing a specified interactive operation within a limited time.

[0125] For example, in a scenario where a virtual object is placed inside the first virtual device, the system will randomly trigger an interactive challenge when the loading progress reaches specific nodes (such as 30%, 50%, 70%), such as a key prompt popping up in the center of the screen, asking the player to press the corresponding key within 3 seconds.

[0126] In step S702, pausing the loading progress means that after the player successfully completes the critical moment challenge, the virtual device temporarily stops the loading and elimination timing of the virtual object. For example, when the player successfully presses the key prompted by the system within the limited 3 seconds, the loading progress bar on the screen will stop advancing, enter a "frozen" state, display a blue flashing effect, and at the same time, the appearance of the virtual device will also show an icing effect, intuitively showing the state of the progress pause.

[0127] In step S703, accelerating the loading progress means that when the player fails to successfully complete the critical moment challenge, the virtual device temporarily increases the loading and elimination speed of the virtual object. For example, if the player fails to complete the key combination challenge within the specified 2 seconds, the loading progress bar will suddenly turn red and fill at a speed of 1.5 times, and at the same time, a red warning effect will appear at the edge of the screen to remind the player that the danger is increasing.

[0128] In a virtual device interaction method provided in an embodiment of the present application, step S103, the step of determining the selectable virtual devices in the game scene includes: Step S801: Display a selection interface, which shows all selectable virtual device positions in the form of a mini - map. Step S802: In response to a selection operation, the steps to determine the target virtual device from the selectable virtual devices are as follows: Step S803: In response to a selection operation on the selection interface, determine the selected virtual device as the target virtual device.

[0129] Through the method provided in this embodiment, players can quickly view and select the target virtual device in the form of an intuitive mini - map, simplifying the target selection process and improving the operation accuracy. This method not only enhances the interaction experience, enabling players to make quick decisions in emergency situations, but also increases the richness of the game, providing players with more diverse interaction selection methods. Additionally, it solves the computer interaction problem of difficult accurate target selection in 3D game scenes, effectively improving the user operation efficiency and game experience.

[0130] The following is a specific description of the above solution.

[0131] In step S801, the selection interface is a specific graphical user interface in a computer game used to display interactive objects and allow users to make selections. When a player triggers a skill control through a click operation, a swipe operation, a long - press operation, and / or other operations, the system will respond to this interaction operation and pop up a selection interface in the game screen. For example, a player can activate the display of the selection interface by clicking on the skill control.

[0132] In an alternative embodiment, the selection interface is a semi - transparent interaction layer that covers the main game screen and is used to display all selectable virtual devices in the current game scene. For example, when a player triggers a skill control in the game, a semi - transparent selection interface will immediately pop up on the screen. This interface does not completely block the main game screen, allowing the player to still see the game scene while being able to focus on the selection interface for operations.

[0133] In an alternative embodiment, the selection interface is designed in the form of a mini-map, which is a simplified top-down perspective map representation for efficiently displaying key information of the game scene within a limited space. For example, the selection interface can be displayed as a small map window in the upper right corner of the game interface. This window contains a simplified version of the game scene, marking the positions of all selectable virtual devices, the player's own position, and the position information of other key game elements. For example, on the selection interface in the form of a mini-map, each selectable virtual device is identified by a specific icon (such as a popcorn machine icon). Virtual devices in different states may be represented by icons of different colors. For example, virtual devices with a high level of security are represented by green icons, those with a medium level of security by yellow icons, and those with a low level of security by red icons, enabling players to clearly understand the status of each virtual device at a glance.

[0134] In step S802, the selection operation is an interactive behavior performed by the user on the computer interface for specifying a specific object. The player can perform a selection operation on the selection interface through click operations, swipe operations, long-press operations, and / or other operations. For example, the player can specify a virtual device as the target by clicking on the icon of a certain virtual device in the selection interface.

[0135] In an alternative embodiment, the selection operation on the selection interface is a way for the player to directly interact with the interface in the form of a mini-map, used to quickly specify the target virtual device without having to select through the main game perspective. For example, the player can directly click on the icon of a certain virtual device displayed on the mini-map, and the system will immediately recognize this click behavior and determine the corresponding virtual device as the target.

[0136] In a virtual device interaction method provided in an embodiment of the present application, the method further includes: Step 901, receiving a marking operation, and in response to the marking operation, marking at least one key position in the game scene, where the key position includes at least one of a safe point, a dangerous area, or a resource point; Step 902, sending the key position information to the second type of virtual character in the game scene, and controlling the key position information to be displayed in the interface of the second type of virtual character, where the second type of virtual character is in the same camp as the virtual object.

[0137] Through the method provided in this embodiment, users can share key position information with team members in the same camp, improving the efficiency of team collaboration. This marking sharing mechanism solves the problem of inconvenient communication between teammates in emergency situations, reduces the time cost of users inputting text information, and intuitively transmits position information through graphical markings and prompts, reducing the complexity of information transmission. At the same time, this marking system provides users with richer interaction methods, enhances the collaborative experience among users, makes team cooperation closer and more efficient, and thus improves the overall interaction experience.

[0138] The above solution will be specifically described below.

[0139] In step S901, the marking operation is an interaction instruction sent by the user through the terminal device for adding a visual identifier in a specific area. The user can implement the marking operation through click operations, swipe operations, long-press operations, and / or other operations. For example, the user can select the position to be marked on the screen and add a mark through a click operation.

[0140] Among them, the key position is the area position identifier with specific functions or strategic significance. The user can select the type of key position through click operations, swipe operations, long-press operations, and / or other operations. For example, the user can click on the "safe point" option in the list of key position types to mark the current area.

[0141] Among them, the safe point is the area identifier suitable for the user to perform specific operations or make a temporary stay. For example, a high place with a good view and not easily discovered, or a room with multiple escape exits can be marked as a safe point to prompt the teammate's evacuation position in case of an emergency.

[0142] Among them, the dangerous area is the area identifier with potential risks. The user can mark the key position as a dangerous area through click operations, swipe operations, long-press operations, and / or other operations. For example, the user can open the marking menu through a swipe operation, select the "dangerous area" marking type and apply it to the specified position. In an optional embodiment, the dangerous area refers to an area with potential threats or adverse conditions, reminding the teammate to avoid or pass through it carefully. For example, blind spots with limited visibility, areas with complex terrain and unfavorable for escape, or places where danger has been recently discovered can all be marked as dangerous areas.

[0143] Among them, the resource point is the area identifier where specific resources can be obtained. The user can mark the key position as a resource point through click operations, swipe operations, long-press operations, and / or other operations. For example, the user can select a specific position through a long-press operation and then select the "resource point" marking type from the pop-up menu.

[0144] In an optional embodiment, the resource point refers to an area containing valuable items or facilities, which helps the teammate find the resources needed. For example, the positions of boxes containing useful items, devices with intact facilities, or interactive objects with strategic value can all be marked as resource points to help the teammate make efficient use of the map resources.

[0145] In step S902, the critical position information is a data set of the marked positions and types. The user can view or edit the critical position information through click operations, swipe operations, long - press operations, and / or other operations. For example, the user can view or modify the detailed information of an existing marked icon by clicking on it.

[0146] In an alternative embodiment, the critical position information is a structured information set containing data such as marked position coordinates, mark types, creation times, etc. For example, a complete piece of critical position information may include fields such as "position coordinates (X, Y, Z), type: safety point, creation time: 15:30:45, creator: user A, note: suitable for taking shelter", and the system generates corresponding visual marks on the interface based on this information.

[0147] In a virtual device interaction method provided by an embodiment of the present application, the step of determining an optional target virtual device in a game scene includes: Overlay multiple layers of visual information in the game scene, and the visual information includes at least one of the following: A heat map for displaying areas where the activity frequency of the first type of virtual characters is relatively high, where the first type of virtual characters and the virtual object are in different camps; An indication mark for marking the positions of the first type of virtual characters and the second type of virtual characters, where the height of the light column represents the distance, where the first type of virtual characters and the virtual object are in different camps, and the second type of virtual characters and the virtual object are in the same camp; A safety - level gradient color for displaying the area safety level with the change of the ground color where the optional virtual device is located; and A transparent protective cover effect, displayed around the optional virtual device, where the color of the protective cover represents the safety level.

[0148] Through the method provided by this embodiment, the user can enhance the perception of the safety status and character distribution in the game environment through intuitive visual information, so as to make a more informed decision on the selection of the target virtual device. This multi - level visual feedback mechanism not only provides richer game environment information, but also optimizes the interaction experience, enabling the user to quickly obtain and process complex information in a tense game environment, reducing the decision - making time and improving the operation accuracy. In addition, this visual information system can effectively reduce the user's cognitive burden, presenting complex environmental data through intuitive color and shape coding, and solving the problem of low information transmission efficiency in traditional game interfaces for computer interaction.

[0149] The above solution will be specifically described below.

[0150] Overlay multiple layers of visual information in the game scene. The visual information includes at least one of the following: a heat map for displaying areas with a higher activity frequency of the first type of virtual character, where the first type of virtual character and the virtual object are in different camps; an indication marker for marking the positions of the first type of virtual character and the second type of virtual character, where the height of the light column represents the distance, where the first type of virtual character and the virtual object are in different camps, and the second type of virtual character and the virtual object are in the same camp; a safety level gradient color for displaying the area safety level with the color change of the ground where the optional virtual device is located; and a transparent protective cover effect, displayed around the optional virtual device, where the color of the protective cover represents the safety level.

[0151] Among them, the visual information can be displayed through visual elements such as color, shape, size, transparency, animation effects, etc., to assist users in more intuitively understanding complex data. The overlay of visual information refers to hierarchically displaying multiple different types of graphical information on the same interface. Each layer of information is independent but works together to provide users with a comprehensive environmental perception.

[0152] Among them, a heat map refers to a visualization chart that intuitively displays the activity frequency or density of a specific area through color gradient changes. The heat map uses the depth of color to represent the size or density of the data. Usually, red represents a high-activity area, blue represents a low-activity area, and the intermediate transition colors represent medium-activity areas. The heat map can quickly convey area distribution information and help users identify patterns and trends.

[0153] In an optional implementation, the heat map is a dynamic visual element generated based on historical data and / or real-time data for predicting and displaying the activity areas of specific characters. For example, the system will record and analyze the movement trajectories, stay times, and activity frequencies of the first type of virtual character on the map, and then convert this data into a heat distribution map. High-frequency activity areas will be displayed as hot spots (red areas), and low-frequency areas will be displayed as cold spots (blue areas) to help users evaluate the risk levels of different areas.

[0154] Among them, an indication marker refers to a graphical symbol or visual cue used to highlight the position of a specific object in the interface or environment, usually using obvious colors, shapes, or animation effects to attract users' attention. The indication marker can convey information such as the position, status, and importance of the object to help users quickly locate and identify key elements.

[0155] In an optional embodiment, the indication marker adopts a vertical light column design, where different colors represent characters of different camps, and the height of the light column intuitively represents the distance information. For example, a red light column marks the first type of virtual character (hostile camp), a blue light column marks the second type of virtual character (friendly camp), the higher the light column, the farther the distance, and the shorter the light column, the closer the distance, enabling the user to obtain two key pieces of information, namely direction and distance, simultaneously.

[0156] Among them, the safety-level gradient color refers to a visual design element that uses color gradients to intuitively represent the safety level of an environment or area. It usually transitions from green (indicating safety) to red (indicating danger), and may include transitional colors such as yellow or orange in between, visually reflecting the continuous change in safety level. The safety-level gradient color can be interacted with through click operations, swipe operations, long-press operations, and / or other operations. For example, through a click operation, the user can view the specific safety score and its constituent factors of the area.

[0157] Among them, the transparent protective cover effect refers to a semi-transparent spherical or cover-shaped visual effect that surrounds a specific object (such as a virtual device) in a game or application interface, used to highlight the special status or attributes of the object. The protective cover usually has a certain transparency, and the internal object is still clearly visible. At the same time, additional information is conveyed through colors, textures, or animation effects. The transparent protective cover effect can be interacted with through click operations, swipe operations, long-press operations, and / or other operations. For example, through a click operation, the user can obtain detailed data on the safety level represented by the protective cover.

[0158] In a specific application, when the user is about to transfer a virtual object from a first virtual device to another virtual device by clicking on a skill control, the system immediately superimposes multiple layers of visual information in the game scene to assist in decision-making.

[0159] In an optional embodiment, it is necessary to determine whether the virtual object is wearing a first piece of equipment; if it is wearing the first piece of equipment, perform the step of determining the optional virtual devices in the game scene in response to the triggering operation of the skill control.

[0160] In a specific implementation, when the virtual object is wearing the first piece of equipment and is placed inside the first virtual device, a skill control will be displayed on the graphical user interface, enabling the player to execute corresponding game logic by triggering the skill control. In other embodiments, if it is detected that the virtual object is wearing the first piece of equipment, a skill control will be displayed on the graphical user interface without the need to detect whether the virtual object is in a virtual device.

[0161] In an optional embodiment, the first piece of equipment is configured with different levels, and different levels correspond to different distance detection ranges, that is, virtual devices within a specific range are detected as optional virtual devices.

[0162] The wearing position of the above-mentioned first piece of equipment on the virtual object can be determined according to the game rules.

[0163] The following embodiments are used to describe the equipment that can be worn by virtual objects.

[0164] Specifically, the above-mentioned virtual object can wear at least one piece of equipment, and the equipment that can be worn by the virtual object is the equipment among multiple preset equipments; among them, the multiple preset equipments include multiple equipment types, and the preset equipments of different equipment types are respectively configured with different equipment functions.

[0165] In specific implementation, the equipment functions corresponding to the preset equipments of different equipment types can be determined according to R & D requirements. For example, the equipment types can include rescue type, vision type, acceleration type, special type, pursuit type, defense type, and field control type; among them, the preset equipment of the rescue type can more effectively rescue oneself or teammates; the preset equipment of the vision type can more comprehensively master the position information of both sides in the game round; the preset equipment of the acceleration type can increase the movement speed or other interaction speeds; the preset equipment of the special type can gain advantages by using special gameplay mechanisms; the preset equipment of the pursuit type can strengthen the attack and displacement abilities and hit / knock down the enemy character faster; the preset equipment of the defense type can resist the attacks of the enemy character and slow down the controlled effect; the preset equipment of the field control type can prevent the game character from releasing the target game character or escaping from the target virtual object, etc., and gain time for knocking down the game character.

[0166] In an alternative embodiment, the above-mentioned preset equipment can also be called a badge. The overall design of the badge system is divided into large badges and small badges, and the shapes and colors of the large badges and small badges are different. The large badge is equivalent to adding a new game skill to the game character, while the small badge is equivalent to strengthening the original game skill of the game character. For example, the small badge may only be able to increase the movement speed of the game character, while the large badge may enable the game character that could not be invisible originally to become invisible, etc.

[0167] The preset equipment can be understood as the passive skill of the game character, and the packaging design is similar to the texture of a cloth armband. Players can obtain the passive skill effect corresponding to a certain preset equipment by wearing it. This passive skill effect is also the above-mentioned equipment function. For example, this passive skill effect can be that the crawling speed of the game character increases by 15% after falling to the ground, or the time for the game character to be stunned by the baffle is reduced by 20%, etc.

[0168] Each preset equipment can be divided into multiple equipment levels. For example, each preset equipment can be divided into three equipment levels: level 1, level 2, and level 3, which can be marked with Roman numerals for distinction. There are only numerical differences, and the numerical strength accounts for about 10% of the modulus.

[0169] In an alternative embodiment, the virtual object can wear a preset number of equipment items, and the virtual object cannot wear equipment of the same equipment type repeatedly. The above-mentioned preset number can be determined according to R & D requirements. For example, the preset number can be 5 or 6, etc. The same game character cannot wear equipment of the same equipment type repeatedly.

[0170] In a specific embodiment, the preset equipment is a badge, and each game character has 5 badge slots, which can be equipped with 3 small badges and 1 large badge respectively.

[0171] Furthermore, the preset equipment configured outside the game session will be displayed in the upper left corner of the game session, showing information such as skill descriptions, cooldown times, and skill levels. In addition, at the end of the game session, the equipment worn by other players in the current game session can be seen in the settlement interface.

[0172] In an alternative embodiment, the above-mentioned virtual object obtains the preset equipment in the following manner: in response to an equipment extraction instruction, randomly obtain a target preset equipment of a target level based on the equipment extraction instruction; wherein, the target preset equipment is any one of a plurality of preset equipment items, the target preset equipment includes multiple levels, and the target level is any one of the multiple levels.

[0173] In specific implementation, the instruction trigger method corresponding to the above-mentioned equipment extraction instruction can be determined according to R & D requirements. For example, the equipment extraction instruction can be triggered by the player clicking or long-pressing a lottery control outside or inside the game session. This method obtains new equipment through lottery and assembles it according to different character class positions, which can enhance or enrich the game combat experience.

[0174] In an alternative embodiment, when a player extracts a certain number of low-level preset equipment items, they can be automatically synthesized into high-level preset equipment items. For example, when extracting target equipment, three level-1 target equipment items are automatically synthesized into one level-2 target equipment item, and three level-2 target equipment items are automatically synthesized into one level-3 target equipment item.

[0175] Corresponding to the above method embodiments, the embodiments of the present disclosure also provide a virtual device interaction device 700, as Figure 7 shown, the device includes: An interface providing module 710, configured to provide a graphical user interface through a terminal device, where the graphical user interface includes a game scene, and the game scene includes at least two virtual devices and a virtual object controlled by the terminal device; A display control module 720, configured to display the loading progress of the first virtual device in a graphical user interface in response to a virtual object being placed within the first virtual device, where the first virtual device is one of at least two virtual devices, and the first virtual device is configured to control the elimination of the virtual object when the loading progress reaches a preset progress threshold; A target determination module 730, configured to determine selectable virtual devices in a game scene in response to a triggering operation on a skill control, where the selectable virtual devices are at least one of the at least two virtual devices other than the first virtual device, and the skill control is displayed in the graphical user interface; A selection module 740, configured to determine a target virtual device from the selectable virtual devices in response to a selection operation; A transfer control module 750, configured to control the transfer of the virtual object from the first virtual device to the target virtual device.

[0176] The above virtual device interaction device provides a transfer mechanism in an emergency state in a game scene, increases the interaction possibilities and strategic choices in the game, and enriches the gameplay. At the same time, this solution optimizes the processing flow of character state conversion in computer games by reasonably designing the triggering mechanism of the skill control and the selection logic of the virtual device, and solves the technical problem of the transfer of game characters in an emergency state in the computer field.

[0177] Embodiments of the present disclosure also provide an electronic device, as Figure 8 shown, the electronic device includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above virtual device interaction method.

[0178] Specifically, the above virtual device interaction method includes: providing a graphical user interface through a terminal device, where the graphical user interface includes a game scene, and the game scene includes at least two virtual devices and a virtual object controlled by the terminal device; In response to the virtual object being placed within the first virtual device, displaying the loading progress of the first virtual device in the graphical user interface, where the first virtual device is one of at least two virtual devices, and the first virtual device is configured to control the elimination of the virtual object when the loading progress reaches a preset progress threshold; In response to a triggering operation on a skill control, determining selectable virtual devices in the game scene, where the selectable virtual devices are at least one of the at least two virtual devices other than the first virtual device, and the skill control is displayed in the graphical user interface; In response to a selection operation, determining a target virtual device from the selectable virtual devices; Controlling the transfer of the virtual object from the first virtual device to the target virtual device.

[0179] Optionally, the step of determining a target virtual device from optional virtual devices in response to a selection operation includes: In response to the selection operation, control the graphical user interface to adjust the display of the first field of view screen to the second field of view screen; Control to determine the optional virtual device corresponding to the preset position in the second field of view screen as the target virtual device.

[0180] Optionally, the selection operation is a sliding operation applied to the graphical user interface.

[0181] Optionally, the selection operation is an operation consecutive to the trigger operation.

[0182] Optionally, the method further includes: When the loading progress of the virtual object in the first virtual device does not reach the first progress threshold, control the skill control to be in an interactive state; When the loading progress of the virtual object in the first virtual device reaches the first progress threshold, control the skill control to be in a non-interactive state.

[0183] Optionally, the method further includes: Display the optional virtual devices in the game scene through a first visual effect, where the first visual effect includes a perspective effect.

[0184] Optionally, after the step of determining the optional virtual devices in the game scene, it further includes: Display the selected target virtual device in the game scene through a second visual effect.

[0185] Optionally, the step of displaying the selected target virtual device in the game scene through a second visual effect is: Control to display a prompt identifier at the position of the target virtual device.

[0186] Optionally, after controlling to transfer the virtual object from the first virtual device to the target virtual device, it includes: Update the loading progress of the virtual object in the target virtual device to the first target progress threshold.

[0187] Optionally, the first target progress threshold is at least one of the following: A progress value greater than the first progress threshold; A progress value determined according to a preset coefficient based on the current progress threshold.

[0188] Optionally, the step of determining the progress value according to the preset coefficient based on the current progress threshold includes at least one of the following: The progress value determined by adding a preset coefficient to the current progress threshold, where the preset coefficient is a preset progress value. The progress value determined by multiplying the current progress threshold by a preset coefficient.

[0189] Optionally, after the step of controlling the virtual object to transfer from the first virtual device to the target virtual device, at least one of the following is further included: Sending the first orientation information of the current position of the virtual object to the first type of virtual character in the game scene, where the first type of virtual character and the virtual object are in different camps; Sending the second orientation information of the current position of the virtual object to the second type of virtual character in the game scene, where the second type of virtual character and the virtual object are in the same camp.

[0190] Optionally, after the step of controlling the virtual object to transfer from the first virtual device to the target virtual device, the following is further included: Controlling the first virtual device to be in at least one of the following states: In a cooling state, where during the time corresponding to the cooling state of the first virtual device, the first virtual device is prohibited from performing the corresponding game behavior; In a destruction state, where when the first virtual device is in the destruction state, the first virtual device is prohibited from performing the corresponding game behavior during the current game session; In a first state, where the first virtual device in the first state is configured to load the progress at a first speed, and the first speed is lower than the initial speed configured for the first virtual device.

[0191] Optionally, the step of determining the selectable virtual devices in the game scene is: Determining the selectable virtual devices in the game scene according to at least one of the following selection conditions: Whether there is a second type of virtual character near the virtual device, where the second type of virtual character and the virtual object are in the same camp; The distance between the virtual device and the first type of virtual character, where the first type of virtual character and the virtual object are in different camps; The distance between the virtual device and the virtual object Whether the area around the virtual device has a preset terrain feature.

[0192] Optionally, the method further includes: In response to the virtual object being placed inside the first virtual device, displaying a direction indicator on the graphical user interface, where the direction indicator is used to indicate the orientation and / or distance information of other virtual objects in the game scene.

[0193] Optionally, the method further includes: While the virtual object is placed in the first virtual device, a first interaction control is displayed on the graphical user interface; In response to a corresponding operation according to the first interaction control, slow down the loading progress speed of the first virtual device or obtain additional survival time.

[0194] Optionally, the method further includes: Randomly trigger a critical moment challenge during the loading process of the first virtual device. The critical moment challenge includes completing a specified interaction operation within a limited time; In response to successfully completing the critical moment challenge, pause the loading progress of the first virtual device; In response to not successfully completing the critical moment challenge, accelerate the loading progress of the first virtual device.

[0195] Optionally, the step of determining the optional virtual devices in the game scene includes: displaying a selection interface, and the selection interface displays the positions of all optional virtual devices in the form of a mini-map; In response to a selection operation, the step of determining the target virtual device from the optional virtual devices is to determine the selected virtual device as the target virtual device in response to a selection operation on the selection interface.

[0196] Optionally, the virtual object is placed in the first virtual device after being attacked by a first type of virtual character until the health value is lower than a preset health value threshold.

[0197] Optionally, the method further includes: Receive a marking operation. In response to the marking operation, mark at least one key position in the game scene. The key position includes at least one of a safe point, a dangerous area, or a resource point; Send the key position information to a second type of virtual character in the game scene, and control the key position information to be displayed in the interface of the second type of virtual character, where the second type of virtual character and the virtual object are in the same camp.

[0198] Optionally, the step of determining the optional virtual devices in the game scene includes: Overlay multiple layers of visual information in the game scene. The visual information includes at least one of the following: A heat map for displaying areas with a higher activity frequency of the first type of virtual character, where the first type of virtual character and the virtual object are in different camps; An indication marker for marking the positions of the first type of virtual character and the second type of virtual character, where the height of the light column represents the distance. The first type of virtual character and the virtual object are in different camps, and the second type of virtual character and the virtual object are in the same camp; A safety level gradient color for displaying the area safety level with the change of the ground color where the optional virtual device is located; and The effect of the transparent protective cover is shown around the optional virtual device, where the color of the protective cover indicates the safety level.

[0199] Furthermore, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103. The processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.

[0200] Among them, the memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk memory. The communication connection between this system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of simplicity of representation, Figure 8 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.

[0201] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, the steps of the above method can be completed by the integrated logic circuit of the hardware in the processor 101 or instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed by the hardware decoding processor, or executed by a combination of the hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0202] Embodiments of the present disclosure also provide a computer-readable storage medium storing computer-executable instructions, which, when called and executed by a processor, cause the processor to implement the above virtual device interaction method. For the specific implementation, reference may be made to the method embodiments and will not be elaborated herein.

[0203] Specifically, the virtual device interaction method includes: providing a graphical user interface through a terminal device, where the graphical user interface includes a game scene, and the game scene includes at least two virtual devices and a virtual object controlled by the terminal device; In response to the virtual object being placed in the first virtual device, a loading progress of the first virtual device is displayed in the graphical user interface, where the first virtual device is one of the at least two virtual devices, and the first virtual device is configured to control the elimination of the virtual object when the loading progress reaches a preset progress threshold; In response to a triggering operation on a skill control, determine selectable virtual devices in the game scene, where the selectable virtual devices are at least one virtual device other than the first virtual device among at least two virtual devices, and the skill control is displayed on the graphical user interface; In response to a selection operation, determine a target virtual device from the selectable virtual devices; Control the transfer of the virtual object from the first virtual device to the target virtual device.

[0204] Optionally, the step of determining a target virtual device from the selectable virtual devices in response to a selection operation includes: In response to a selection operation, control the adjustment of the first field of view screen displayed on the graphical user interface to a second field of view screen according to the selection operation; Control to determine the selectable virtual device corresponding to the preset position in the second field of view screen as the target virtual device.

[0205] Optionally, the selection operation is a sliding operation applied to the graphical user interface.

[0206] Optionally, the selection operation is an operation consecutive with the triggering operation.

[0207] Optionally, the method further includes: When the loading progress of the virtual object in the first virtual device does not reach the first progress threshold, control the skill control to be in an interactive state; When the loading progress of the virtual object in the first virtual device reaches the first progress threshold, control the skill control to be in a non-interactive state.

[0208] Optionally, the method further includes: Display the selectable virtual devices in the game scene through a first visual effect, where the first visual effect includes a perspective effect.

[0209] Optionally, after the step of determining the selectable virtual devices in the game scene, it further includes: Display the selected target virtual device in the game scene through a second visual effect.

[0210] Optionally, the step of displaying the selected target virtual device in the game scene through a second visual effect is: Control to display a prompt identifier at the position of the target virtual device.

[0211] Optionally, after controlling the transfer of the virtual object from the first virtual device to the target virtual device, it includes: Update the loading progress of the virtual object in the target virtual device to the first target progress threshold.

[0212] Optionally, the first target progress threshold is at least one of the following: A progress value greater than the first progress threshold; A progress value determined based on a preset coefficient on the basis of the current progress threshold.

[0213] Optionally, the steps of determining a progress value based on a preset coefficient on the basis of the current progress threshold include at least one of the following: A progress value determined by adding a preset coefficient to the current progress threshold, where the preset coefficient is a preset progress value; A progress value determined by multiplying the current progress threshold by the preset coefficient.

[0214] Optionally, after the step of controlling the virtual object to transfer from the first virtual device to the target virtual device, it further includes at least one of the following: Sending first azimuth information of the current position of the virtual object to the first type of virtual characters in the game scene, where the first type of virtual characters and the virtual object are in different camps; Sending second azimuth information of the current position of the virtual object to the second type of virtual characters in the game scene, where the second type of virtual characters and the virtual object are in the same camp.

[0215] Optionally, after the step of controlling the virtual object to transfer from the first virtual device to the target virtual device, it further includes: Controlling the first virtual device to be in at least one of the following states: Being in a cooling state, where during the time corresponding to the cooling state of the first virtual device, the first virtual device is prohibited from performing corresponding game actions; Being in a destroyed state, where when the first virtual device is in a destroyed state, the first virtual device is prohibited from performing corresponding game actions during the current game session; Being in a first state, where the first virtual device in the first state is configured to load progress at a first speed, and the first speed is lower than the initial speed configured for the first virtual device.

[0216] Optionally, the steps of determining the optional virtual devices in the game scene are: Determining the optional virtual devices in the game scene according to at least one of the following selection conditions: Whether there are second type of virtual characters near the virtual device, where the second type of virtual characters and the virtual object are in the same camp; The distance between the virtual device and the first type of virtual characters, where the first type of virtual characters and the virtual object are in different camps; The distance between the virtual device and the virtual object Whether the area around the virtual device has preset terrain features.

[0217] Optionally, the method further includes: In response to a virtual object being placed within a first virtual device, a direction indicator is displayed in the graphical user interface, and the direction indicator is used to indicate the orientation and / or distance information of other virtual objects in the game scene.

[0218] Optionally, the method further includes: During the period when the virtual object is placed within the first virtual device, a first interaction control is displayed on the graphical user interface; In response to a corresponding operation based on the first interaction control, slow down the loading progress speed of the first virtual device or obtain additional survival time.

[0219] Optionally, the method further includes: Randomly trigger a critical moment challenge during the loading process of the first virtual device. The critical moment challenge includes completing a specified interaction operation within a limited time; In response to successfully completing the critical moment challenge, pause the loading progress of the first virtual device; In response to not successfully completing the critical moment challenge, accelerate the loading progress of the first virtual device.

[0220] Optionally, the step of determining the optional virtual devices in the game scene includes: displaying a selection interface, and the selection interface displays the positions of all optional virtual devices in the form of a mini-map; The step of determining the target virtual device from the optional virtual devices in response to a selection operation is to determine the selected virtual device as the target virtual device in response to a selection operation on the selection interface.

[0221] Optionally, the virtual object is placed within the first virtual device after being attacked by a first type of virtual character until its health value is lower than a preset health value threshold.

[0222] Optionally, the method further includes: Receiving a marking operation, and in response to the marking operation, marking at least one key position in the game scene. The key position includes at least one of a safe point, a dangerous area, or a resource point; Sending the key position information to a second type of virtual character in the game scene, and controlling the key position information to be displayed in the interface of the second type of virtual character, where the second type of virtual character and the virtual object are in the same camp.

[0223] Optionally, the step of determining the optional virtual devices in the game scene includes: Overlaying multiple layers of visual information in the game scene. The visual information includes at least one of the following: A heat map used to display areas where the activity frequency of the first type of virtual character is relatively high, where the first type of virtual character and the virtual object are in different camps; An indication marker for marking the positions of the first type of virtual characters and the second type of virtual characters, where the height of the light column represents the distance, and among them, the first type of virtual characters and the virtual object are in different camps, and the second type of virtual characters and the virtual object are in the same camp; A safety-level gradient color for displaying the safety level of the area with the change of the ground color where the optional virtual device is located; and A transparent protective cover effect, which is displayed around the optional virtual device, where the color of the protective cover represents the safety level.

[0224] If the described function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. And the aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.

[0225] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation to the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance.

[0226] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions described in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A virtual device interaction method, characterized in that, The method includes: providing, by a terminal device, a graphical user interface including a game scene, where the game scene includes at least two virtual devices and a virtual object controlled by the terminal device; in response to the virtual object being placed in a first virtual device, displaying a loading progress of the first virtual device in the graphical user interface, where the first virtual device is one of the at least two virtual devices, and the first virtual device is configured to control the elimination of the virtual object when the loading progress reaches a preset progress threshold; in response to a triggering operation on a skill control, determining optional virtual devices in the game scene, where the optional virtual devices are at least one of the at least two virtual devices other than the first virtual device, and the skill control is displayed in the graphical user interface; in response to a selection operation, determining a target virtual device from the optional virtual devices; controlling to transfer the virtual object from the first virtual device to the target virtual device.

2. The method according to claim 1, characterized in that, The step of, in response to a selection operation, determining a target virtual device from the optional virtual devices includes: in response to a selection operation, controlling to adjust a first field of view screen displayed in the graphical user interface to a second field of view screen according to the selection operation; controlling to determine, as the target virtual device, the optional virtual device corresponding to a preset position in the second field of view screen.

3. The method according to claim 2, wherein The selection operation is a sliding operation applied to the graphical user interface.

4. The method according to claim 2, wherein The selection operation is an operation consecutive with the triggering operation.

5. The method according to claim 1, wherein The method further includes: when the loading progress of the virtual object in the first virtual device does not reach a first progress threshold, controlling the skill control to be in an interactive state; when the loading progress of the virtual object in the first virtual device reaches the first progress threshold, controlling the skill control to be in a non-interactive state.

6. The method according to claim 1, characterized in that, The method further includes: displaying, by a first visual effect, the optional virtual devices in the game scene, where the first visual effect includes a perspective effect.

7. The method according to claim 1, wherein After the step of determining the optional virtual devices in the game scene, it further includes: displaying, by a second visual effect, the selected target virtual device in the game scene.

8. The method according to claim 7, wherein The step of displaying, by a second visual effect, the selected target virtual device in the game scene is: controlling to display a prompt identifier at the position of the target virtual device.

9. The method according to claim 1, characterized in that, After the step of controlling to transfer the virtual object from the first virtual device to the target virtual device, it includes: updating the loading progress of the virtual object in the target virtual device to a first target progress threshold.

10. The method according to claim 9, wherein The first target progress threshold is at least one of the following: a progress value greater than the first progress threshold; a progress value determined according to a preset coefficient on the basis of the current progress threshold.

11. The method according to claim 10, characterized in that, The step of determining a progress value according to a preset coefficient on the basis of the current progress threshold includes at least one of the following: a progress value determined by adding the preset coefficient to the current progress threshold, where the preset coefficient is a preset progress value; a progress value determined by multiplying the current progress threshold by the preset coefficient.

12. The method according to claim 1, characterized in that After the step of controlling the transfer of the virtual object from the first virtual device to the target virtual device, at least one of the following is further included: Sending first orientation information of the current position of the virtual object to the first type of virtual characters in the game scene, where the first type of virtual characters and the virtual object are in different camps; Sending second orientation information of the current position of the virtual object to the second type of virtual characters in the game scene, where the second type of virtual characters and the virtual object are in the same camp.

13. The method according to claim 1, wherein After the step of controlling the transfer of the virtual object from the first virtual device to the target virtual device, the following is further included: Controlling the first virtual device to be in at least one of the following states: Being in a cooling state, where during the time corresponding to the cooling state of the first virtual device, the first virtual device is prohibited from performing corresponding game actions; Being in a destruction state, where when the first virtual device is in the destruction state, the first virtual device is prohibited from performing corresponding game actions during the current game session; Being in a first state, where the first virtual device in the first state is configured to load the progress at a first speed, and the first speed is lower than the initial speed configured for the first virtual device.

14. The method according to claim 1, wherein The step of determining the selectable virtual devices in the game scene is: Determining the selectable virtual devices in the game scene according to at least one of the following selection conditions: Whether there are the second type of virtual characters near the virtual device, where the second type of virtual characters and the virtual object are in the same camp; The distance between the virtual device and the first type of virtual characters, where the first type of virtual characters and the virtual object are in different camps; The distance between the virtual device and the virtual object Whether the area around the virtual device has preset terrain features.

15. The method according to claim 1, wherein The method further includes: In response to the virtual object being placed in the first virtual device, displaying a direction indicator on the graphical user interface, where the direction indicator is used to indicate the orientation and / or distance information of other virtual objects in the game scene.

16. The method according to claim 1, wherein The method further includes: During the period when the virtual object is placed in the first virtual device, displaying a first interaction control on the graphical user interface; In response to the corresponding operation according to the first interaction control, slowing down the loading progress speed of the first virtual device or obtaining additional survival time.

17. The method according to claim 1, wherein The method further includes: Randomly triggering a critical moment challenge during the loading process of the first virtual device, where the critical moment challenge includes completing a specified interaction operation within a limited time; In response to successfully completing the critical moment challenge, pausing the loading progress of the first virtual device; In response to not successfully completing the critical moment challenge, accelerating the loading progress of the first virtual device.

18. The method according to claim 1, wherein The step of determining the selectable virtual devices in the game scene includes: displaying a selection interface, where the selection interface displays the positions of all selectable virtual devices in the form of a mini-map; The step of determining a target virtual device from the optional virtual devices in response to a selection operation is to determine the selected virtual device as the target virtual device in response to a selection operation on the selection interface.

19. The method according to claim 1, characterized in that The virtual object is placed in the first virtual device after being attacked by a first type of virtual character until its health value is lower than a preset health value threshold.

20. The method according to claim 1, wherein The method further includes: Receiving a marking operation, and in response to the marking operation, marking at least one key position in the game scene, where the key position includes at least one of a safe point, a dangerous area, or a resource point; Sending the key position information to a second type of virtual character in the game scene, and controlling the key position information to be displayed in the interface of the second type of virtual character, where the second type of virtual character and the virtual object are in the same camp.

21. The method according to claim 1, characterized in that, The step of determining optional virtual devices in the game scene includes: Overlaying multiple layers of visual information in the game scene, where the visual information includes at least one of the following: A heat map for displaying areas with a relatively high activity frequency of a first type of virtual character, where the first type of virtual character and the virtual object are in different camps; An indication marker for marking the positions of the first type of virtual character and the second type of virtual character, where the height of the light column represents the distance, where the first type of virtual character and the virtual object are in different camps, and the second type of virtual character and the virtual object are in the same camp; A safety level gradient color for displaying the area safety level with the change of the ground color where the optional virtual device is located; and A transparent protective cover effect, which is displayed around the optional virtual device, where the color of the protective cover represents the safety level.

22. A virtual device interaction device, characterized in that, The device includes: An interface providing module configured to provide a graphical user interface through a terminal device, where the graphical user interface includes a game scene, and the game scene includes at least two virtual devices and a virtual object controlled by the terminal device; A display control module configured to, in response to the virtual object being placed in the first virtual device, display the loading progress of the first virtual device in the graphical user interface, where the first virtual device is one of the at least two virtual devices, and the first virtual device is configured to control the elimination of the virtual object when the loading progress reaches a preset progress threshold; A target determination module configured to determine optional virtual devices in the game scene in response to a triggering operation on a skill control, where the optional virtual devices are at least one of the at least two virtual devices other than the first virtual device, and the skill control is displayed in the graphical user interface; A selection module configured to determine a target virtual device from the optional virtual devices in response to a selection operation; A transfer control module configured to control the transfer of the virtual object from the first virtual device to the target virtual device.

23. An electronic device, characterized in that, The electronic device includes a processor and a memory, and the memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the virtual device interaction method according to any one of claims 1 to 21.

24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the virtual device interaction method according to any one of claims 1 to 21.