Interaction method and device based on virtual map, equipment and storage medium
By dividing and interacting with sound effects plots in virtual maps, the problem of insufficient interactivity in virtual world online games is solved, and a richer gaming experience is achieved.
Patent Information
- Application Number
- CN202410118437.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-26
- Publication Date
- 2025-07-29
AI Technical Summary
The interaction form of copy combat mode in existing virtual world online games is single, and lacks innovation, resulting in insufficient interactiveness of the game.
Divide multiple plots in the virtual map, set up sound plots, complete the target task through the interaction between the first virtual character and the sound plot, and output the task results.
It provides a new interactive method other than interaction with the BOSS, improving the player's gaming experience and interactivity.
Smart Images

Figure CN120381667A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction, and particularly to an interaction method, device, equipment and storage medium based on a virtual map. Background Art
[0002] In an online game based on a virtual world, multiple players can enter a dungeon simultaneously for multiplayer battles.
[0003] In the related art, players can form a team to enter the dungeon and challenge powerful enemies (BOSSes), solve puzzles or complete tasks with their teammates. Players need to face a series of levels and challenges, and each level has different enemies and tasks. During the challenge, players can cooperate with their teammates to jointly defeat the BOSS in the dungeon to win the dungeon.
[0004] However, this battle mode in the dungeon has no obvious difference from the daily battles in the online game, and the interaction form of the game is relatively single. Therefore, how to improve the interactivity of the game in the dungeon is a problem that needs to be considered currently. Summary of the Invention
[0005] This application provides an interaction method, device, equipment and storage medium based on a virtual map, and the technical solutions are as follows:
[0006] According to one aspect of this application, an interaction method based on a virtual map is provided, and the method includes:
[0007] Display a first virtual character located in the virtual map, where the first virtual character is used to complete a target task in the virtual map;
[0008] Control the first virtual character to interact with at least one sound effect plot in the virtual map. The virtual map is divided into multiple plots, and the at least one sound effect plot is a plot with a triggered sound effect among the multiple plots;
[0009] Based on the interaction result between the first virtual character and the at least one sound effect plot, output the task result of the target task.
[0010] According to one aspect of this application, an interaction device based on a virtual map is provided, and the device includes:
[0011] A display module, configured to display a first virtual character located in the virtual map, where the first virtual character is used to complete a target task in the virtual map;
[0012] A control module, configured to control the first virtual character to interact with at least one sound effect plot in the virtual map, the virtual map being divided into multiple plots, and the at least one sound effect plot being a plot with a trigger sound effect among the multiple plots;
[0013] An output module, configured to output the task result of the target task based on the interaction result between the first virtual character and the at least one sound effect plot.
[0014] According to another aspect of the present application, there is provided a computer device, which includes a processor and a memory, and a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the virtual map-based interaction method as described above.
[0015] According to another aspect of the present application, there is provided a computer-readable storage medium, in which executable instructions are stored, and the executable instructions are loaded and executed by a processor to implement the virtual map-based interaction method as described above.
[0016] According to another aspect of the present application, there is provided a computer program product, which includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and the processor reads and executes the computer instructions from the computer-readable storage medium to implement the virtual map-based interaction method as described above.
[0017] The beneficial effects brought by the technical solution provided by the embodiments of the present application at least include:
[0018] By displaying a first virtual character located in the virtual map, the first virtual character is used to complete a target task in the virtual map; controlling the first virtual character to interact with at least one sound effect plot in the virtual map, the virtual map is divided into multiple plots, and the sound effect plot is a plot with a trigger sound effect among the multiple plots; outputting the task result of the target task based on the interaction result between the first virtual character and the at least one sound effect plot. The above solution designs a form of game dungeon. In addition to interacting with the BOSS, players can also control the first virtual character to interact with the sound effect plots in the virtual map, providing an interaction method that has no direct association with killing the BOSS. The way of controlling the first virtual character to interact with the sound effect plots in the game can improve the game experience of players. Description of the Drawings
[0019] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the accompanying drawings required for the description of the embodiments. Obviously, the accompanying drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other accompanying drawings can be obtained based on these drawings.
[0020] Figure 1 Shows the structural block diagram of a computer system provided by an exemplary embodiment of the present application;
[0021] Figure 2 Shows the schematic diagram of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0022] Figure 3 Shows the flowchart of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0023] Figure 4 Shows the schematic diagram of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0024] Figure 5 Shows the flowchart of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0025] Figure 6 Shows the flowchart of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0026] Figure 7 Shows the schematic diagram of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0027] Figure 8 Shows the schematic diagram of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0028] Figure 9 Shows the flowchart of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0029] Figure 10 Shows the schematic diagram of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0030] Figure 11 Shows the schematic diagram of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0031] Figure 12 Shows the schematic diagram of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0032] Figure 13 The figure shows a schematic diagram of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0033] Figure 14 The figure shows a flowchart of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0034] Figure 15 The figure shows a flowchart of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0035] Figure 16 The figure shows a flowchart of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0036] Figure 17 The figure shows a flowchart of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0037] Figure 18 The figure shows a schematic diagram of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0038] Figure 19 The figure shows a schematic diagram of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0039] Figure 20 The figure shows a flowchart of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0040] Figure 21 The figure shows a schematic diagram of an interactive method based on a virtual map provided by an exemplary embodiment of the present application;
[0041] Figure 22 The figure shows a structural block diagram of an interactive device based on a virtual map provided by an exemplary embodiment of the present application;
[0042] Figure 23 The figure shows a schematic diagram of the device structure of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners
[0043] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.
[0044] Exemplary embodiments will be described in detail herein, and examples thereof are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0045] The terms used in the present application are for the purpose of describing specific embodiments only and are not intended to limit the present application. The singular forms "a", "the", and "said" used in the present application and the appended claims are also intended to include the plural forms unless the context clearly dictates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
[0046] It should be understood that although the terms first, second, etc. may be used in the present application to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of the present application, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when" or "while" or "in response to determining".
[0047] It should be noted that before and during the process of collecting relevant data of the user in the present application, a prompt interface, a pop-up window, or voice prompt information may be displayed. The prompt interface, pop-up window, or voice prompt information is used to prompt the user that their relevant data is currently being collected, so that the present application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the confirmation operation issued by the user for the prompt interface or pop-up window. Otherwise (that is, when the confirmation operation issued by the user for the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are ended, that is, the relevant data of the user is not obtained. In other words, all user data collected by the present application is collected with the consent and authorization of the user, and the collection, use, and processing of the relevant user data need to comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0048] First, introduce the relevant terms involved in the present application:
[0049] Virtual world: The virtual world is displayed (or provided) when the application runs on the terminal. The virtual world can be a simulation of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual world can be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world. Optionally, the virtual world is also used for virtual world battles between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the virtual world. Optionally, the virtual world includes a symmetric lower left region and an upper right region, and virtual characters belonging to two opposing camps respectively occupy one of the regions.
[0050] Virtual map: A digital map that uses symbols, colors, text annotations, etc. to describe the natural geography and / or administrative regions in the virtual world according to a certain scale. For example, virtual buildings in the virtual world are displayed on the virtual map, and the virtual buildings can be created according to the player's operations; or, they are default settings in the game. Optionally, the virtual map can be a 2D map image generated by two-dimensional means; or, a 2.5D map image generated by 2.5D (or pseudo-3D) means; or, a 3D map image generated by 3D means. Optionally, the virtual map can also be called a large map, a virtual large map, a game large map, a sub-map, etc., and the name of the virtual map is not limited in this embodiment.
[0051] Virtual character: An active object in the virtual world. The active object can be at least one of a virtual person, a virtual animal, and an anime character. Optionally, when the virtual world is a three-dimensional virtual world, the virtual character can be a three-dimensional virtual model, and each virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human bone technology, and the virtual character realizes different external images by wearing different skins. In some implementation manners, the virtual character can also be implemented by using a 2.5-dimensional or 2-dimensional model, and this application embodiment does not limit this.
[0052] Figure 1 The schematic diagram of a computer system provided by an exemplary embodiment of the present application is shown. The computer system 100 may include: a first terminal 110, a server 120, and a second terminal 130.
[0053] The first terminal 110 installs and runs a client 111 that supports a virtual environment. The client 111 can be a multiplayer online battle program. When the first terminal 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be any one of a multiplayer online game, a battle royale shooting game, a Virtual Reality (VR) application, an Augmented Reality (AR) program, a 3D map program, a virtual reality game, an augmented reality game, a First-Person Shooting (FPS) game, a Third-Personal Shooting (TPS) game, a MOBA game, and a Simulation Game (SLG). In this embodiment, the client 111 is taken as an example of a MOBA game. The first terminal 110 is a terminal used by the first user 112. The first user 112 uses the first terminal 110 to control the first virtual character located in the virtual environment to perform activities, or operate the virtual items owned by the second virtual character. The first virtual character can be called the virtual character of the first user 112. The first user 112 can perform operations such as assembling, disassembling, and uninstalling the virtual items owned by the first virtual character. This application does not limit this. Schematically, the first virtual character is a game virtual character, such as a simulated human character or an anime character.
[0054] The second terminal 130 installs and runs a client 131 that supports a virtual environment. The client 131 can be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can be any one of a MOBA game, a battle royale shooting game, a VR application, an AR program, a 3D map program, a virtual reality game, an augmented reality game, an FPS, a TPS, and an SLG. In this embodiment, the client is taken as an example of a MOBA game. The second terminal 130 is a terminal used by the second user 113. The second user 113 uses the second terminal 130 to control the second virtual character located in the virtual environment to perform activities and operate the virtual items owned by the second virtual character. The second virtual character can be called the virtual character of the second user 113. Schematically, the second virtual character is a game virtual character, such as a simulated human character or an anime character.
[0055] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same camp, the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may belong to different camps, different teams, different organizations, or have a hostile relationship.
[0056] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are of the same type on different operating system platforms (Android or iOS). The first terminal 110 may generally refer to one of multiple terminals, and the second terminal 130 may generally refer to another one of multiple terminals. This embodiment only takes the first terminal 110 and the second terminal 130 as examples for illustration. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.
[0057] Figure 1 Only two terminals are shown in the figure, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there is also one or more terminals 140 that are the terminals corresponding to the developer. A development and editing platform for the client supporting the virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 130, and transmit the updated client installation package to the server 120 through a wired or wireless network. The first terminal 110 can download the client installation package from the server 120 to update the client.
[0058] The server 120 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the client 111. Optionally, the server 120 undertakes the main computing work, and the first terminal 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the first terminal 110 undertakes the main computing work; or, a distributed computing architecture is adopted between the server 120 and the first terminal 110 for collaborative computing.
[0059] Optionally, the server 120 includes a processor 121, a user account database 122, a battle service module 123, and a user-oriented input / output interface (I / O interface) 124. Among them, the processor 121 is used to load the instructions stored in the server 120 and process the data in the user account database 122 and the battle service module 123; the user account database 122 is used to store the data of the user accounts used by the first terminal 110 and other terminals 140, such as the avatars of the user accounts, the names of the user accounts, the combat power indexes of the user accounts, and the service areas where the user accounts are located; the battle service module 123 is used to provide multiple battle rooms for users to conduct battles, such as 1V1 battles, 3V3 battles, 5V5 battles, etc.; the user-oriented I / O interface 124 is used to establish communication with the first terminal 110 and / or other terminals 140 through a wireless network or a wired network to exchange data.
[0060] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 through a wireless network or a wired network.
[0061] Exemplarily, Figure 2 The figure shows a schematic diagram of an interactive method based on a virtual map provided by an exemplary embodiment of the present application. Taking the example that this method is executed by a client supporting a virtual environment for illustration.
[0062] The embodiment of the present application provides a solution for an interactive method based on a virtual map.
[0063] In some embodiments, the virtual map can be divided into a grid map containing n*n plots as a battle field. Each grid can represent a plot, and each plot can be used to place different sound effects. n is a positive integer. Exemplarily, n is 5, and this virtual map contains 5*5 plots.
[0064] After entering the game dungeon, the first virtual character 10 controlled by the player and the first opponent virtual character 20 (such as Lu Ying) are displayed in the virtual map, as shown in Figure 2 part (1) of the figure. Optionally, the player controls the first virtual character 10 to kill the first opponent virtual character 20 in the virtual map. After the killing is successful, the first virtual character 10 can obtain a sound effect prop corresponding to a sound effect. After obtaining this sound effect prop, this sound effect prop will be displayed on the game interface in the form of a QTE (Quick Time Event) button 30, as shown in Figure 2 part (2) of the figure. Optionally, when the player triggers the QTE button 30, the plot where the player is located will be converted from a normal plot to a sound effect plot 40, as shown in Figure 2As shown in part (3) of the figure. The player controls the first virtual character 10 to trigger the sound effect on the sound effect plot 40 using the "Thousand-Jin Drop" skill, and at this time, the game battle starts. The player can control the first virtual character 10 to interact with the sound effect plot 40 in the virtual map.
[0065] Among them, the sound effect types of different types of sound effect plots are different. Optionally, each sound effect plot also corresponds to a sound effect icon displayed on the plot. The sound effect icons of different types of sound effect plots are also different.
[0066] Optionally, there are two game mechanisms in the game battle. The first game mechanism requires the player to tap the corresponding sound effect plot according to the requirements within a specified time. The second game mechanism requires the player to avoid the attacks on the sound effect plot according to the prompts. After the player passes the two game mechanisms and other mission objectives (such as killing the boss), the player can win the game dungeon.
[0067] Figure 3 The flowchart of the interaction method based on the virtual map provided by an exemplary embodiment of the present application is shown. Taking the method applied to the Figure 1 terminal device 110 shown as an example, the method includes the following steps 210, 220, and 230:
[0068] Step 210: Display the first virtual character located in the virtual map;
[0069] Among them, the first virtual character is used to complete the target task in the virtual map. The target task can be a dungeon task or a match task. The target task can be completed only by the first virtual character, or it can require the first virtual character to cooperate with other teammate virtual characters to complete.
[0070] In some embodiments, taking the case where the terminal is installed with a client as an example, an application program or a web client that supports the virtual environment runs in the terminal device. The virtual environment is the environment or world displayed (or provided) when the client runs on the terminal. The first virtual character located in the virtual map is displayed on the game interface of the client.
[0071] In some embodiments, the first virtual character is a virtual character controlled by a first user. The first user manipulates the first virtual character to play games or interact with the virtual environment. The first account logged in by the first user through the client has the control right over the first virtual character. Optionally, the virtual map further includes in-game virtual characters, and the in-game virtual characters have an in-game match with the first virtual character in the match area. Optionally, the in-game virtual characters are virtual characters controlled by other accounts; or, the in-game virtual characters are virtual characters preset by the server, that is, in this case, the in-game virtual characters belong to non-player characters (NPCs), and this application does not make any limitation in this regard.
[0072] In this embodiment, an example is given where the in-game virtual character is implemented as a boss monster (BOSS).
[0073] In some embodiments, the player controls the first virtual character to complete a target task in the virtual map. The target task is a specific task or goal that the first virtual character needs to complete in the virtual map for the player. There are various types of target tasks. Optionally, the target tasks include at least one of collection tasks, combat tasks, navigation tasks, puzzle-solving tasks, exploration tasks, and interaction tasks, etc.
[0074] Exemplarily, taking the target task as a collection task as an example: the player needs to collect a certain item or resource, including collecting items scattered on the virtual map, gathering plants or minerals, or obtaining dropped items from enemies; taking the target task as a combat task as an example: the player needs to fight against enemies to defeat them to achieve the goal, including defeating a preset number of enemies, defeating powerful Boss characters, or participating in team battles; taking the target task as a navigation task as an example: the player needs to move in the virtual map along the specified navigation route and reach the specified location; taking the target task as a puzzle-solving task as an example: the player needs to solve puzzles or problems to achieve the target task, which may include decrypting passwords, jigsaw puzzles, unlocking mechanisms, or finding at least one of hidden clues; taking the target task as an exploration task as an example: the player needs to explore new areas in the virtual map; taking the target task as an interaction task as an example: the player needs to interact by controlling the first virtual character or other players, which may include conversing with NPC characters, completing transactions, cooperating in teams, or participating in other interaction activities. The above is only an exemplary description of the types of target tasks, and this application does not limit the types of target tasks.
[0075] Step 220: Control the first virtual character to interact with at least one sound plot in the virtual map, and the virtual map is divided into multiple plots;
[0076] Optionally, in the embodiments of this application, an example is given taking the target task as an interaction task.
[0077] In some embodiments, the player performs the target task through the first virtual character and interacts with at least one sound effect plot in the virtual map. Among them, at least one sound effect plot is a plot with a triggering sound effect among multiple plots.
[0078] In some embodiments, the virtual map can be divided into a grid map containing n*n plots, and each grid can represent a plot. In this virtual map, each plot can be used to place different sound effects. Taking the case of n = 5 as an example, the virtual map contains 5*5 = 25 plots in total. Each plot can represent a position or coordinate, such as (1, 1), (1, 2) …… (5, 5), where the first number represents the row number among multiple plots, and the second number represents the column number among multiple plots.
[0079] Optionally, dividing the virtual map into multiple plots allows placing sound effects on at least one of the multiple plots. The plot with a placed sound effect can be called a sound effect plot. Exemplarily, different types of sound effect plots have different sound effects. The sound effects include at least one of the sound effects of bells, people, animals, and musical instruments. Optionally, different sound effects are placed on multiple plots. For example, certain plots can be set to the sound effect of bells, certain plots to the sound effect of people, certain plots to the sound effect of animals, and certain plots can also be set to the sound effect of musical instruments, etc., at least one of them. In the game, the player can hear different sound effects according to different types of triggered sound effect plots, thereby implementing an interaction strategy based on different sound effects.
[0080] In some embodiments, in a virtual map containing multiple plots, at least one plot is set as a sound effect plot, and this plot has the function of triggering a sound effect. Optionally, the player can control the first virtual character to perform a triggering event to trigger the sound effect on this sound effect plot. Or, the client or the server controls the NPC to perform a triggering event to trigger the sound effect on this sound effect plot.
[0081] Exemplarily, as Figure 4 shown, the virtual map is a grid map containing 3*3 plots, and this virtual map includes multiple sound effect plots. Among them, (X, Y) is used to represent the sound effect plot in the virtual map, where X represents the row number and Y represents the column number. The sound effect plot corresponding to the sound of a bell is at the first row and first column (1, 1); the sound effect plot corresponding to the sound of a cow is at the second row and first column (2, 1); the sound effect plot corresponding to the sound of a person is at the second row and second column (2, 2); the sound effect plot corresponding to the sound of thunder is at the second row and third column (2, 3); the sound effect plot corresponding to the sound of a dog is at the third row and second column (3, 2); the sound effect plot corresponding to the sound of a zheng is at the third row and third column (3, 3).
[0082] Step 230: Output the task result of the target task based on the interaction result between the first virtual character and at least one sound effect plot.
[0083] In some embodiments, the interaction result refers to the result generated by the interaction between the first virtual character and at least one sound effect plot. Optionally, the interaction result may include at least one of the triggered sound effect, interaction duration, interaction times, etc. For example, when the first virtual character interacts with the sound effect plot, a sound effect may be triggered and the task may progress to the next stage.
[0084] In some embodiments, the task result is the result regarding the completion of the target task generated based on the interaction result. Optionally, the task result may include at least one of the information such as whether the task is completed, the degree of task progress, task failure or success, etc.
[0085] In some embodiments, the first virtual character will interact with the sound effect plots in the virtual map, and based on the interaction result between the first virtual character and at least one sound effect plot, a task result related to the target task is generated. Exemplarily, if the interaction between the first virtual character and the sound effect plot meets the task requirements, the task result will be marked as completed; if the interaction only completes a part of the target task, the task result will reflect the current progress state of the target task; if the interaction fails to meet the task requirements, the task result will be marked as failed.
[0086] Since the target task may include multiple subtasks, the interaction with the sound effect plot is just one of the subtasks. Therefore, the task result of the target task can be output based on the interaction result between the first virtual character and at least one sound effect plot, and other subtasks (such as killing the Boss).
[0087] In summary, the method provided by the embodiments of the present application displays the first virtual character located in the virtual map, where the first virtual character is used to complete the target task in the virtual map; controls the first virtual character to interact with at least one sound effect plot in the virtual map, the virtual map is divided into multiple plots, and the sound effect plot is a plot with a triggered sound effect among the multiple plots; outputs the task result of the target task based on the interaction result between the first virtual character and at least one sound effect plot. The above solution designs a form of game dungeon. In addition to interacting with the BOSS, players can also interact with the sound effect plots in the virtual map by controlling the first virtual character, providing an interaction method that has no direct association with killing the BOSS. The way of controlling the first virtual character and the sound effect plot to interact in the game can improve the game experience of players.
[0088] Interaction between the first virtual character and / or teammate virtual character and the sound effect plot
[0089] In some embodiments, controlling the first virtual character to interact with at least one sound effect plot in the virtual map includes multiple interaction methods. Different embodiments may use at least one of the multiple interaction methods. For example, Figure 5 As shown, the above step 220 can be replaced with the following sub-steps:
[0090] Step 221: Control the first virtual character to execute a triggering event on at least one sound effect plot, where the triggering event is used to trigger the sound effect plot to play a sound effect;
[0091] Among them, the sound effect plot is a plot among multiple plots that has a triggering sound. The triggering event is an event used to trigger the sound effect plot to play the triggering sound effect.
[0092] In some embodiments, the triggering event can be an event that causes a certain action or behavior through the player's control of the interaction of the first virtual character in the virtual map. In some embodiments, the triggering event is used to trigger the sound effect plot to play a sound effect, and the triggering event can include multiple types. Optionally, the triggering event includes at least one of a click event, a jump event, an event of quickly falling from the air, a touch event, a switch event, a drag event, a collision event, a time event, etc.
[0093] Exemplarily, when the player controls the first virtual character to click on the sound effect plot, the sound effect is triggered to play; or, when the player controls the first virtual character to touch the sound effect plot, the sound effect is triggered to play; or, when the player controls the first virtual character to press a certain switch in the virtual map, the sound effect is triggered to play; or, when the player drags the first virtual character onto the sound effect plot, the sound effect is triggered to play; or, when the player controls the first virtual character to collide with the sound effect plot, the sound effect is triggered to play; or, the sound effect is triggered to play according to the time setting, such as triggering the sound effect to play at a scheduled time.
[0094] In an alternative example, control the first virtual character and the teammate virtual character to jointly execute a triggering event on at least one sound effect plot, where the triggering event is used to trigger the sound effect plot to play the triggering sound effect. For example, the triggering event is a "thousand-jin drop" skill in which the body of the first virtual character is used as a striking object and falls from the air onto the sound effect plot.
[0095] Optionally, the teammate virtual character refers to a virtual character controlled by other players in the game. The first virtual character and the teammate virtual character form a team or group in the game and usually have a collaborative relationship. The first virtual character and the teammate virtual character can perform the same or different tasks.
[0096] Step 222: Based on the first sound prompt information, control the first virtual character to leave at least one sound effect plot;
[0097] Among them, the first sound effect prompt information is used to indicate that the first virtual character leaves at least one sound effect plot. Optionally, the first sound effect prompt information can be at least one of prompts such as sounds, icons, texts, or other forms in the game. For example, after a preset duration, there will be instant kill damage or high damage on the sound effect plot, and the player needs to leave the sound effect plot within the preset duration.
[0098] Exemplarily, the first sound effect prompt information is a sound prompt. By playing a certain sound effect, sound effect combination, or music segment, the player can be conveyed the prompt to leave the sound effect plot. For example, a warning sound or an ordered combination of multiple sound effects can be used, with each sound effect corresponding to a sound effect plot; the first sound effect prompt information is an icon prompt. By displaying an icon on the game interface, the player can be indicated the position or direction to leave the sound effect plot. For example, the first sound effect prompt information can be an arrow indicator, a flashing icon, etc.; the first sound effect prompt information is a text prompt. By displaying a text prompt on the screen, the player can be informed how to leave the sound effect plot. For example, the first sound effect prompt information can be a simple text instruction "Leave this area"; the first sound effect prompt information is a visual effect prompt. By changing the color, brightness, or other visual effects of the sound effect plot, the player can be prompted to leave the sound effect plot. For example, the sound effect plot can be darkened or made to glow. Optionally, the player can directly control the first virtual character to leave at least one sound effect plot; or, the player can control the first virtual character to leave at least one sound effect plot according to path planning.
[0099] In an optional example, based on the first sound effect prompt information, the first virtual character is controlled to leave at least one sound effect plot in cooperation with the teammate virtual character. Among them, the first sound effect prompt information is used to indicate that the first virtual character leaves at least one sound effect plot in cooperation with the teammate virtual character.
[0100] In some embodiments, the player can control the first virtual character and the teammate virtual character to leave at least one sound effect plot in cooperation. Optionally, the player controls the first virtual character and the teammate virtual character to perform cooperative actions. By performing cooperative actions, the first virtual character and the teammate virtual character can jointly leave the sound effect plot; or, the player controls the first virtual character and the teammate virtual character to use team commands. For example, the player can issue a certain command to require the teammate virtual character to move within a preset time to leave the sound effect plot in cooperation; or, through voice or text chat for communication, the player can communicate with the teammate virtual character in real time. The player can inform the teammate virtual character of the direction and time to move through voice or text chat to leave the sound effect plot in cooperation. This application does not make any limitations in this regard.
[0101] Step 223: Based on the second sound effect prompt information, control the first virtual character to occupy at least one sound effect plot;
[0102] Among them, the second sound prompt information is used to indicate that the first virtual character occupies at least one sound plot. Optionally, the second sound prompt information may be at least one of prompts such as sounds, icons, texts, or other forms in the game.
[0103] Exemplarily, the second sound prompt information is a sound prompt. A certain sound effect, sound effect combination, or music segment can be played to convey to the player the prompt of occupying the sound plot. For example, the cheering sound of victory or an ordered combination of multiple sound effects can be used, with each sound effect corresponding to a sound plot; the second sound prompt information is an icon prompt. An icon can be displayed on the game interface to indicate to the player the position or direction of occupying the sound plot. For example, the second sound prompt information can be an arrow indicator, a flashing icon, etc.; the second sound prompt information is a text prompt. A text prompt can be displayed on the screen to inform the player how to occupy the sound plot. For example, it is prompted that the first virtual character stays on the sound plot for 3 seconds; the second sound prompt information is a visual effect prompt. The player can be prompted to occupy the sound plot by changing the color, brightness, or other visual effects of the sound plot. For example, the sound plot can be highlighted.
[0104] In an optional example, based on the second sound prompt information, the first virtual character is controlled to cooperate with the teammate virtual character to occupy at least one sound plot. Among them, the second sound prompt information is used to indicate that the first virtual character and the teammate virtual character cooperate to occupy at least one sound plot.
[0105] In some embodiments, the player can control the first virtual character and the teammate virtual character to cooperate to occupy at least one sound plot. Optionally, the player can control the first virtual character and the teammate virtual character to cooperate and divide the work. The player can assign the first virtual character and the teammate virtual character to different positions to occupy multiple sound plots simultaneously; or, the player can ensure that the first virtual character and the teammate virtual character reach different sound plots at the same time and occupy the sound plots by controlling the action time of the first virtual character and the teammate virtual character; or, the player can issue an instruction to the teammate virtual character to occupy the sound plot. The player can select a certain sound plot and instruct the teammate virtual character to go to that position to occupy it. The present application does not make any limitations in this regard.
[0106] Step 224: Based on the third sound prompt information, control the first virtual character to move on at least one sound plot;
[0107] Among them, the third sound prompt information is used to indicate that the first virtual character moves on at least one sound plot. Optionally, the third sound prompt information may be at least one of prompts such as sounds, icons, texts, or other forms in the game.
[0108] Exemplarily, the third sound effect prompt information is a sound prompt, which can convey the prompt for moving on the sound effect plot to the player by playing a certain sound effect, sound effect combination or music segment. For example, an ordered combination of multiple sound effects is used, and each sound effect corresponds to a sound effect plot; the third sound effect prompt information is an icon prompt, which can indicate the movement route of controlling the first virtual character on the sound effect plot to the player by displaying an arrow on the game interface; the third sound effect prompt information is a text prompt, which can inform the player how to move on the sound effect plot by displaying a text prompt on the screen. For example, it prompts the first virtual character to move from sound effect plot A to sound effect plot B; the second sound effect prompt information is a visual effect prompt, which can identify the sound effect plot that the first virtual character needs to move to with the same color, and the player can control the first virtual character to move on the sound effect plot according to the color identification.
[0109] In an optional example, based on the third sound effect prompt information, control the first virtual character to move on at least one sound effect plot in cooperation with the teammate virtual character. Wherein, the third sound effect prompt information is used to indicate that the first virtual character moves on at least one sound effect plot in cooperation with the teammate virtual character.
[0110] In some embodiments, the player can control the first virtual character and the teammate virtual character to move on at least one sound effect plot in cooperation. Optionally, the player controls the first virtual character and the teammate virtual character to execute the same movement route planning, and according to the movement path in the movement route planning, to ensure that the two characters can move on at least one sound effect plot in cooperation; or, the player controls the first virtual character and the teammate virtual character to use the same movement instruction, and according to the movement instruction, to ensure that the first virtual character and the teammate virtual character move on at least one sound effect plot in cooperation. This application does not make any limitation in this regard.
[0111] Step 225: Based on the fourth sound effect prompt information, control the first virtual character to place or snatch virtual items on at least one sound effect plot.
[0112] Wherein, the fourth sound effect prompt information is used to indicate that the first virtual character places or snatches virtual items on at least one sound effect plot. Optionally, the fourth sound effect prompt information can be at least one of prompts such as sounds, icons, texts or other forms in the game.
[0113] Exemplarily, the fourth sound effect prompt information is a sound prompt, which can convey to the player the prompt for placing or snatching virtual items on the sound effect plot by playing a certain sound effect, sound effect combination or music segment. For example, an ordered combination of multiple sound effects is used, with each sound effect corresponding to a sound effect plot; the fourth sound effect prompt is an icon prompt, and a special symbol can be displayed on the sound effect plot where the player needs to place or snatch virtual items. For example, a flag can be displayed on the sound effect plot where a virtual item needs to be placed; the fourth sound effect prompt information is a text prompt, which can inform the player of placing or snatching virtual items on the sound effect plot by displaying a piece of text prompt on the screen. For example, the fourth sound effect prompt can be a simple text instruction "Place a virtual item on the Xth sound effect plot" or "Snatch the virtual item on the Yth sound effect plot".
[0114] In an optional example, based on the fourth sound effect prompt information, the first virtual character is controlled to cooperate with the teammate virtual character to place or snatch virtual items on at least one sound effect plot. Wherein, the fourth sound effect prompt information is used to instruct the first virtual character to cooperate with the teammate virtual character to place or snatch virtual items on at least one sound effect plot.
[0115] Exemplarily, the player can control the first virtual character and the teammate virtual character to act cooperatively. For example, different tasks can be assigned to the two virtual characters. For example, the player can control the first virtual character to place or snatch virtual items, and the teammate virtual character is responsible for defense or clearing obstacles to ensure placing or snatching virtual items on at least one sound effect plot. This application does not make any limitations in this regard.
[0116] In some embodiments, the first virtual character can be controlled to interact with the sound effect plot based on the sound effect prompt information. For example, based on the sound effect prompt information, the first virtual character is controlled to leave the sound effect plot, or, based on the sound effect prompt information, the first virtual character is controlled to occupy the sound effect plot, etc. In a possible implementation manner, based on the sound effect prompt information, the first virtual character can be controlled to combine interaction methods to form different mechanisms in the game. This application does not make any limitations in this regard.
[0117] In summary, in the method provided by the embodiments of this application, the first virtual character and / or the teammate virtual character interact with the sound effect plot by triggering events, leaving the sound effect plot, occupying the sound effect plot, moving on the sound effect plot, and placing or snatching virtual items on the sound effect plot. Optionally, the player can control the first virtual character and / or the teammate virtual character to interact with the sound effect plot according to different sound effect prompt information, which enhances the interactivity of the game. At the same time, by triggering the sound effect plot and playing the sound effect, different sound effect plots may correspond to different sound effects, providing a richer sound effect experience for the player.
[0118] Execute a trigger event on the sound effect plot
[0119] In some embodiments, a first virtual character may be controlled to perform a triggering event on at least one sound effect plot through a prompt message. For example, Figure 6 As shown, step 221 may be replaced with the following sub-steps:
[0120] Step 221-1: Display a first prompt message;
[0121] Among them, the first prompt message is used to prompt the position of at least one sound effect plot to be interacted with;
[0122] In some embodiments, the first prompt message is displayed or played through a first medium.
[0123] Among them, the first medium is used to present the first prompt message to the player. Optionally, the first medium includes at least one of NPC speech, NPC actions, text, images, videos, audio, and virtual items. The first prompt message includes at least one of the position index, sound effect type, sound effect icon, text prompt, riddle information, plot type, triggering form, and triggering order of at least one sound effect plot.
[0124] In some embodiments, the first medium is NPC speech, and the NPC character may say the following prompt message: "Please interact with the sound effect plot C located at C"; the first medium is NPC actions, and the NPC character may make an action of pointing to a certain position to show the player the position of the sound effect plot to be interacted with. For example, the NPC character will raise an arm and point a finger at a certain plot to be interacted with on the virtual map; the first medium is text, and a text prompt such as "The sound effect plot located at position D is waiting to be interacted with" may be displayed on the screen; the first medium is an image, and an icon or symbol may be displayed on the screen to indicate the position of the sound effect plot to be interacted with. For example, a magnifying glass icon will appear directly above the sound effect plot to guide the player's line of sight; the first medium is a video, and a small video clip is played on the terminal device to show the position and relevant information of the sound effect plot to be interacted with; the first medium is a virtual item, and the virtual item is located on the sound effect plot to be interacted with. For example, a flag is located on the sound effect plot to prompt the position of the sound effect plot to be interacted with.
[0125] In some embodiments, the position index indicates the specific position of the sound effect plot in the game scene. The virtual map includes n*n plots, and the plots in the virtual map are usually represented by the coordinates or numbers of rows and columns. For example, a combination of letters and numbers such as A1, B3, etc. can be used, or a grid coordinate system such as (2, 4), (5, 2) can be used. The sound effect type indicates the type or category of the sound played by the sound effect plot. For example, the sound effect type includes at least one of the sound effects of cows, people, bells, dogs, zithers, thunder, etc. The sound effect icon is a visual symbol or image used to represent the type of the sound effect plot. It can be an icon, symbol, or image related to the sound effect type. For example, if the sound effect type is the sound effect of a cow, the sound effect icon can be an image of a cow. The text prompt is a text description used to provide players with additional information about the sound effect plot, such as providing a background story, mission objective, interaction method, etc. related to the sound effect plot. The riddle information refers to the puzzle or riddle elements that the sound effect plot may involve, and can include at least one of clues, passwords, hidden information, etc.; the plot type refers to the attributes of the sound effect plot, including whether it is interactive. For example, an interactive plot can trigger events or have an impact, while a non-interactive plot only serves as decoration or environmental effects. Each plot has its own surface attribute, and the surface attributes include grass, stones, water, etc. Multiple plots in the virtual map can adopt the same type of plot or a combination of multiple different types of plots. The trigger form describes the way players interact with the sound effect plot, which can be various operation methods such as clicking, touching, dragging, hitting, etc. for triggering the sound effect. The trigger order indicates the order or steps of triggering the sound effect plot. Optionally, the trigger order can be a digital sequence or the trigger order can be prompted by means of hints, clues, etc. The present application does not limit the first hint information.
[0126] Exemplarily, as Figure 7 shown, the first medium 701 is an NPC character, and through the speech and text of the NPC, it is used to display the first hint information, and the first hint information is used to indicate the position of the sound effect plot to be interacted with and the sound effect type of the sound effect plot.
[0127] Step 221-2: Control the first virtual character to execute a trigger event on one of the at least one sound effect plot.
[0128] In an alternative example, the trigger event includes at least one of the following:
[0129] · Release the first skill on the sound effect plot;
[0130] · The residence time on the sound effect plot reaches the first duration;
[0131] · Place the first item on the sound effect plot;
[0132] · Grab the second item on the sound effect plot.
[0133] In some embodiments, the trigger event is releasing the first skill on the sound effect plot. The player can control the first virtual character to release the first skill on the sound effect plot, and the first skill triggers the sound effect plot to play a sound effect. The first skill is usually a special ability or skill that the first virtual character has in a game or other virtual environment, which can be used to attack enemies, defend oneself, or complete tasks, etc. When the player controls the first virtual character to release the first skill, it will trigger the sound effect plot to play a sound effect. Exemplarily, when the player controls the first virtual character to release the "Thousand-jin Drop" skill, it can trigger the sound effect plot to play the corresponding sound effect. Among them, the "Thousand-jin Drop" skill is a skill in the game. When the first virtual character uses this skill in the air, it will quickly fall downward. When the player controls the first virtual character to release the "Thousand-jin Drop" skill, through the impact force between the first virtual character and the sound effect plot, it can trigger the sound effect plot to play a sound effect. Exemplarily, as Figure 8 shown, the player controls the first virtual character 801 to use the "Thousand-jin Drop" skill. After the first virtual character 801 lands on the sound effect plot 802, it can trigger the sound effect plot 802 to play a sound effect.
[0134] In some embodiments, the trigger event is that the residence time on the sound effect plot reaches the first duration. The player can control the first virtual character to have a residence time on the sound effect plot that reaches the first duration, and through the first duration, trigger the sound effect plot to play a sound effect. Among them, the first duration is a preset duration. When the first virtual character stays on the sound effect plot for a time that reaches the preset duration, it will trigger the sound effect plot to play a sound effect.
[0135] In some embodiments, the trigger event is placing the first item on the sound effect plot. The player can control the first virtual character to place the first item on the sound effect plot, and by placing the first item, trigger the sound effect plot to play a sound effect. The player can control the first virtual character to place the first item on the sound effect plot according to the instruction, click or drag the first item to the specified sound effect plot. When the first item is successfully placed on the sound effect plot, it can trigger the sound effect plot to play a sound effect.
[0136] In some embodiments, the trigger event is grabbing the second item on the sound effect plot. The player can control the first virtual character to grab the second item on the sound effect plot, and by grabbing the second item, trigger the sound effect plot to play a sound effect. When the first virtual character enters the position where the sound effect plot is located, the player can operate to control the first virtual character to perform the act of grabbing the second item. When the first virtual character successfully grabs the second item, it can trigger the sound effect plot to play a sound effect.
[0137] In some embodiments, a plot NPC is provided on each sound effect plot in at least one sound effect plot in the virtual map. When the plot NPC corresponding to the first sound effect plot in at least one sound effect plot detects a trigger event, the plot NPC is triggered to play the sound effect corresponding to the first sound effect plot. Herein, the first sound effect plot refers to one of the at least one sound effect plots.
[0138] Optionally, when the player controls the first virtual character to perform a trigger event on the first sound effect plot, after the plot NPC corresponding to the first sound effect plot detects the trigger event, the triggered plot NPC plays the sound effect corresponding to the first sound effect plot. Exemplarily, the sound effect type of the first sound effect plot is the sound of a bell. When the player controls the first virtual character to use the first skill to trigger the first sound effect plot, the plot NPC on the first sound effect plot will play the bell sound effect on the first sound effect plot.
[0139] In summary, the method provided by the embodiments of the present application controls the first virtual character and / or the teammate virtual character to interact with the sound effect plot in the game, including displaying the first prompt information and performing the trigger event. By displaying the first prompt information, the player can obtain a prompt regarding the location of the sound effect plot to be interacted with. This helps the player better understand the game rules and objectives. By controlling the first virtual character to perform a trigger event on the sound effect plot, the player can interact with the game environment.
[0140] Control the first virtual character and / or teammate virtual character to leave the sound effect plot (including the first game mechanism)
[0141] In some embodiments, the first virtual character is controlled to leave the sound effect plot based on the first sound effect prompt information. As Figure 9 shown, the above step 222 can be replaced with the following sub-steps:
[0142] Step 222-1: Play the first sound effect prompt information;
[0143] Herein, the first sound effect prompt information includes at least one sound effect. Optionally, the first sound effect prompt information is used to instruct the first virtual character to leave at least one sound effect plot.
[0144] In some embodiments, the virtual map can be divided into a grid map containing n*n plots, and each grid can represent a plot. In this virtual map, each plot can be used to place different sound effects. In a possible implementation, a trigger NPC and a plot NPC are provided on each sound effect plot in at least one sound effect plot, wherein the trigger NPC receives and responds to trigger events. The plot NPC is used to detect the operations of the first virtual character or the teammate virtual character on the sound effect plot and interact with the first virtual character and the teammate virtual character. For example, after the plot NPC detects that the first virtual character releases a skill, it will make a corresponding response on the second sound effect plot according to the skill released by the first virtual character. Optionally, the virtual environment also includes a sideline NPC. A plurality of plots on the virtual map are arranged in an array, and sideline NPCs are provided on the plots at the edge of the array, and at least one sound effect plot is located in the non-edge area of the array.
[0145] Schematically, as Figure 10 shown, the virtual map is a grid map containing 5*5 plots, and each grid can represent a plot. In this virtual map, a trigger NPC and a plot NPC can be placed at the center of each plot. The plurality of plots in the virtual map are arranged in an array, and sideline NPCs are provided on the plots at the edge of the array. Among them, the trigger NPC and the plot NPC are used to execute the mechanisms in the game, and the field block NPC is used to assist the trigger NPC and the plot NPC to execute the mechanisms. Optionally, the trigger NPC, the plot NPC, and the field block NPC are hidden and invisible, and are only used to execute the mechanisms in the game or control the interaction between the plot where they are located and the virtual character.
[0146] In some embodiments, the sound effect on the sound effect plot where it is located can be played through the plot NPC in the virtual map. Optionally, after the player controls the first virtual character to trigger the sound effect plot, the plot NPC on the sound effect plot can play at least one sound in the first sound prompt message, and the player needs to control the first virtual character to leave or avoid the sound effect plot according to the sound in the first sound prompt message.
[0147] In some embodiments, the plot NPC can play at least one sound in the first sound prompt message according to a preset rule. Optionally, when there are multiple sound effect plots in the virtual map, the multiple sound effect plots can be played in a preset order, and there is a plot NPC on each sound effect plot to play the sound effect on that sound effect plot. Optionally, the plot NPC on each sound effect plot can control the highlighting display of the sound effect icon.
[0148] Schematically, as Figure 11As shown, on a virtual map containing 5 * 5 plots, the virtual map includes both music plots and non-music plots. Among them, the music plots contain different types of sound effects, and the different types of sound effects are represented by corresponding sound effect icons. Optionally, the sound effects on the sound effect plots can be played in the order of rows and columns, and the plot NPCs on each sound effect plot control the playback of the sound effects on that plot. In one possible game mechanism, when the sound effects on the sound effect plots are played, the player needs to control the first virtual character to avoid or leave these sound effect plots. Exemplarily, in the array of the virtual map, a complete row and column is used as a playback mechanism once. For example, in the first round of playback, it is the third row and the third column. The sound effect plots in the third row successively include the sound effect of a cow, the sound effect of a bell, the sound effect of thunder, and the sound effect of a person. The sound effect plots in the third column successively include the sound effect of a zither, the sound effect of a dog, the sound effect of a bell, and the sound effect of a cow. During the sound effect playback process, the sound effects on the corresponding sound effect plots will be played in the order of rows and columns. Among them, the plot NPCs on each sound effect plot control the corresponding sound effect playback, and the player needs to control the first virtual character to leave and avoid the sound effect plots where the sound effects are played. Optionally, before the sound effect plots are played, as Figure 12 shown, the sound effect plot area A will be highlighted to prompt the player that the sound effect is about to start playing.
[0149] In an optional example, based on the first sound effect prompt information, the sideline NPC creates trigger NPCs on at least one sound effect plot. The trigger NPCs are used to trigger the plot NPCs to play the sound effects on that sound effect plot.
[0150] In some embodiments, the sideline NPC can successively create trigger NPCs on the sound effect plots in front of it. The sideline NPC can create trigger NPCs according to preset conditions. Taking the creation of trigger NPCs by the sideline NPC in the first row of the 5 * 5 virtual map as an example. Optionally, the sideline NPC can create trigger NPCs according to time. For example, the sideline NPC can create the first trigger NPC on plot (1, 1) after 0.1 seconds, create the second trigger NPC on plot (1, 2) after 0.2 seconds... create the fifth trigger NPC on plot (1, 5) after 0.5 seconds; or, the sideline NPC can create trigger NPCs according to distance, create the first trigger NPC on plot (1, 1) at 5 meters, create the second trigger NPC on plot (1, 2) at 15 meters... create the fifth trigger NPC on plot (1, 5) at 45 meters. This application does not make any limitations in this regard.
[0151] Step 222-2: Control the first virtual character to leave at least one sound effect plot within the first predetermined duration after the playback of the first sound effect prompt information ends.
[0152] Among them, at least one sound effect plot has a corresponding relationship with at least one sound effect. The first predetermined duration refers to the time required for the player to control the first virtual character to leave the sound effect plot after the playback of the first sound effect prompt message ends. The length of the first predetermined duration may vary depending on the game design. Optionally, the first predetermined duration is negatively correlated with the game difficulty. When the first predetermined duration is the first length, the difficulty is greater than when the first predetermined duration is the second length, where the first length is less than the second length.
[0153] In an optional example, when the playback end duration of the sound effect corresponding to the second sound effect plot in the first sound effect prompt message reaches the first predetermined duration, the second skill is released by the trigger NPC on the second sound effect plot; when the plot NPC corresponding to the second sound effect plot detects the second skill, the plot NPC releases the first damage skill on the second sound effect plot.
[0154] Among them, the second sound effect plot is a sound effect plot created by the sideline NPC and contains the trigger NPC. The second skill is a skill released by the trigger NPC, and the second skill is used to detect the plot NPC on the second sound effect plot. Optionally, when the plot NPC corresponding to the second sound effect plot detects the second skill, the plot NPC will respond to the second skill and release the first damage skill on the second sound effect plot.
[0155] In some embodiments, the first damage skill can be a direct damage skill, which can directly cause damage to the first virtual character or the teammate virtual character. The first damage skill usually has a fixed attack range and damage value. After being affected by the first damage skill, the attribute value of the first virtual character or the teammate virtual character will decrease. Among them, the attribute value is a numerical expression of a certain attribute that the first virtual character or the teammate virtual character has in the game, and is used to describe various characteristics and abilities of the first virtual character or the teammate virtual character in the game. Optionally, the attribute value includes at least one of the health value, attack power, defense power, etc. of the virtual character.
[0156] Taking the attribute value of the first virtual character or the teammate virtual character as the health value as an example for illustration.
[0157] Exemplarily, the health value represents its ability to withstand damage. The life state of the first virtual character or the teammate virtual character is judged through the health value. The lower the health value of the first virtual character or the teammate virtual character, the higher the possibility that the first virtual character or the teammate virtual character will be defeated.
[0158] Optionally, the health value is displayed numerically on the game interface. For example, the health value can be represented by a numerical value indicating the remaining health of the first virtual character or the teammate virtual character; or, the health value is displayed on the game interface in the form of a progress bar. For example, the health value can use a health bar to indicate the remaining health of the first virtual character or the teammate virtual character; or, the health value is displayed on the game interface in a combination of a numerical value and a progress bar. Among them, the numerical value of the health value or the health bar will change continuously according to the status and attributes of the first virtual character or the teammate virtual character. For example, when damaged, the numerical value of the health value or the health bar decreases.
[0159] The above step 222-2 further includes the following sub-step 222-2a:
[0160] Sub-step 222-2a: Within a preset duration after the playback of the first sound prompt message ends, control the first virtual character to leave at least one sound plot and the surrounding plots of at least one sound plot.
[0161] In an optional example, the on-site NPC creates trigger NPCs on at least one sound plot and the surrounding plots based on the first sound prompt message. Among them, the trigger NPC is used to trigger the plot NPC to play the sound on this sound plot.
[0162] In some embodiments, the on-site NPC can sequentially create trigger NPCs on the sound plot in front of it and the surroundings (upper and lower sides or left and right sides) of the sound plot in front. The on-site NPC can create trigger NPCs according to preset conditions. Taking the on-site NPC creating trigger NPCs on the sound plot in the third row and the sound plots in the second and fourth rows (upper and lower sides) of a 5*5 virtual map as an example. Optionally, the on-site NPC can create trigger NPCs according to time. For example, the on-site NPC can create the first trigger NPC on plot (3, 1) after 0.1 second, and at the same time create the first trigger NPCs on the surrounding plots of plots (2, 1) and (4, 1). After 0.2 second, create the second trigger NPC on plot (3, 2), and at the same time create the first trigger NPCs on the surrounding plots of plots (2, 2) and (4, 2)... After 0.5 second, create the fifth trigger NPC on plot (3, 5), and at the same time create the first trigger NPCs on the surrounding plots of plots (2, 5) and (4, 5). Among them, (X, Y) is used to represent the sound plot in the virtual map, X represents the row number, and Y represents the column number.
[0163] In an optional example, when the sound playback end duration corresponding to the second sound plot in the first sound prompt message reaches the first predetermined duration, the second skill is released by the trigger NPC on the second sound plot, and the third skill is released by the trigger NPC on the surrounding plots of the second sound plot; when the plot NPC corresponding to the second sound plot detects the second skill, the trigger plot NPC releases the first damage skill on the second sound plot; when the plot NPC corresponding to the surrounding plots of the second sound plot detects the third skill, the trigger plot NPC releases the second damage skill on the surrounding plots. Among them, the damage value of the first damage skill is greater than that of the second damage skill. Optionally, the first damage skill is an instant kill damage skill, and the second damage skill is a high-damage skill. The first damage skill can cause an instant death effect on the first virtual character or the teammate virtual character, and the second damage skill will cause a high-damage effect on the first virtual character or the teammate virtual character. For example, the second damage skill will reduce the attribute value of the first virtual character or the teammate virtual character by 50%.
[0164] Among them, the third skill is the skill released by the trigger NPC on the surrounding plots, and the third skill is used to detect the plot NPC on the surrounding plots of the second sound plot.
[0165] In a possible game mechanism, taking a grid map with 5*5 plots as an example of the virtual map. When the sound is played on the sound plot, it will cause damage to the first virtual character and the teammate virtual character, and the player needs to control the first virtual character or the teammate virtual character to avoid or leave these sound plots. Exemplarily, in the array of the virtual map, taking a complete row and column as a playback mechanism, and the third row and the third column as a round of playback mechanism. When the sound is played on the sound plots in the third row and the third column, the sound plots in the third row and the third column will cause instant kill damage to the first virtual character or the teammate virtual character, and the sound plots on the upper and lower sides of the sound plots in the third row (the second row and the fourth row) will cause high-damage to the first virtual character or the teammate virtual character, and the sound plots on the left and right sides of the third column (the second column and the fourth column) will cause high-damage to the first virtual character or the teammate virtual character. The player needs to control the first virtual character or the teammate virtual character to avoid the sound plots that cause instant kill damage and high-damage. Optionally, as Figure 13 shown, when the plot NPC corresponding to the sound plot releases the sound, the damage skill corresponding to the sound can be displayed on the game interface through light wave B.
[0166] In summary, for the method provided in the embodiments of the present application, the first virtual character and / or the teammate virtual character need to leave at least one sound effect plot according to the first sound effect prompt information. The plot NPC can be set on the sound effect plot of the virtual map. The plot NPC can play the first sound effect prompt information, and the player operates the first virtual character and / or the teammate virtual character according to the first sound effect prompt information, controls the first virtual character to leave at least one sound effect plot within the specified time, and the triggered NPC and the plot NPC release skills to cause damage to the first virtual character and / or the teammate virtual character. The player needs to formulate the best battle strategy according to the layout on the virtual map and the characteristics of different damage skills, which increases the interactivity between the player and the game.
[0167] Control the first virtual character and / or teammate virtual character to occupy the sound effect plot (including the second game mechanism)
[0168] In some embodiments, the first virtual character is controlled to occupy the sound effect plot based on the second sound effect prompt information. As Figure 14 shown, the above step 223 can be replaced with the following sub-steps:
[0169] Step 223-1: Play the second sound effect prompt information;
[0170] Among them, the second sound effect prompt information includes at least two sequentially played sound effects. Optionally, the second sound effect prompt information is used to instruct the first virtual character or the teammate virtual character to occupy at least one sound effect plot.
[0171] In some embodiments, the sound effect on the sound effect plot where the plot NPC is located in the virtual map can be played. Optionally, when the player controls the first virtual character or the teammate virtual character to trigger the sound effect plot, the plot NPC on the sound effect plot can play at least one sound effect in the first sound effect prompt information, and the player needs to control the first virtual character or the teammate virtual character to occupy the sound effect plot according to the sound effect in the first sound effect prompt information. Optionally, when there are multiple sound effect plots in the virtual map, the multiple sound effect plots can be played in a preset order, and there is a plot NPC on each sound effect plot to play the sound effect on the sound effect plot.
[0172] Step 223-2: Control the first virtual character to occupy at least one sound effect plot within the second preset duration after the second sound effect prompt information finishes playing.
[0173] Among them, at least one sound effect plot has a corresponding relationship with at least one sound effect. The second preset duration refers to the time required for the player to control the first virtual character or the teammate virtual character to occupy the sound effect plot after the playback of the second sound effect prompt message ends. The length of the second preset duration may vary depending on the game design. Optionally, the second preset duration is negatively correlated with the game difficulty. When the second preset duration is the third length, the difficulty is greater than when the second preset duration is the fourth length, where the third length is less than the fourth length.
[0174] In an optional example, within the preset duration after the playback of the second sound effect prompt message ends, the sound effects played in at least two orders control the first virtual character to occupy at least one sound effect plot in sequence.
[0175] In some embodiments, the second sound effect prompt message includes sound effects played in at least two orders. In a possible game mechanism, when the sound effects on the sound effect plot are played, the player needs to control the first virtual character or the teammate virtual character to occupy these sound effect plots. Exemplarily, in the array of the virtual map, the plot NPC plays two rounds of sound effects, and each round of sound effects includes different types of sound effects. Exemplarily, the first round of sound effects includes the sound of a cow, the sound of a person, and the sound of a bell, and the second round of sound effects includes the sound of thunder, the sound of a dog, and the sound of a zither. Optionally, the different types of sound effects in each round can be played at a preset time interval. Exemplarily, taking the first round of sound effects as an example, at 0.1 second, the sound of a cow is played, at 0.2 second, the sound of a person is played, and at 0.3 second, the sound of a bell is played. Optionally, when the plot NPC on the sound effect plot controls the playback of each round of sound effects, the player needs to control the first virtual character or the teammate virtual character to occupy the sound effect plot where the sound effect is being played. For example, when the first round of sound effects is played, the first virtual character occupies the sound effect plot corresponding to the sound of a cow, the first teammate virtual character occupies the sound effect plot corresponding to the sound of a person, and the second teammate virtual character occupies the sound effect plot corresponding to the sound of a bell.
[0176] In some embodiments, the player needs to control the first virtual character or the teammate virtual character to occupy at least one sound effect plot in sequence within the second preset duration according to the sound effects played in at least two orders. Optionally, if the player fails to complete the task of controlling the first virtual character or the teammate virtual character to occupy the sound effect plots in sequence according to the played sound effects within the second preset duration, it can be regarded as a challenge failure. Optionally, the BOSS in the game will cause instant kill damage to the first virtual character or the teammate virtual character.
[0177] It should be noted that the steps related to the plot NPC in the above embodiments can be executed by the terminal device or the server. In the embodiments of the present application, the terminal device is used for illustration.
[0178] In summary, in the method provided by the embodiments of the present application, by controlling the first virtual character and / or the teammate virtual character to occupy the sound effect plots in sequence according to the sound effect playing order, the player needs to observe and understand the second sound effect prompt information to correctly complete the task. The player needs to quickly master the order of the sound effects before the end of the playback of the second sound effect prompt information, and quickly control the first virtual character and / or the teammate virtual character to occupy the corresponding sound effect plots in sequence. Through the sound effects played in at least two orders and different sound effect plots, the challenges and difficulties in the game can be increased, which can make the game more diverse.
[0179] Control the first virtual character and / or teammate virtual character to move on the sound effect plot
[0180] In some embodiments, the first virtual character is controlled to move on at least one sound effect plot based on the third sound effect prompt information. As Figure 15 shown, the above step 224 can be replaced with the following sub-steps:
[0181] Step 224-1: Play the third sound effect prompt information;
[0182] Among them, the third sound effect prompt information includes at least two sound effects played in sequence. Optionally, the third sound effect prompt information is used to indicate the first virtual character or the teammate virtual character to move on at least one sound effect plot.
[0183] Step 224-2: Within the third preset duration after the end of the playback of the third sound effect prompt information, control the first virtual character to move from one sound effect plot to another according to at least two sound effects played in sequence.
[0184] The third preset duration refers to the time required for the player to control the first virtual character or the teammate virtual character to move on the sound effect plot after the end of the playback of the third sound effect prompt information. The length of the third preset duration may vary depending on the game design. Optionally, the third preset duration is negatively correlated with the game difficulty. When the third preset duration is the fifth length, the difficulty is greater than when the third preset duration is the sixth length, where the fifth length is less than the sixth length.
[0185] In summary, in the method provided by the embodiments of the present application, the first virtual character and / or the teammate virtual character need to move on at least one sound effect plot according to the third sound effect prompt information. Through the playback of the third sound effect prompt information and the movement indication, the player needs to reasonably plan the movement path of the first virtual character and / or the teammate virtual character according to the order and position of the sound effects, so as to move from one sound effect plot to another. This can increase the strategy of the game and make the player need to think and decide how to most effectively use the sound effects to complete the task.
[0186] Control the first virtual character and / or teammate virtual character to place or grab virtual items on the sound effect plot
[0187] In some embodiments, based on the fourth sound prompt information, the first virtual character is controlled to place or snatch virtual items on at least one sound plot. As Figure 16 shown, the above step 225 can be replaced by the following sub-steps:
[0188] Step 225-1: Play the fourth sound prompt information;
[0189] Among them, the fourth sound prompt information includes at least two sounds played in sequence. Optionally, the fourth sound prompt information is used to instruct the first virtual character or the teammate virtual character to place or snatch virtual items on at least one sound plot.
[0190] Step 225-2: Within the fourth preset duration after the fourth sound prompt information finishes playing, control the first virtual character to place or snatch virtual items on at least one sound plot.
[0191] The fourth preset duration refers to the time required for the player to control the first virtual character or the teammate virtual character to place or snatch virtual items on the sound plot after the fourth sound prompt information finishes playing. The length of the fourth preset duration may vary depending on the game design. Optionally, the fourth preset duration is negatively correlated with the game difficulty. The difficulty when the fourth preset duration is the seventh length is greater than the difficulty when the fourth preset duration is the eighth length, where the seventh length is less than the eighth length.
[0192] In summary, for the method provided in the embodiments of the present application, the first virtual character and / or the teammate virtual character need to move on at least one sound plot according to the third sound prompt information. Through the playback of the fourth sound prompt information and the item placement / snatch instruction, the player needs to make a decision on whether to place or snatch virtual items based on the order and position of the sounds. This can increase the strategy and variability of the game, enabling the player to flexibly respond to different situations and decisions.
[0193] Obtain sound effect props and assign plot sound effects
[0194] In some embodiments, the player needs to control the first virtual character to obtain a sound prop, and endow the plot with a sound through the sound prop. Figure 17 The flowchart of the interaction method based on a virtual map provided by an exemplary embodiment of the present application is shown. Taking the method applied to the Figure 1 shown terminal device 110 as an example, the method includes the following steps 310 and 320:
[0195] Step 310: Control the first virtual character to obtain a sound prop;
[0196] Among them, the sound prop is a virtual item used to change the state of the plot in the virtual map or trigger the sound effect of the plot.
[0197] In an optional example, control the first virtual character to kill the first in-game virtual character, so as to obtain the sound effect item carried by the first in-game virtual character.
[0198] Wherein, the first in-game virtual character is a virtual character in a hostile relationship with the first virtual character or the teammate virtual character. The first in-game virtual character and the first virtual character conduct a virtual game in the game area. Optionally, the first in-game virtual character is a virtual character controlled by another account; or, the first in-game virtual character is a virtual character preset by the server, that is, in this case, the first in-game virtual character belongs to an NPC. The embodiments of the present application take the first in-game virtual character as an NPC for illustration.
[0199] In some embodiments, the first in-game virtual character carries sound effect items. The sound effect items include different types, and the same type of sound effect items can trigger the same sound effect. The player can control the first virtual character to kill the first in-game virtual character, so as to obtain the sound effect item carried by the first in-game virtual character.
[0200] In a possible implementation manner, during the interaction process of the player controlling the first virtual character with the sound effect plot, the sound effect items will be continuously consumed, and the player can obtain the replenishment of the sound effect items by continuously killing the first in-game virtual characters.
[0201] Schematically, as Figure 18 shown, after the non-player character 901 appears, it will fight against the first virtual character 902 controlled by the player. The first virtual character 902 can obtain the sound effect item by killing the first in-game virtual character 903. When the combat value of the non-player character 901 drops by a preset value, the first in-game virtual character 903 will automatically appear. The first in-game virtual character 903 can add a shield 904 to the non-player character 901, increasing the defensive ability of the non-player character 901 against the first virtual character 902. After the first virtual character 902 successfully kills the first in-game virtual character 903, it can obtain the sound effect item and enhance the attack on the non-player character 901.
[0202] Step 320: Control the first virtual character to use the sound effect item to convert one of the multiple plots from an ordinary plot to a sound effect plot.
[0203] Optionally, the virtual map includes multiple plots composed of sound effect plots and non-sound effect plots. Among them, the non-sound effect plot is an ordinary plot, that is, a plot in the initial state and without sound effect. The sound effect plot is a plot with a sound effect. When the player controls the first virtual character to interact with the sound effect plot, the corresponding sound effect of the sound effect plot will be triggered.
[0204] In some embodiments, players can control the first virtual character to use a sound effect item to convert an ordinary plot into a sound effect plot. Optionally, the player selects one of multiple ordinary plots as the target plot in a preset manner. After obtaining the sound effect item, the player controls the first virtual character to use the sound effect item to interact with the target plot. After successful interaction, the target plot can be converted into a sound effect plot corresponding to the sound effect item.
[0205] In some embodiments, players can use a mouse or touch screen to click on an ordinary plot on the game interface to select the target plot. When the player clicks on a plot, the plot may be highlighted or marked in other ways to indicate that it is selected as the target plot; the ordinary plots are arranged in a matrix or grid layout, and the player can use a mouse or touch screen to click or slide on the matrix or grid to select the target plot.
[0206] In some embodiments, by controlling the first virtual character to use the sound effect item to interact with the target plot, the player can control the first virtual character to use the sound effect item to activate the target plot, thereby converting the target plot into a sound effect plot.
[0207] Step 320 further includes the following sub-steps 320a and 320b:
[0208] Sub-step 320a: Display the sound effect item;
[0209] In some embodiments, after the player controls the first virtual character to kill the first in-game virtual character to obtain the sound effect item, the sound effect item will be displayed on the game interface in the form of a QTE button. Optionally, the QTE button will be displayed on the game interface in the form of a sound effect icon. Different sound effect items can correspond to different QTE buttons, and different types of sounds correspond to different sound effect icons.
[0210] Exemplarily, as Figure 19 shown, after the player controls the first virtual character 1001 to successfully kill the first in-game virtual character 1002, a sound effect item corresponding to a bell sound can be obtained. The sound effect item is displayed on the game interface in the form of a QTE button 1003, and the QTE button 1003 is displayed with the sound effect icon of a bell. The player can trigger the QTE button 1003 to convert the ordinary plot where the first virtual character 1001 is located into a sound effect plot corresponding to the bell sound.
[0211] Sub-step 320b: In response to a trigger operation on the sound effect item, control the first virtual character to convert the ordinary plot into a sound effect plot through the sound effect item.
[0212] Among them, the triggering operations include at least one of types such as click operation, double-click operation, long-press operation, touch operation, swipe operation, etc. This embodiment does not limit the types of triggering operations. Optionally, the triggering operation can be an operation triggered by touching the display screen; or, it can also be an operation triggered by controlling an external input device, such as: an operation triggered by controlling a mouse, a VR handle, etc.
[0213] In some embodiments, by triggering the sound effect props displayed as sound effect icons on the game interface, the ordinary plot where the first virtual character is located can be converted into a sound effect plot. Optionally, the corresponding sound effect icon will be displayed on the sound effect plot.
[0214] In summary, in the method provided by the embodiment of the present application, by controlling the first virtual character to kill the first game virtual character, the player can obtain the sound effect props. By controlling the first virtual character to obtain and use the sound effect props, the player can choose which plot to convert into a sound effect plot, which provides more interaction and decision-making options.
[0215] Interfere with the first virtual character and / or teammate virtual character during the interaction
[0216] In some embodiments, during the process of the player interacting with the sound effect plot, the non-player character will release an interference skill. Figure 20 The flowchart of the interaction method based on the virtual map provided by an exemplary embodiment of the present application is shown. Taking the method applied to Figure 1 the terminal device 110 shown as an example, the method includes the following steps 410 and 420:
[0217] Step 410: During the interaction process of the first virtual character with at least one sound effect plot, display that the non-player character releases an interference skill;
[0218] Among them, the interference skill is a skill released by the non-player character and is used to interfere with the interaction result between the first virtual character and the sound effect plot. The interaction result refers to the result generated by the interaction between the first virtual character and at least one sound effect plot. Optionally, the interaction result may include at least one of the triggered sound effects, interaction duration, interaction times, etc.
[0219] Among them, the interaction between the first virtual character and at least one sound effect plot includes at least one of the following:
[0220] · Based on the first sound effect prompt information, control the first virtual character to leave at least one sound effect plot;
[0221] · Based on the second sound effect prompt information, control the first virtual character to occupy at least one sound effect plot;
[0222] · Based on the third sound effect prompt information, control the first virtual character to move on at least one sound effect plot;
[0223] · Based on the fourth sound effect prompt information, control the first virtual character to place or snatch virtual items on at least one sound effect plot.
[0224] In some embodiments, it is possible to control the first virtual character and / or the teammate virtual character to interact with the sound effect plot. The above is only an exemplary illustration and does not constitute a limitation to this application. All ways of the first virtual character and / or the teammate virtual character interacting with the sound effect plot are within the protection scope of this application.
[0225] Step 420: Control the first virtual character to dodge the interference skill.
[0226] In some embodiments, during the interaction between the first virtual character and the sound effect plot, the non-player character will release an interference skill to interfere with the interaction result.
[0227] In some embodiments, there are various ways to control the first virtual character to dodge the interference skill. Optionally, the player can observe the behavior pattern and frequency of the non-player character releasing the interference skill. For example, it can be determined through the actions, postures or specific sound cues of the non-player character; or, the player can control the first virtual character to move and adjust the position of the first virtual character to dodge the influence range of the interference skill. For example, when the non-player character releases the interference skill, the player controls the first virtual character to move away from the area of the interference skill, or controls the first virtual character to move to a safe position and wait for the effect of the interference skill to end; or, the player can release the counter skill of the first virtual character against the interference skill. For example, a dodge skill can be used to dodge when the non-player character releases the interference skill, and the dodge skill can make the first virtual character temporarily immune to the influence of the interference skill. This application does not limit the way the player controls the first virtual character to dodge the interference skill.
[0228] Schematically, as Figure 21 shown, taking the interaction mode between the first virtual character 1101 and the sound effect plot as occupying the plot as an example, the player can control the first virtual character 1101 to occupy the sound effect plot for dubbing, and the non-player character will put forward dubbing requirements. For example, the dubbing requirement is to hear the sound effect of a cow and the sound effect of a bell in sequence. The player needs to control the first virtual character 1101 to occupy the sound effect plot corresponding to the sound effect of the cow and the sound effect plot corresponding to the sound effect of the bell in sequence. During the process of the player controlling the first virtual character 1101 to occupy the sound effect plot in sequence, the non-player character will release a waveform skill 1102, and this waveform skill 1102 is used to cause interference to the first virtual character 1101. The player needs to control the first virtual character 1101 to dodge this circular skill 1102.
[0229] In summary, in the method provided by the embodiments of the present application, by introducing the release of interference skills by non-player characters during the interaction between the first virtual character and / or the teammate virtual character and the sound effect plot, the difficulty of the game is increased. The player needs to control the first virtual character and / or the teammate virtual character to avoid the interference skills to prevent the interference from having a negative impact on the interaction result between the first virtual character and / or the teammate virtual character and the sound effect plot. The player needs to use strategies to avoid the interference skills to maintain the interaction result between the first virtual character and / or the teammate virtual character and the sound effect plot, including selecting appropriate time, position, and action methods to avoid the interference skills. The player needs to interact with the interference skills to maintain control of the sound effect plot, which increases the interactivity of the game.
[0230] Embodiment of this technical solution in the game mechanism:
[0231] Endowing plots with sound effects:
[0232] In some embodiments, a square map containing n*n plots can be designed as the battle field. Each square can represent a plot, and each plot can be used to place different sound effects. n is a positive integer. Exemplarily, n is 5, and the battle field is a square map containing 5*5 plots.
[0233] The player kills the land eagle (NPC) in the game through the first virtual character. After the successful kill, the first virtual character can obtain a sound effect prop corresponding to a bell sound effect. This sound effect prop will be displayed on the game interface in the form of a QTE button. When the player triggers this QTE button, the plot where the player is located will be transformed from an ordinary plot into a sound effect plot. The player controls the first virtual character to use the skill of "thousand-jin drop" to trigger the bell sound effect on this plot. After the bell sound effect is successfully triggered, it will summon the eagle roar (BOSS) to appear.
[0234] After the eagle roar appears, the first virtual character will start a battle with the eagle roar. During the battle, when the health value of the eagle roar reaches the preset value, land eagles will appear on the battle field to enhance the defense of the eagle roar. The land eagles will continuously appear during the entire game battle process. The player can obtain other types of sound effect props by killing the land eagles. For example, sound effect props corresponding to the sound of cows, the sound of people, the sound of dogs, the sound of zithers, and the sound of thunder.
[0235] The first game mechanism: The player needs to tap the corresponding sound effect plot according to the requirements within the specified time.
[0236] The planning penguin (season BOSS) will appear when Eagle Roar reaches a fixed amount of health, and there is a voice-over requirement for players. Players need to tap the corresponding sound effect plots on the virtual map according to the dialog box and the voice prompts of the planning penguin. If players fail to complete the voice-over or make a mistake within the specified time, Eagle Roar will cause fatal damage to all players. During the voice-over process, the planning penguin will also launch a circular skill to disrupt the players' voice-over environment.
[0237] Strategy: After reaching the specified amount of health, ensure that at least one player stands on each sound effect plot. Players need to control the first virtual character and the teammate virtual characters to dodge the circular wave skill at the right time and complete the mechanism with the "Thousand Jin Drop" at the appropriate time.
[0238] The second game mechanism: Players need to dodge the attacks on the sound effect plots according to the prompts.
[0239] Taking the virtual map as a grid map containing 5*5 plots as an example. When the sound effects on the sound effect plots are played, they will cause damage to the first virtual character and the teammate virtual characters. Players need to control the first virtual character and the teammate virtual characters to dodge or leave these sound effect plots. In the array of the virtual map, one complete row and column is used as a playback mechanism.
[0240] When Eagle Roar reaches the fixed amount of health, it will fly away and conduct the first round of playback mechanism for players. The first round of playback is a complete row and column of sound effects. Players need to control the first virtual character and the teammate virtual characters to dodge the played sound effect plots. After the playback of a complete row and column of sound effects ends, the sound effect plots corresponding to the row and column sound effects will then attack the first virtual character and the teammate virtual characters. The sound effect plots will attack the playback path of the row and column sound effects as well as the paths on both sides of the row and column sound effects (the upper and lower sides and the left and right sides). Players on the playback path of the row and column sound effects will receive fatal damage, and players on the paths on both sides of the row and column sound effects will receive high damage. After the first round of playback mechanism ends, the second round will be randomly played.
[0241] For example, if the playback of the row sound effect in the first round is "cowbell hilarious" and the playback of the column sound effect in the first round is the sound effect of "zither dog bell cow", players need to dodge the playback paths of "cowbell hilarious" and "zither dog bell cow" and the paths on both sides.
[0242] Figure 22 The structural block diagram of the release device of the game skill provided by an embodiment of the present application is shown. This device has the function of implementing the example of the above-mentioned game skill release method. The function can be implemented by hardware or by hardware executing corresponding software. This device can be the server introduced above or can be set in the server. As Figure 22 shown, this device 1600 may include: a display module 1610, a control module 1620, and an output module 1630:
[0243] A display module 1610 for displaying a first virtual character located in the virtual map, where the first virtual character is used to complete a target task in the virtual map;
[0244] A control module 1620 for controlling the interaction between the first virtual character and at least one sound effect plot in the virtual map. The virtual map is divided into multiple plots, and the at least one sound effect plot is a plot among the multiple plots that has a triggered sound effect;
[0245] An output module 1630 for outputting the task result of the target task based on the interaction result between the first virtual character and the at least one sound effect plot.
[0246] In some alternative embodiments, the control module 1620 further includes a control sub-module.
[0247] In an alternative example, the control sub-module is used to control the first virtual character to perform a triggering event on the at least one sound effect plot, and the triggering event is used to trigger the sound effect plot to play a sound effect;
[0248] The control sub-module is used to control the first virtual character to leave the at least one sound effect plot based on the first sound effect prompt information;
[0249] The control sub-module is used to control the first virtual character to occupy the at least one sound effect plot based on the second sound effect prompt information;
[0250] The control sub-module is used to control the first virtual character to move on the at least one sound effect plot based on the third sound effect prompt information;
[0251] The control sub-module is used to control the first virtual character to place or snatch a virtual item on the at least one sound effect plot based on the fourth sound effect prompt information.
[0252] In some alternative embodiments, the device 1600 further includes a display module.
[0253] In an alternative example, the display module is used to display the first prompt information, and the first prompt information is used to prompt the position of the at least one sound effect plot to be interacted with;
[0254] The control sub-module is used to control the first virtual character to perform the triggering event on one of the at least one sound effect plots.
[0255] In an alternative example, the display module is used to display or play the first prompt information through a first medium;
[0256] Wherein, the first medium includes at least one of NPC speech, NPC actions, text, images, videos, audio, and virtual items, and the first prompt information includes at least one of the position index, sound effect type, sound effect icon, text prompt, riddle information, plot type, trigger form, and trigger order of the at least one sound effect plot.
[0257] In an optional example, the trigger event includes at least one of the following:
[0258] Release the first skill on the sound effect plot;
[0259] The residence time on the sound effect plot reaches the first duration;
[0260] Place the first item on the sound effect plot;
[0261] Snatch the second item on the sound effect plot.
[0262] In some optional embodiments, the apparatus 1600 further includes a trigger module.
[0263] In an optional example, each sound effect plot of the at least one sound effect plot is provided with a plot NPC. The trigger module is configured to trigger the plot NPC corresponding to the first sound effect plot to play the sound effect corresponding to the first sound effect plot when the plot NPC corresponding to the first sound effect plot in the at least one sound effect plot detects the trigger event.
[0264] In some optional embodiments, the apparatus 1600 further includes a playback module.
[0265] In an optional example, the playback module is configured to play the first sound effect prompt information, and the first sound effect prompt information includes at least one sound effect;
[0266] The control sub-module is configured to control the first virtual character to leave the at least one sound effect plot within a first predetermined duration after the playback of the first sound effect prompt information ends, and the at least one sound effect plot has a corresponding relationship with the at least one sound effect.
[0267] In some optional embodiments, the apparatus 1600 further includes a release module.
[0268] In an optional example, each sound effect plot of the at least one sound effect plot is provided with a trigger NPC and a plot NPC. The release module is configured to release the second skill through the trigger NPC on the second sound effect plot when the duration of the playback of the sound effect corresponding to the second sound effect plot in the first sound effect prompt information reaches the first predetermined duration.
[0269] A release module, configured to trigger the plot NPC to release a first damage skill on the second sound effect plot when the plot NPC corresponding to the second sound effect plot detects the second skill.
[0270] In some alternative embodiments, the apparatus 1600 further includes a creation module.
[0271] In an alternative example, the multiple plots on the virtual map are arranged in an array, and side NPCs are arranged on the edge plots of the array, and the at least one sound effect plot is located in a non-edge area of the array; the creation module is configured to create the trigger NPC on the at least one sound effect plot through the side NPC based on the first sound effect prompt information.
[0272] In an alternative example, the control sub-module is configured to control the first virtual character to leave the at least one sound effect plot and the surrounding plots of the at least one sound effect plot within a predetermined duration after the playback of the first sound effect prompt information ends.
[0273] In an alternative example, trigger NPCs and plot NPCs are arranged on each of the at least one sound effect plots, and trigger NPCs and plot NPCs are arranged on each of the surrounding plots. The release module is configured to, when the duration of the playback of the sound effect corresponding to the second sound effect plot in the first sound effect prompt information reaches the first predetermined duration, release a second skill through the trigger NPC on the second sound effect plot, and release a third skill through the trigger NPC on the surrounding plots of the second sound effect plot;
[0274] A release module, configured to trigger the plot NPC to release a first damage skill on the second sound effect plot when the plot NPC corresponding to the second sound effect plot detects the second skill;
[0275] A release module, configured to trigger the plot NPC to release a second damage skill on the surrounding plots when the plot NPC corresponding to the surrounding plots of the second sound effect plot detects the third skill;
[0276] Wherein, the damage value of the first damage skill is greater than that of the second damage skill.
[0277] In an alternative example, the multiple plots on the virtual map are arranged in an array, and side NPCs are arranged on the edge plots of the array, and the at least one sound effect plot and the surrounding plots are located in a non-edge area of the array; the creation module is configured to create the trigger NPC on the at least one sound effect plot and the surrounding plots through the side NPC based on the first sound effect prompt information.
[0278] In an optional example, a playback module is configured to play the second sound effect prompt information, where the second sound effect prompt information includes at least two sound effects played in sequence;
[0279] A control sub-module is configured to control the first virtual character to occupy the at least one sound effect plot within a second predetermined duration after the playback of the second sound effect prompt information ends, and there is a corresponding relationship between the at least one sound effect plot and the at least one sound effect.
[0280] In an optional example, a control sub-module is configured to control the first virtual character to sequentially occupy the at least one sound effect plot according to the at least two sound effects played in sequence within a predetermined duration after the playback of the second sound effect prompt information ends.
[0281] In an optional example, a playback module is configured to play the third sound effect prompt information, where the third sound effect prompt information includes at least two sound effects played in sequence;
[0282] A control sub-module is configured to control the first virtual character to move from one sound effect plot to another according to the at least two sound effects played in sequence within a third predetermined duration after the playback of the third sound effect prompt information ends.
[0283] In an optional example, a playback module is configured to play the fourth sound effect prompt information, where the fourth sound effect prompt information includes at least one sound effect;
[0284] A control sub-module is configured to control the first virtual character to place or snatch virtual items on the at least one sound effect plot within a fourth predetermined duration after the playback of the fourth sound effect prompt information ends.
[0285] In an optional example, a control sub-module is configured to control the first virtual character to obtain a sound effect prop;
[0286] A control sub-module is configured to control the first virtual character to use the sound effect prop to convert one plot among the multiple plots from a normal plot to the sound effect plot.
[0287] In some optional embodiments, the apparatus 1600 further includes an acquisition module.
[0288] In an optional example, a control sub-module is configured to control the first virtual character to kill a first in-game virtual character, and the first in-game virtual character is used to provide the sound effect prop;
[0289] An acquisition module is configured to acquire the sound effect prop carried by the first in-game virtual character.
[0290] In an optional example, a display module is configured to display the sound effect prop;
[0291] A control sub-module is configured to, in response to a triggering operation on the sound effect prop, control the first virtual character to convert the ordinary plot into the sound effect plot through the sound effect prop.
[0292] In an optional example, a display module is configured to display a non-player character releasing an interference skill during the interaction between the first virtual character and the at least one sound effect plot;
[0293] A control sub-module is configured to control the first virtual character to avoid the interference skill, and the interference skill is used to interfere with the interaction result between the first virtual character and the sound effect plot.
[0294] It should be noted that the specific limitations in the above-described one or more embodiments of the interactive device based on the virtual map can be referred to the limitations of the interactive method based on the virtual map in the foregoing, and will not be elaborated herein. Each module of the above device can be implemented in whole or in part by software, hardware, and their combination. Each module can be embedded in the processor of the computer device in hardware form or be independent of it, or be stored in the memory of the computer device in software form so that the processor can call and execute the operations corresponding to each module.
[0295] An embodiment of the present application further provides a computer device, which includes: a processor and a memory, and at least one computer program is stored in the memory. The at least one computer program is loaded and executed by the processor to implement the interactive method based on the virtual map provided by the above method embodiments.
[0296] Figure 23 The block diagram of a computer device 1900 provided by an exemplary embodiment of the present application is shown. The computer device 1900 may be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 1900 may also be referred to by other names such as a user device, a portable terminal, etc. Generally, the computer device 1900 includes: a processor 1901 and a memory 1902.
[0297] The processor 1901 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 1901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1901 may also include a main processor and a coprocessor. The main processor is a processor used to process data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, the processor 1901 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1901 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0298] The memory 1902 may include one or more computer-readable storage media, and the computer-readable storage media may be tangible and non-transitory. The memory 1902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1902 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1901 to implement the gift-giving method based on the live broadcast room provided in the embodiments of the present application.
[0299] In some embodiments, the computer device 1900 may also optionally include: a peripheral device interface 1903 and at least one peripheral device. The processor 1901, the memory 1902, and the peripheral device interface 1903 may be connected through a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1903 through a bus, signal lines, or a circuit board. Specifically, the peripheral devices include at least one of a radio frequency circuit 1904, a touch display screen 1905, a camera assembly 1906, an audio circuit 1907, and a power supply 1908.
[0300] The peripheral device interface 1903 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1901 and the memory 1902. In some embodiments, the processor 1901, the memory 1902, and the peripheral device interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1901, the memory 1902, and the peripheral device interface 1903 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.
[0301] The radio frequency circuit 1904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1904 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1904 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency circuit 1904 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a Wi-Fi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1904 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.
[0302] The touch display screen 1905 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1905 also has the ability to collect touch signals on or above the surface of the touch display screen 1905. The touch signals can be input as control signals to the processor 1901 for processing. The touch display screen 1905 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1905, which is provided on the front panel of the computer device 1900; in other embodiments, there may be at least two touch display screens 1905, which are respectively provided on different surfaces of the computer device 1900 or are in a foldable design; in some embodiments, the touch display screen 1905 may be a flexible display screen, which is provided on a curved surface or a folding surface of the computer device 1900. Even further, the touch display screen 1905 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The touch display screen 1905 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0303] The camera module 1906 is used to collect images or videos. Optionally, the camera module 1906 includes a front camera and a rear camera. Generally, the front camera is used to implement video calls or selfies, and the rear camera is used to implement photo or video shooting. In some embodiments, there are at least two rear cameras, which are respectively any one of a main camera, a depth-of-field camera, and a wide-angle camera, so as to implement the function of background blurring by fusing the main camera and the depth-of-field camera, and implement panoramic shooting and VR (Virtual Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera module 1906 may further include a flash. The flash can be a single-color-temperature flash or a two-color-temperature flash. A two-color-temperature flash refers to a combination of a warm-light flash and a cold-light flash, which can be used for light compensation under different color temperatures.
[0304] The audio circuit 1907 is used to provide an audio interface between the user and the computer device 1900. The audio circuit 1907 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1901 for processing, or input to the radio frequency circuit 1904 to achieve voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 1900. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 1901 or the radio frequency circuit 1904 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1907 may further include a headphone jack.
[0305] The power supply 1908 is used to supply power to each component in the computer device 1900. The power supply 1908 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1908 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charging technology.
[0306] In some embodiments, the computer device 1900 further includes one or more sensors 1909. The one or more sensors 1909 include but are not limited to: an acceleration sensor 1910, a gyroscope sensor 1911, a pressure sensor 1912, an optical sensor 1913, and a proximity sensor 1914.
[0307] The acceleration sensor 1910 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established with the computer device 1900. For example, the acceleration sensor 1910 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1901 can control the touch display screen 1905 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1910. The acceleration sensor 1910 can also be used for the collection of game or user's motion data. The gyroscope sensor 1911 can detect the body direction and rotation angle of the computer device 1900. The gyroscope sensor 1911 can cooperate with the acceleration sensor 1910 to collect the 3D actions of the user on the computer device 1900. According to the data collected by the gyroscope sensor 1911, the processor 1901 can implement the following functions: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0308] The pressure sensor 1912 can be disposed on the side frame of the computer device 1900 and / or the lower layer of the touch display screen 1905. When the pressure sensor 1912 is disposed on the side frame of the computer device 1900, it can detect the holding signal of the user on the computer device 1900, and perform left / right hand recognition or shortcut operations according to the holding signal. When the pressure sensor 1912 is disposed on the lower layer of the touch display screen 1905, it can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 1905. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0309] The optical sensor 1913 is used to collect the ambient light intensity. In one embodiment, the processor 1901 can control the display brightness of the touch display screen 1905 according to the ambient light intensity collected by the optical sensor 1913. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1905 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1905 is decreased. In another embodiment, the processor 1901 can also dynamically adjust the shooting parameters of the camera assembly 1906 according to the ambient light intensity collected by the optical sensor 1913.
[0310] The proximity sensor 1914, also known as the distance sensor, is usually disposed on the front of the computer device 1900. The proximity sensor 1914 is used to collect the distance between the user and the front of the computer device 1900. In one embodiment, when the proximity sensor 1914 detects that the distance between the user and the front of the computer device 1900 is gradually decreasing, the processor 1901 controls the touch display screen 1905 to switch from the lit screen state to the off screen state; when the proximity sensor 1914 detects that the distance between the user and the front of the computer device 1900 is gradually increasing, the processor 1901 controls the touch display screen 1905 to switch from the off screen state to the lit screen state.
[0311] Those skilled in the art can understand that the above structure does not limit the computer device 1900, and may include more or fewer components than shown in the figure, or combine certain components, or adopt different component arrangements.
[0312] The embodiment of the present application also provides a computer-readable storage medium, in which at least one computer program is stored, and the at least one computer program is loaded and executed by a processor to implement the interactive method based on a virtual map provided by the above method embodiments.
[0313] The embodiments of the present application also provide a computer program product. The computer program product includes at least one computer program, and the at least one computer program is stored in a computer-readable storage medium; the at least one computer program is read and executed by a processor of a computer device, so that the computer device executes the interactive method based on a virtual map provided in the above method embodiments.
[0314] It should be understood that the term "a plurality of" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B may represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after. In addition, the step numbers described herein only exemplarily show a possible execution sequence between steps. In some other embodiments, the above steps may not be executed in the order of the numbers. For example, two steps with different numbers may be executed simultaneously, or two steps with different numbers may be executed in the reverse order of the illustration. The embodiments of the present application do not limit this.
[0315] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium. The storage medium mentioned above can be a read-only memory, a magnetic disk, an optical disc, etc.
[0316] The above are only optional embodiments of the present application, and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. An interactive method based on a virtual map, characterized in that, The method is executed by a terminal device, and the method includes: Display a first virtual character located in the virtual map, where the first virtual character is used to complete a target task in the virtual map; Control the first virtual character to interact with at least one sound effect plot in the virtual map. The virtual map is divided into multiple plots, and the at least one sound effect plot is a plot among the multiple plots that has a trigger sound effect; Based on the interaction result between the first virtual character and the at least one sound effect plot, output the task result of the target task.
2. The method according to claim 1, characterized in that, The controlling the first virtual character to interact with at least one sound effect plot in the virtual map includes at least one of the following: Control the first virtual character to execute a trigger event on the at least one sound effect plot, where the trigger event is used to trigger the sound effect plot to play a sound effect; Based on the first sound effect prompt information, control the first virtual character to leave the at least one sound effect plot; Based on the second sound effect prompt information, control the first virtual character to occupy the at least one sound effect plot; Based on the third sound effect prompt information, control the first virtual character to move on the at least one sound effect plot; Based on the fourth sound effect prompt information, control the first virtual character to place or snatch a virtual item on the at least one sound effect plot.
3. The method according to claim 2, wherein The controlling the first virtual character to execute a trigger event on the at least one sound effect plot includes: Display a first prompt information, where the first prompt information is used to prompt the position of the at least one sound effect plot to be interacted with; Control the first virtual character to execute the trigger event on one of the at least one sound effect plots.
4. The method according to claim 3, wherein The displaying the first prompt information includes at least one of the following: Display or play the first prompt information through a first medium; Wherein, the first medium includes at least one of NPC speech, NPC actions, text, images, videos, audio, virtual items, and the first prompt information includes at least one of the position index, sound effect type, sound effect icon, text prompt, riddle information, plot type, trigger form, trigger order of the at least one sound effect plot.
5. The method according to claim 3, characterized in that The trigger event includes at least one of the following: Release a first skill on the sound effect plot; The residence time on the sound effect plot reaches a first duration; Place a first item on the sound effect plot; Snatch a second item on the sound effect plot.
6. The method according to any one of claims 3 to 5, characterized in that, A plot NPC is set on each of the at least one sound effect plots, and the method further includes: When the plot NPC corresponding to the first sound effect plot among the at least one sound effect plots detects the trigger event, trigger the plot NPC to play the sound effect corresponding to the first sound effect plot.
7. The method according to claim 2, wherein The controlling the first virtual character to leave the at least one sound effect plot based on the first sound effect prompt information includes: Play the first sound effect prompt information, where the first sound effect prompt information includes at least one sound effect; Within a first predetermined duration after the playback of the first sound effect prompt message ends, control the first virtual character to leave the at least one sound effect plot, where there is a corresponding relationship between the at least one sound effect plot and the at least one type of sound effect.
8. The method according to claim 7, wherein On each of the at least one sound effect plots, there are a trigger NPC and a plot NPC provided, and the method further includes: When the duration after the playback of the sound effect corresponding to the second sound effect plot in the first sound effect prompt message ends reaches the first predetermined duration, release a second skill through the trigger NPC on the second sound effect plot; When the plot NPC corresponding to the second sound effect plot detects the second skill, trigger the plot NPC to release a first damage skill on the second sound effect plot.
9. The method according to claim 7, characterized in that, The multiple plots on the virtual map are arranged in an array, and on the edge plots of the array, there are sideline NPCs provided, and the at least one sound effect plot is located in the non-edge area of the array; The method further includes: Based on the first sound effect prompt message, create the trigger NPC on the at least one sound effect plot through the sideline NPC.
10. The method according to claim 7, wherein The controlling the first virtual character to leave the at least one sound effect plot within a first predetermined duration after the playback of the first sound effect prompt message ends includes: Within the predetermined duration after the playback of the first sound effect prompt message ends, control the first virtual character to leave the at least one sound effect plot and the surrounding plots of the at least one sound effect plot.
11. The method according to claim 10, characterized in that, On each of the at least one sound effect plots, there are a trigger NPC and a plot NPC provided, and on each of the surrounding plots, there are also a trigger NPC and a plot NPC provided, and the method further includes: When the duration after the playback of the sound effect corresponding to the second sound effect plot in the first sound effect prompt message ends reaches the first predetermined duration, release a second skill through the trigger NPC on the second sound effect plot and release a third skill through the trigger NPCs on the surrounding plots of the second sound effect plot; When the plot NPC corresponding to the second sound effect plot detects the second skill, trigger the plot NPC to release a first damage skill on the second sound effect plot; When the plot NPCs corresponding to the surrounding plots of the second sound effect plot detect the third skill, trigger the plot NPCs to release a second damage skill on the surrounding plots; Wherein, the damage value of the first damage skill is greater than that of the second damage skill.
12. The method according to claim 11, wherein The multiple plots on the virtual map are arranged in an array, and on the edge plots of the array, there are sideline NPCs provided, and the at least one sound effect plot and the surrounding plots are located in the non-edge area of the array; The method further includes: Based on the first sound effect prompt message, create the trigger NPCs on the at least one sound effect plot and the surrounding plots through the sideline NPC.
13. The method according to claim 2, characterized in that, The controlling the first virtual character to occupy the at least one sound effect plot based on the second sound effect prompt message includes: Play the second sound effect prompt message, where the second sound effect prompt message includes at least two sequentially played sound effects; Within a second predetermined duration after the playback of the second sound effect prompt message ends, control the first virtual character to occupy the at least one sound effect plot, where there is a corresponding relationship between the at least one sound effect plot and the at least one kind of sound effect.
14. The method according to claim 13, wherein The controlling the first virtual character to occupy the at least one sound effect plot within a second predetermined duration after the playback of the second sound effect prompt message ends includes: Within the predetermined duration after the playback of the second sound effect prompt message ends, control the first virtual character to sequentially occupy the at least one sound effect plot according to the at least two kinds of sound effects played in sequence.
15. The method according to claim 2, wherein The controlling the first virtual character to move on the at least one sound effect plot based on a third sound effect prompt message includes: Play the third sound effect prompt message, where the third sound effect prompt message includes at least two kinds of sound effects played in sequence; Within a third predetermined duration after the playback of the third sound effect prompt message ends, control the first virtual character to move from one sound effect plot to another according to the at least two kinds of sound effects played in sequence.
16. The method according to claim 2, characterized in that, The controlling the first virtual character to place or snatch a virtual item on the at least one sound effect plot based on a fourth sound effect prompt message includes: Play the fourth sound effect prompt message, where the fourth sound effect prompt message includes at least one kind of sound effect; Within a fourth predetermined duration after the playback of the fourth sound effect prompt message ends, control the first virtual character to place or snatch a virtual item on the at least one sound effect plot.
17. The method according to any one of claims 1 to 16, characterized in that, The method further includes: Control the first virtual character to obtain a sound effect prop; Control the first virtual character to use the sound effect prop to convert one plot among the multiple plots from a normal plot to the sound effect plot.
18. The method according to claim 17, wherein The controlling the first virtual character to obtain a sound effect prop includes: Control the first virtual character to kill a first in-game virtual character, where the first in-game virtual character is used to provide the sound effect prop; Obtain the sound effect prop carried by the first in-game virtual character.
19. The method according to claim 17, wherein, The controlling the first virtual character to use the sound effect prop to convert one plot among the multiple plots from a normal plot to the sound effect plot includes: Display the sound effect prop; In response to a trigger operation on the sound effect prop, control the first virtual character to convert the normal plot into the sound effect plot through the sound effect prop.
20. The method according to any one of claims 1 to 19, characterized in that, The method further includes: During the interaction between the first virtual character and the at least one sound effect plot, display a non-player character releasing an interference skill; Control the first virtual character to dodge the interference skill, where the interference skill is used to interfere with the interaction result between the first virtual character and the sound effect plot.
21. An interactive device based on a virtual map, characterized in that, The device includes: A display module, configured to display a first virtual character located in the virtual map, where the first virtual character is used to complete a target task in the virtual map; A control module, configured to control the first virtual character to interact with at least one sound effect plot in the virtual map, where the virtual map is divided into multiple plots, and the at least one sound effect plot is a plot with a trigger sound effect among the multiple plots; An output module, configured to output a task result of the target task based on an interaction result between the first virtual character and the at least one sound effect plot.
22. A computer device, characterized in that, The computer device includes a processor and a memory. A computer program is stored in the memory. The computer program is loaded and executed by the processor to implement the virtual map-based interaction method according to any one of claims 1 to 20.
23. A computer-readable storage medium storing a computer program therein, characterized in that, When the computer program is executed by the processor, it implements the virtual map-based interaction method according to any one of claims 1 to 20.
24. A computer program product, characterized in that, It includes a computer program. The computer program product includes computer instructions. The computer instructions are stored in a computer-readable storage medium. The processor reads and executes the computer instructions to implement the virtual map-based interaction method according to any one of claims 1 to 20 above.