Game object interaction method and device, electronic equipment and storage medium

By introducing interactive animation and resource acquisition mechanism between target controls and virtual props in shooting games, the problem of single interaction between virtual props is solved, and the effect of simplifying operations and enriching game content is achieved.

CN120393396APending Publication Date: 2025-08-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510579659.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-30
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

The interactive mode of virtual props in existing shooting games is single, and there is a lack of rich interactive experience and prop cultivation mechanisms, which leads to cumbersome operations and difficult resource acquisition, occupying device storage space and squeezing server resources.

Method used

By displaying the target control in the graphical user interface to the virtual props held by the virtual character, playing interactive animations in response to operation instructions and providing game resources, the diversified interaction between virtual characters and props is achieved, including synchronization of control dynamic effects and interactive animations, property level updates and dynamic adjustment of prop properties.

Benefits of technology

It improves the interactive experience and fun of the game, simplifies the operation process, optimizes the interface layout and data processing, reduces redundant operation and storage needs, and enhances the richness and immersion of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

According to the game object interaction method, a graphical user interface is provided through terminal equipment, the graphical user interface displays a game scene and a virtual character located in the game scene, the virtual character corresponds to the terminal equipment, and the method comprises the steps that a target control is displayed in the graphical user interface, the target control is associated with a target virtual item held by the virtual character; and in response to an operation instruction acting on the target control, controlling to play an interaction animation that the virtual character executes an interaction operation on the target virtual item, and providing game resources for the virtual character according to the operation instruction, the game resources being used for influencing a game playing process. A player can visually interact with the virtual prop through simple control operation, so that the interaction experience is improved; meanwhile, the animation effect generated by the interactive operation is combined with the game resource reward, so that the layering sense and interestingness of the game content are improved, and the richness of the game is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of games, and in particular, to a method, device, electronic device, and storage medium for interacting with game objects. Background Art

[0002] In shooting games, players usually control virtual characters to explore, fight, and collect resources in the game scene to complete game objectives or defeat opponents. In related technologies, virtual characters can hold various virtual items, but the interaction methods for these virtual items are relatively single, usually limited to using the basic functions of the items, such as weapons for attacking, armor for defending, etc., lacking a richer interaction experience and item cultivation mechanism. In this case, the user operation is cumbersome, and different items need to be frequently switched to obtain different effects; the gameplay is single, and players cannot establish a deeper interaction relationship with the items; at the same time, it will also occupy the device storage space. Due to the lack of an effective item management and interaction mechanism, the system needs to store a large number of independent item models and effects, squeezing server resources. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a method, device, electronic device, and storage medium for interacting with game objects to improve the interaction experience of virtual items through simple operations and enhance the game fun.

[0004] In a first aspect, the present disclosure provides a method for interacting with game objects. A graphical user interface is provided through a terminal device. The graphical user interface displays a game scene and a virtual character located in the game scene. The virtual character corresponds to the terminal device. The method includes: displaying a target control in the graphical user interface, where the target control is associated with a target virtual item held by the virtual character; in response to an operation instruction acting on the target control, controlling the playback of an interaction animation in which the virtual character performs an interaction operation on the target virtual item, and providing game resources for the virtual character according to the operation instruction, where the game resources are used to affect the progress of the game round.

[0005] In a second aspect, the present disclosure provides a device for interacting with game objects. The device includes: a control display module configured to display a target control in the graphical user interface, where the target control is associated with a target virtual item held by the virtual character; an operation response module configured to, in response to an operation instruction acting on the target control, control the playback of an interaction animation in which the virtual character performs an interaction operation on the target virtual item, and provide game resources for the virtual character according to the operation instruction, where the game resources are used to affect the progress of the game round.

[0006] In a third aspect, the present disclosure provides an electronic device, including a processor and a memory. A computer program is stored in the memory. When the processor executes the computer program, it implements the steps of performing the method for interacting with game objects described in any one of the above.

[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium having stored thereon a computer program, which when executed by a processor, implements the steps in the game object interaction method described in any one of the above.

[0008] The present disclosure provides a game object interaction method, apparatus, electronic device, and storage medium. By providing a graphical user interface through a terminal device, the graphical user interface displays a game scene and virtual characters located in the game scene, and the virtual characters correspond to the terminal device. The method includes: displaying a target control in the graphical user interface, where the target control is associated with a target virtual item held by the virtual character; in response to an operation instruction acting on the target control, controlling the playback of an interaction animation of the virtual character performing an interaction operation on the target virtual item, and providing game resources for the virtual character according to the operation instruction, where the game resources are used to affect the progress of the game round. Through the method provided in this embodiment, players can intuitively interact with virtual items through simple control operations, enhancing the interaction experience; at the same time, the animation effects generated by the interaction operations are combined with game resource rewards, adding a sense of hierarchy and interest to the game content and enhancing the richness of the game; in addition, this method achieves multiple interaction effects and resource acquisition through a single control, optimizing the interface layout and data processing flow, reducing redundant operations and data storage requirements, and solving the optimization problem of the game interaction system in the computer field.

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

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

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

[0012] Figure 1 It is a flowchart of a game object interaction method provided by an embodiment of the present disclosure; Figure 2 It is a schematic diagram of an interface for taking out a target virtual item provided by an embodiment of the present disclosure; Figure 3A schematic diagram of an interface for accelerating interaction with a target virtual item provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of an interface for updating a target virtual item provided by an embodiment of the present disclosure; Figure 5 A schematic diagram of an interface for updating according to the level of a target virtual item provided by an embodiment of the present disclosure; Figure 6 A schematic diagram of the structure of a game object interaction device provided by an embodiment of the present disclosure; Figure 7 A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. Detailed implementation manners

[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are some, but not all, of the embodiments of the present disclosure. Components of the embodiments of the present disclosure generally described and illustrated in the figures herein may be arranged and designed in a variety of different configurations.

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

[0015] In an optional implementation manner, the game object interaction method provided by the present disclosure may run on a terminal device and / or a server.

[0016] Among them, when the game object interaction method runs on the server, this method can be implemented and executed based on a cloud interaction system. In an optional implementation, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the game character teleportation method are completed on the cloud game server. The role of the client device 10 is to receive and send data and present the game screen. For example, the client device 10 can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the terminal device for information processing is the cloud game server in the cloud. When playing a game, the player operates the client device 10 to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device 10 through the network, and finally, decodes it through the client device 10 and outputs the game screen.

[0017] Among them, when the game object interaction method runs on the terminal device, in an optional implementation, the terminal device can be a local terminal device. Taking a game as an example, the terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way for the local terminal device to provide the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes the game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0018] The above describes the hardware environment required by the present disclosure. Below, based on the above hardware environment, taking the terminal device as the execution subject as an example, various embodiments of the game object interaction method provided by the present disclosure will be described in detail.

[0019] In this embodiment, a game object interaction method is provided. Figure 1 It is a flowchart of the game object interaction method according to an embodiment of the present disclosure, as Figure 1 shown. This process includes the following steps: In this embodiment, a game object interaction method is provided. Figure 1 It is a flowchart of the game object interaction method according to an embodiment of the present disclosure, as Figure 1 shown. This process includes the following steps: Step S110: Display a target control in the graphical user interface, where the target control is associated with a target virtual item held by a virtual character; Step S120: In response to an operation instruction acting on the target control, control the playback of an interaction animation in which the virtual character performs an interaction operation on the target virtual item, and provide game resources for the virtual character according to the operation instruction, where the game resources are used to affect the progress of the game session.

[0020] Through the method provided in this embodiment, players can interact with virtual items in the game through simple operations, which not only enhances the interactive experience of the game, but also makes the game content more rich and diverse. Since the interaction operation on the virtual item can be directly converted into a way to obtain game resources, it greatly simplifies the game operation process, solves the problems in the computer field of complex traditional game interaction processes and difficult resource acquisition, and provides players with a more convenient and smooth game experience.

[0021] The above steps are specifically described below.

[0022] In step S110, specifically, a graphical user interface is provided through a terminal device, and the graphical user interface displays a game scene and a virtual character located in the game scene, where the virtual character corresponds to the terminal device.

[0023] Among them, the graphical user interface is a visual interface for displaying game content and receiving user input.

[0024] In an optional embodiment, the graphical user interface can be a game screen displayed on a terminal device such as a smart phone, a tablet computer, a personal computer, or a game console. For example, in a certain action adventure game, the graphical user interface can display a three-dimensional rendered forest scene, including environmental elements such as terrain, vegetation, and buildings.

[0025] Among them, the game scene is a virtual environmental space for the virtual character to move. The game scene can include multiple interactive elements, such as destructible environments, collectible resources, triggerable mechanisms, etc., to enrich the gameplay. For example, in a certain action adventure game, the trees in the game scene can be cut down to obtain wood, the stones can be mined to obtain ores, and certain specific locations can trigger hidden tasks.

[0026] Among them, the virtual character is a digital character or entity controlled by the player in the game.

[0027] Among them, the target control is a graphical user interface control element corresponding to the target virtual item held by the virtual character. The target control can be a button, a trigger area, a selection box, or any other interactive interface element, and interacts through click operations, swipe operations, long-press operations, and / or other operations.

[0028] In an alternative embodiment, the target control is a visual interactive element used to represent that a player can interact with a target virtual item held by a virtual character. For example, the target control can be a specific icon displayed on the game interface, and the appearance design of the icon is related to the target virtual item, enabling the player to intuitively understand the function of the control.

[0029] Among them, the target virtual item refers to a virtual item that a virtual character can hold and interact with in the game scene. The target virtual item can be any virtual item that can interact with the virtual character, such as a collectible in the game. For example, when the player triggers the interaction function of the target virtual item through a click operation, the virtual character will perform specific actions related to the item.

[0030] In an alternative embodiment, the target virtual item is a virtual item with specific functions or attributes in the game, which can be picked up, held, and used by the virtual character. For example, the target virtual item can be a special game collectible, and the player can obtain various resources or rewards in the game by interacting with it.

[0031] In a game object interaction method provided in an embodiment of the present application, step S110 includes: Step S1011, in response to detecting that the virtual character holds the target virtual item, control to display the target control in the graphical user interface.

[0032] Among them, detecting that the virtual character holds the target virtual item means that the system confirms whether the virtual character currently holds or is equipped with a specific virtual item by monitoring the virtual character's inventory, equipment status, item usage, etc.

[0033] In a specific application, as Figure 2 shown, when the player in a certain role-playing game, after the virtual character obtains an electronic cultural relic item, a circular button marked with "play with" will be automatically displayed in the lower right corner of the game interface. This button will only be displayed when the cultural relic item is held in the character's backpack, and the player can perform specific interactions with the cultural relic item through this button. The position of the button is carefully designed, neither blocking the main game screen nor being inconvenient for the player to operate at any time, improving the intuitiveness and user-friendliness of the overall game interface.

[0034] In step S120, the operation instruction refers to the instruction signal generated by the player's interactive operation on the target control through the terminal device. The operation instruction can be generated by click operation, swipe operation, long press operation, and / or other operation methods. For example, when the player clicks on the target control on the screen, the system will recognize this action and generate a corresponding click operation instruction.

[0035] Among them, the interaction operation is the operation behavior of the virtual character after executing the operation instruction with the target virtual prop. In an optional implementation, this interaction operation is accompanied by a corresponding interaction animation. This interaction animation is only the interaction animation between the virtual character and the target virtual prop, and will not affect the virtual objects in the game scene. For example, it will not cause harm to other game characters during the interaction.

[0036] Among them, the interaction animation is a visual performance sequence that shows the interaction process between the virtual character and the game elements.

[0037] For example, in a certain role-playing game, when the player clicks the "play with" button, the virtual character will execute a series of smooth animations: first take out the cultural relic prop from the backpack or waist, and then hold it in the hand and play with it carefully.

[0038] Among them, game resources are various virtual assets that affect the game process and character development.

[0039] In an optional implementation, game resources can be various forms of in-game value items, such as experience points, gold coins, energy, etc., which are used for character growth and game process advancement. For example, as Figure 2 shown, in a certain character growth game, the experience points obtained by the player through interacting with the cultural relic prop can be accumulated to improve the character level, and the in-game money can be used to purchase equipment and consumables.

[0040] In an optional implementation, the acquisition process of game resources can be intuitively displayed through visual and sound effects feedback to enhance the player's sense of achievement. For example, in an adventure game, when the player obtains resources through prop interaction, resource icons and quantities will fly into the animation on the screen, accompanied by the crisp sound of gold coins or the sound effect of experience acquisition, allowing the player to immediately feel the benefits.

[0041] In an optional implementation, after the player executes the operation instruction, game resources are provided for the virtual character. Optionally, when responding to the operation instruction and playing the interaction animation, game resources are provided for the virtual character. Optionally, after responding to the operation instruction and playing the interaction animation, game resources are provided for the virtual character.

[0042] In an optional implementation, the target virtual prop includes different attribute types, the game resources correspond to the attribute types of the target virtual prop, the target virtual prop includes different attribute types, and the different attribute types include at least one of the following: attack type, defense type, auxiliary type, resource type.

[0043] For example, different cultural relics and antiques props provide differentiated benefits. Cultural relics and antiques are divided into different attribute categories such as attack, defense, support, and resources. When each type of cultural relic and antique is played with, corresponding characteristic bonuses are generated. Attack-type cultural relics and antiques increase damage bonuses but have a slower experience gain; defense-type ones improve armor recovery but have less money gain; support-type ones provide skill cooldown reduction; and resource-type ones significantly increase money gain. Players can switch different cultural relics and antiques according to the needs of the current battle situation, forming a tactical decision-making level.

[0044] As Figure 2 shown, in a specific application, when the player clicks the "Play with" button on the interface, the game immediately executes a series of responses: The virtual character takes out an electronic cultural relic and antique model from the backpack, and an interactive animation of the fingers playing with the cultural relic and antique is played on the screen. At the same time, an experience bar appears beside the cultural relic and antique model, with a slight increase, and at the same time, the digital label of "+100EXP" appears. In addition, the prompt of "+100 gold coins" is also displayed beside the cultural relic and antique model, and these gold coins are immediately added to the player's game account. The player can immediately use these newly obtained gold coins to buy more powerful weapons or upgrade the existing armor, thus gaining an advantage in the current survival battle and increasing the survival probability.

[0045] As Figure 2 shown, in a specific application of this embodiment, when the virtual character of the player obtains the cultural relic and antique prop of a pet egg, a circular "Play with" button will appear on the right side of the game interface. After the player clicks this button, the character will take out the pet egg from the waist, start to display an interactive animation, and display 100 experience points and 100 game coins. These resources will be displayed on the screen in real time. The accumulation of experience points can upgrade the level of the pet egg, while the game coins can be used to buy useful props in the game store, such as potions for restoring health or weapon enhancement stones for increasing attack power, which can directly affect the player's performance and survival ability in the current battle.

[0046] In a method for game object interaction provided in an embodiment of the present application, in step S120, in response to an operation instruction acting on a target control, controlling the playback of an interactive animation of a virtual character on a target virtual prop includes: Step S1201, in response to an operation instruction acting on a target control, controlling the virtual character to display the target virtual prop and playing an interactive animation of the virtual character on the target virtual prop.

[0047] Specifically, when the user sees a target control associated with a target virtual prop held by the virtual character in the graphical user interface of the game, the user can operate on the target control, and the system will respond to this operation instruction, control the virtual character to display the target virtual prop and execute the corresponding interactive animation.

[0048] In a method for game object interaction provided in an embodiment of the present application, the method further includes: In step S210, during the playback of the interactive animation, control the target control to present the corresponding target dynamic effect, and the dynamic effect speed and duration of the target dynamic effect are synchronized with the animation speed and duration of the interactive animation.

[0049] Through the method provided in this embodiment, the dynamic effects of the controls on the game interface are kept visually consistent and synchronized with the interactive animations executed by the virtual characters, enhancing the coherence and immersion of the interaction process and improving the user's interaction experience. At the same time, through the synchronous changes of the control dynamic effects and the interactive animations, richer visual feedback is provided to the user, making the game interface more vivid and improving the richness of the game.

[0050] The above solution will be specifically described below.

[0051] In step S1201, during the playback of the interactive animation, control the target control to present the corresponding target dynamic effect, and the dynamic effect speed and duration of the target dynamic effect are synchronized with the animation speed and duration of the interactive animation.

[0052] Among them, the interactive animation refers to a series of coherent action pictures presented when the virtual character performs an interaction operation on the target virtual item. For example, as Figure 3 shown, in a role-playing game, when the player controls the virtual character to interact with an electronic cultural relic prop, the interactive animation can be shown as the virtual character taking out the cultural relic prop from the backpack and then rotating the prop in the hand.

[0053] Among them, the target control refers to the interactive element associated with the target virtual item in the graphical user interface, which is used to receive the user's operation instructions and trigger the corresponding interactive functions. The target control can be a button, an icon, a slider or other interactive interface elements.

[0054] Among them, the target dynamic effect refers to the dynamic visual effect presented by the target control when responding to the user's operation or system event, which is used to enhance the interactive feedback and visual attraction of the user interface. The target dynamic effect can include visual presentation forms such as the shape change, color change, position movement, rotation animation, transparency change of the control, and intuitive operation feedback is provided to the user through these dynamic effects to enhance the interaction experience.

[0055] In an optional embodiment, the target dynamic effect can be the rotation animation of the button, which is used to intuitively reflect the status and progress of the interaction.

[0056] Among them, the animation speed refers to the rate of change of the target control when executing the dynamic effect, indicating the amount of animation change completed by the target control per unit time. The animation speed can be reflected by adjusting the transformation amplitude of the control within a specified time, the color change frequency, or the form change speed, etc. For example, the animation speed can be the angle size that the control rotates per second, the scale change value of the zoom, or the degree of change in transparency.

[0057] The animation duration refers to the time period required for the target control to execute a complete dynamic effect, indicating the continuous time period from the start to the end of the dynamic effect. The animation duration can be a preset fixed value or a variable dynamically adjusted according to the actual playback of the interactive animation.

[0058] The animation speed of a virtual character refers to the movement rate when the virtual character executes an interactive action, indicating the degree of change of the character's action per unit time. For example, when the interactive animation is to control the rotation of the target virtual prop, the animation speed indicates the rotation speed of the target virtual prop.

[0059] Among them, the animation duration refers to the duration required for the virtual character to complete a complete interactive action, indicating the total duration from the start to the end of the animation. The animation duration can be a fixed preset constant or dynamically adjusted according to the game scenario or user input.

[0060] Among them, the synchronization of the animation speed and the animation duration refers to the rate of change and the duration of the visual effect presented on the target control, which is consistent with the interactive animation executed by the virtual character in the time dimension. In an optional implementation manner, the synchronization of the animation speed can be reflected in the matching of the dynamic effect change rate of the target control and the action execution speed of the virtual character. Among them, the matching can refer to the same numerical value, for example, the same speed, or the matching of the numerical growth trend. For example, the faster the speed of the animation, the faster the speed of the dynamic effect.

[0061] In an optional implementation manner, the synchronization of the animation duration means that the duration of the dynamic effect of the target control from the start to the end matches the time required for the virtual character to complete the entire interactive action. Among them, the matching can refer to the same numerical value, for example, the same duration, or the matching of the numerical growth trend. For example, the longer the time of the animation, the longer and faster the time of the dynamic effect.

[0062] Such as Figure 2 and Figure 3As shown, in a specific application of this embodiment, after a player obtains an electronic cultural relic prop in the game, a button dedicated to interacting with the prop will appear on the game interface. When the player clicks the button, the virtual character in the game will immediately take out the cultural relic prop and control the cultural relic prop to rotate (interaction animation). At the same time, the button on the interface starts to display a rotation effect, and the speed and duration of this rotation are synchronized with the action of the character playing with the cultural relic. For example, when the action of the character's wrist rotating the cultural relic speeds up, the rotation speed of the button will also increase accordingly.

[0063] In a game object interaction method provided by an embodiment of the present application, the step of controlling the playback of an interaction animation of a virtual character with a target virtual prop in response to an operation instruction acting on a target control includes: Step S310, determining the playback speed of the interaction animation according to the triggering frequency of the operation instruction; Step S311, controlling the playback of the interaction animation of the virtual character with the target virtual prop according to the playback speed.

[0064] Through the method provided by this embodiment, by associating the triggering frequency of the operation instruction with the playback speed of the interaction animation, the technical effect of dynamically adjusting the speed of the interaction animation is achieved. This dynamic adjustment enables users to directly affect the display mode of game content by changing the operation frequency, greatly enhancing the realism and immersion of the interaction process and improving the interaction experience.

[0065] Specifically, the operation instruction is an operation instruction that acts on the target control multiple times continuously.

[0066] Among them, the triggering frequency is the number of times the user executes the operation instruction on the target control within a unit time. Taking the click operation as an example, the triggering frequency can be expressed as the number of times the user clicks the target control within a unit time.

[0067] Among them, the playback speed is the number of frames or the change rate displayed by the animation content within a unit time. The playback speed directly affects the visual experience of the user when watching the animation content. The faster the playback speed, the more compact the rhythm of the animation presentation.

[0068] After determining the playback speed, controlling the interaction animation according to the playback speed. Taking the interaction animation as controlling the rotation of the target virtual prop as an example, the faster the playback speed, the faster the rotation speed of the target virtual prop.

[0069] In a specific application, such as Figure 3As shown, the user continuously and quickly clicks on the interactive button on the screen. The system detects that the click frequency is 8 times per second, and accordingly sets the animation playback speed to 2.5 times the standard speed. Subsequently, the system controls the character in the game to continuously operate on the virtual item in their hand at this accelerated rhythm, and the target virtual prop rotates rapidly in the character's hand.

[0070] In a game object interaction method provided by an embodiment of the present application, the method further includes: Step S410, in response to an operation instruction, control to update the attribute level of the target virtual prop; Step S420, according to the attribute level, update the display effect of the target virtual prop, where different attribute levels correspond to different display effects.

[0071] Through the method provided by this embodiment, the system can dynamically adjust the attribute parameters and visual presentation of the virtual object based on the interaction behavior between the user and the target virtual object, realizing the progressive change and upgrade mechanism of the virtual object during the game process. This mechanism enhances the user's sense of participation and achievement by closely associating the interaction behavior with the change of the virtual object state, and improves the coherence and immersion of the interaction experience.

[0072] The above solution will be specifically described below.

[0073] In step S410, in response to an operation instruction, control to update the attribute level of the target virtual prop.

[0074] Among them, the attribute level refers to the level or quality status identifier of the virtual object in the game system. This identifier can be presented in the form of numerical values, icons or special effects, etc., reflecting the current development stage and ability level of the virtual object.

[0075] In an optional embodiment, the change of the attribute level may follow certain advancement rules, including experience accumulation thresholds, task completion conditions or resource consumption requirements, etc. For example, when the experience value of the virtual object reaches the preset 100 points, its attribute level may be upgraded from level 1 to level 2, and at the same time, new appearance effects or functional features are unlocked.

[0076] In a game object interaction method provided by an embodiment of the present application, step S410 includes: Step S4101, each time in response to the operation instruction, add an attribute value to the target virtual prop; Step S4102, when the attribute value meets the preset threshold, control to update the attribute level of the target virtual object.

[0077] Specifically, the attribute value can be understood as a numerical indicator for measuring the development degree of virtual props. As a basic parameter for the growth of virtual props, the attribute value is used to quantify the development status of virtual props and serves as the basis for triggering the update of the attribute level. In the field of computer games, the attribute value usually exists in numerical form and is associated with various functional performances of virtual props.

[0078] In an alternative embodiment, the attribute value is expressed as an experience value, which is the core data indicator of the virtual prop growth system. For example, when a player performs an interaction operation on an e-craft in the game, each interaction will add a certain amount of experience value to the e-craft, and the system will intuitively display the currently accumulated experience value on the interface in the form of an experience bar or numbers.

[0079] In a specific application, a virtual character holding an e-craft is displayed in the game screen. Whenever the player clicks the interaction button on the interface, the virtual character will perform a rubbing action, and at the same time the system adds one attribute value to the e-craft. The experience bar on the interface will increase with each click and display "+100" in the form of floating numbers near the e-craft model, intuitively reflecting the increase in the attribute value. When the player clicks quickly and continuously, these attribute values will continue to accumulate, gradually filling the experience bar.

[0080] Among them, the preset threshold refers to the critical value for triggering the update of the virtual prop attribute level. The preset threshold is a numerical standard preset by the system for judging whether the currently accumulated attribute value is sufficient to trigger the improvement of the attribute level. When the accumulated attribute value reaches or exceeds this threshold, the system will perform the update operation of the attribute level.

[0081] In a specific application, as Figure 2 shown, the e-craft in the game has an experience bar, representing the accumulation of attribute values at the current level. When the player completely fills the experience bar by continuously clicking the button, the system detects that the attribute value has reached the preset threshold of 100, and immediately triggers the upgrade effect - the experience bar is reset to 0, and the attribute level of the e-craft is upgraded from level 1 to level 2. During the upgrade process, a short upgrade animation will be played on the game interface, and at the same time a prompt message of "Upgrade Successful" will be displayed, allowing the player to feel a sense of achievement.

[0082] In step S420, according to the attribute level, update the display effect of the target virtual prop, where different attribute levels correspond to different display effects.

[0083] Among them, the display effect refers to the visual presentation method of the virtual object in the graphical user interface. This presentation method involves the comprehensive display of multiple visual elements such as model structure, texture mapping, lighting effects, and animation performance. Different attribute levels correspond to different display effects.

[0084] In an alternative embodiment, the display effect may include visual attributes such as the appearance details, color scheme, and morphological features of the virtual object. For example, a low-level virtual object may adopt simple geometric shapes and basic colors, while a high-level virtual object may have complex detailed textures and dynamic lighting effects.

[0085] Among them, updating the display effect of the target virtual item refers to the process of modifying the visual presentation mode of the virtual object in the graphical user interface according to specific conditions. This process involves switching of graphic resources, adjustment of rendering parameters, and recalculation of visual effects.

[0086] In an alternative embodiment, updating the display effect may involve changes at multiple visual levels, including aspects such as the basic appearance, detailed texture, lighting effect, and dynamic performance. For example, as Figure 5 shown, when the virtual object is upgraded, the system may simultaneously update its model structure, material texture mapping, lighting parameters, and special effect particles to achieve an all-round visual improvement.

[0087] In an alternative embodiment, updating the display effect can adopt different visual conversion methods such as gradual transition or instant switching.

[0088] In an alternative embodiment, the operation of updating the display effect may involve complex graphic resource management and rendering optimization strategies. For example, the system may need to preload the graphic resources of high-level virtual objects and release low-level resources at an appropriate time to balance the relationship between the display effect and system performance.

[0089] In an alternative embodiment, according to the attribute level, updating the display effect of the target virtual item includes at least one of the following: Method 1: In response to the attribute level meeting the first level threshold, control the update of the material information of the target virtual item, and display the first target virtual item generated according to the updated material data; Method 2: In response to the attribute level meeting the second level threshold, control the update of the model data of the target virtual item, and display the second target virtual item generated according to the updated model data; Method 3: In response to the attribute level meeting the third level threshold, control the update of the special effect data of the second target virtual item, and display the third target virtual item generated according to the updated special effect data.

[0090] The method provided in this embodiment enables the gaming system to provide dynamic visual changes to interactive objects in the game based on different numerical levels, enhancing the game's visual feedback mechanism and interactive experience. This technical approach utilizes a multi-stage visual upgrade strategy triggered by numerical values, allowing users to receive distinct, progressive visual rewards through continuous interactive operations. This not only enhances the fun of the interactive process and the richness of the game, but also addresses the computer field problem of traditional games suffering from the monotony of interactive feedback and a lack of layering.

[0091] The above scheme is described in detail below.

[0092] Method 1: In response to the attribute level meeting the first level threshold, controlling the update of the material information of the target virtual prop, and displaying the first target virtual prop generated according to the updated material data.

[0093] Among them, the first-level threshold is the numerical condition that triggers the first stage evolution of the virtual object. It is a specific numerical point preset by the system. When the attribute value of the virtual object reaches or exceeds the threshold, it will trigger corresponding visual changes or functional updates.

[0094] Among them, material information is a data set that describes the visual characteristics of the surface of a virtual object, including parameters and algorithms that specify how the surface of the virtual object interacts with light and what texture and color effects it presents.

[0095] In an optional embodiment, the material information may include parameters such as base color, metalness, roughness, reflectivity, etc. These parameters together determine the visual presentation effect of the virtual object surface. Figure 5 As shown, in an exquisite virtual collection display system, when the level of an item is upgraded, its surface material may change from an ordinary matte effect to a semi-gloss effect with subtle reflections, making the item look more exquisite.

[0096] In an optional embodiment, material information may also include texture mapping data, used to render detailed textures and patterns on the surface of virtual objects. For example, in a virtual collectible system, when collectible items reach the first level threshold, their surfaces may exhibit subtle texture changes, such as a wooden collectible displaying a clearer wood grain, or a jade collectible displaying more realistic internal lines.

[0097] In this embodiment, the first target virtual item is a virtual item obtained by updating material information while maintaining the model of the target virtual item.

[0098] In a specific application, when the game system detects that the player continuously clicks on the cultural relic item control on the screen and the accumulated experience points reach 100, the system determines that the attribute level of the cultural relic item has met the first level threshold. At this time, the system obtains a higher-quality material information data packet from the server and applies it to the rendering process of the current cultural relic item. The player can obviously observe that the surface of the cultural relic item changes from an ordinary rough surface to a high-quality surface with delicate texture and luster, which is visually significantly improved, enhancing the sense of achievement of the operation and the motivation to continue interacting.

[0099] Method 2: In response to the attribute level meeting the second level threshold, control the update of the model data of the target virtual item and display the second target virtual item generated according to the updated model data.

[0100] Among them, the second level threshold is the numerical condition for triggering the second stage of evolution of the virtual object, which is a numerical point higher than the first level threshold and represents the standard that the virtual object needs to reach to grow to a more advanced state.

[0101] Among them, the model data is the digital information describing the three-dimensional structure of the virtual object, including the mathematical representations of the spatial characteristics such as the geometric shape, volume, and proportion of the virtual object, and is the basic data for constructing the physical representation of the virtual object in the game world.

[0102] In an alternative embodiment, the model data may include basic elements such as vertex coordinates, patch information, and bone structures that make up the three-dimensional model, and these elements together define the shape and structural characteristics of the virtual object. For example, as Figure 4 shown, when the virtual cultural relic reaches the second level threshold, its model data may change from a simple dinosaur egg structure to a dinosaur cub model, reflecting the process of hatching from a dinosaur egg into a dinosaur.

[0103] In an alternative embodiment, the model data may also include deformable state information, enabling the virtual object to exhibit dynamic deformation effects under specific interaction conditions. For example, a virtual ornament that reaches the second level threshold may have the ability to expand, contract, or deform. When the player performs a specific operation, the virtual item can smoothly change its own form, providing a richer visual experience.

[0104] It should be noted that the model of the second target virtual item generated by updating the model data has changed. In an alternative embodiment, since the model data of the first target virtual item has not changed, when generating the second target virtual item, it can be the virtual item generated by updating the model data of the first target virtual item.

[0105] When generating the second target virtual prop or the second target virtual model, the visual effect of the second target virtual prop is determined according to the predetermined material information.

[0106] In one specific application, players continuously interact with in-game collectibles. When their accumulated experience points reach the second-level threshold (500 points), the game system detects this state change and immediately triggers a model update mechanism. The system retrieves more advanced 3D model data from a preloaded resource pool and replaces the original model with the new one through a smooth transition animation. At this point, players can see that not only has the surface material of the virtual item improved, but its overall form has also undergone a qualitative change. For example, a simple jade pendant may evolve into a fine work of art with intricate carvings and multi-layered structures, greatly enhancing its visual impact and collectible value.

[0107] Mode 3: In response to the attribute level meeting the third level threshold, controlling the updating of the special effect data of the second target virtual prop, and displaying the third target virtual prop generated according to the updated special effect data.

[0108] Among them, the third level threshold is the numerical condition that triggers the highest stage of evolution of the virtual object, representing the highest standard required for the final growth state that the virtual object can achieve.

[0109] Specifically, when the attribute level of a target virtual item reaches a preset third-level threshold, the system triggers the item's special effects update logic, adding or enhancing visual effects elements to the second target virtual item, which has already completed its model update. Based on the updated special effects data, a third target virtual item is generated and displayed. In one alternative embodiment, the update is performed randomly. In another alternative embodiment, the update is performed in a fixed update direction.

[0110] Among them, special effects data is digital information that describes the additional visual effects of virtual objects. It includes parameters and algorithms of special visual elements such as particle systems, lighting effects, dynamic textures, etc., which are used to enhance the visual expressiveness and uniqueness of virtual objects.

[0111] In an optional embodiment, special effects data may include lighting effect parameters to create unique light sources or reflections for virtual objects, giving them a stronger presence in the game environment. For example, a virtual accessory that reaches the highest level may have a soft halo effect, adding subtle changes in light and shadow to the surrounding environment when worn by a character, or even providing a slight lighting effect in dark scenes.

[0112] In an alternative embodiment, the special effect data may further include dynamically changing visual effects, enabling the virtual object to exhibit different visual states as the player operates or the game environment changes. For example, a virtual item that reaches the third-level threshold may display different light effects according to the day-night cycle in the game, or release special visual feedback when the player performs a specific interaction, greatly enhancing the immersion and interaction depth of the game experience.

[0113] Among them, when generating the third target virtual item, it is generated based on the model of the target virtual item in the previous stage, that is, without changing the model of the target virtual item, but changing the external manifestation. In this embodiment, the third target virtual item is generated based on the second target virtual item. In other embodiments, the third target virtual item is updated based on the first target virtual item or the target virtual item.

[0114] In a specific application, when the player raises the cumulative experience value of the virtual item to the third-level threshold (2000 points) through long-term continuous interaction, the game system loads a preset special effect data packet. After the update is completed, the player will see dynamic flowing energy light patterns appear around the virtual item that was originally beautifully shaped, and there is a slight gloss fluctuation effect on the surface of the item.

[0115] As Figure 5 shown, in a specific application of this embodiment, the player can interact with the cultural relic item by clicking the [Play with] button. When the attribute level of the cultural relic item meets the first-level threshold (100 experience points), the system will automatically update the material information of the cultural relic item, changing it from an ordinary material to a high-level material with delicate texture; when continued interaction makes the attribute level reach the second-level threshold (500 experience points), the system will update the three-dimensional model data of the cultural relic item, changing its shape from a simple shape to a complex and delicate structure; when finally reaching the third-level threshold (2000 experience points), the system will randomly add special effect data on the basis of the updated model, causing a gloss flow effect and a soft halo to appear around the cultural relic item, significantly different from the visual performance in the low-level stage, giving the player clear growth feedback and a sense of achievement.

[0116] In a game object interaction method provided in an embodiment of the present application, the method further includes: Step S510, in response to the attribute level meeting a preset condition, controlling to update the item attribute of the target virtual item to a target item attribute, where the target item attribute is controlled to be selected from a preset plurality of item attributes in response to an attribute selection instruction; Step S520, updating the character attribute of the virtual character according to the target item attribute.

[0117] Through the method provided in this embodiment, the game system can trigger the update mechanism of the item attributes according to specific conditions in the game process, and allow users to select suitable item attributes according to their personal game styles and strategies, thereby affecting the overall mechanism of the player character, making the item attributes associated with the character attributes, enriching the game content level, and enhancing the richness of the game.

[0118] The above solution will be specifically described below.

[0119] In step S510, in response to the attribute level meeting the preset conditions, control is performed to update the item attributes of the target virtual item to the target item attributes, where the target item attributes are selected from a preset plurality of item attributes in response to an attribute selection instruction.

[0120] Among them, the preset conditions can be specific trigger conditions set in the game system for determining when to allow the update of item attributes.

[0121] In an alternative embodiment, the preset conditions can be a level threshold based on a numerical value. For example, when the attribute level reaches or exceeds a specific numerical value (such as level 10, level 30, or level 50), the update mechanism is triggered.

[0122] In an alternative embodiment, the preset conditions can be key nodes based on the game process, such as when a specific level is completed, a specific achievement is unlocked, or a specific task is completed, triggering an opportunity for attribute update.

[0123] Among them, the item attributes can be a set of characteristic parameters that affect the performance and effects of items in the game, determining the specific performance and uses of items in the game. Secondly, item attributes usually have the effect of affecting the performance of game characters and are key elements for achieving game balance and diverse gameplay.

[0124] In an alternative embodiment, the item attributes can include functional attributes, such as attribute types that directly affect game numerical values, such as attack bonus, defense bonus, speed bonus, etc. For example, when the user's item meets the attribute update conditions, the basic defense bonus attribute of the item can be updated to an attack bonus attribute, changing the item from a defensive type to an offensive type, thus making the game play develop in a more aggressive direction.

[0125] In an alternative embodiment, the item attributes can include special effect attributes, such as special attributes that affect game mechanisms, such as increased critical hit rate, reduced cooldown time, and improved resource acquisition efficiency. For example, the user can choose to update the item to a form with a "resource bonus" attribute, so that an additional 20% of game resources are obtained each time the item is used, which is particularly attractive to players who focus on resource collection.

[0126] Among them, the attribute selection instruction can be an interactive operation instruction issued by the user in the game interface for selecting the target prop attribute. The attribute selection instruction can be implemented by means of click operation, swipe operation, long-press operation, and / or other operations. For example, through a click operation, the user can click on the desired attribute type among the displayed multiple prop attribute options for selection. The target prop attribute can be a specific attribute type selected by the user from a preset multiple prop attribute options.

[0127] In an optional implementation manner, the attribute selection instruction is triggered by acting on the target prop attribute selection interface on the graphical user interface, and the target prop attribute selection interface includes multiple prop attribute items. The target prop attribute selection interface can be a menu that pops up in the center of the game interface and includes three options: "attack type", "defense type", and "mobility type".

[0128] Among them, controlling the selection of the target prop attribute can be to display the target prop attribute selection interface on the graphical user interface when the attribute level meets the preset conditions, and then select the target prop attribute through this interface, and control the attribute of the target virtual prop to be upgraded to the target prop attribute. In other implementation manners, controlling the selection of the target prop attribute can be pre-selected and determined. For example, when the user selects to interact with the target virtual prop, the user first selects the target prop attribute of the target virtual prop, so that when the subsequent attribute level meets the preset conditions, the system automatically controls the attribute of the target virtual prop to be upgraded to the target prop attribute.

[0129] In step S520, update the character attribute of the virtual character according to the target prop attribute. Specifically, the system will reflect the change of the prop attribute on the overall attribute of the character to form a coherent attribute influence chain.

[0130] Among them, the character attribute can be a set of numerical values and characteristics that define the performance and characteristics of the character in the game, and directly affect the performance and ability of the character in the game. In an optional implementation manner, the character attribute can include basic attributes, such as numerical attributes directly affecting the basic mechanism of the game, such as health value, attack power, defense power, movement speed, etc. For example, when the prop attribute is updated to "defense type", the system will correspondingly increase the upper limit of the character's health value and the defense power value, so that the character can withstand more damage in the battle, which is suitable for users who play the role of the front-row tank. For example, when the prop attribute is updated to "mobility type", the system will increase the movement speed and skill cooldown reduction rate of the character, so that the character can release skills more frequently and be more flexible and mobile on the battlefield, which is suitable for users who like a high-paced game experience.

[0131] In a specific application, when the user selects to update the prop attribute to "attack type", the system immediately calculates and updates the relevant attributes of the character: the character's base attack power is increased by 30%, the skill damage is increased by 20%, and at the same time the critical strike rate is increased by 5%. These changes are immediately reflected on the character attribute panel, and the user can see a significant increase in the values. In the actual game, the user clearly feels that the character's output ability has been greatly improved, and the damage caused by normal attacks and skill attacks to the enemy has increased significantly. Especially when a critical strike is triggered, it can quickly eliminate hostile units. This change in attributes not only affects the character's combat performance but also changes the user's game strategy, prompting the user to be more inclined to take the initiative to attack rather than defend and wait, thus bringing a brand-new game experience.

[0132] In a specific application of this embodiment, the game system designs an advanced prop attribute update mechanism. When the user makes the attribute level of the target virtual prop reach the preset condition (such as level 30) by continuously interacting with the target virtual prop, the system will trigger the prop attribute update function, update the prop attribute to the attack type characteristic (the target prop attribute), and then calculate and update the relevant attribute values of the character, including increasing the attack power by 30% and the skill damage by 20%. These changes are directly reflected in the character's combat performance, enabling the user to cause higher damage output in the game session and effectively changing the game experience and strategy selection.

[0133] In a game object interaction method provided in an embodiment of the present application, it includes: Step S610, providing an interaction timing indication in the graphical user interface, and the interaction timing indication is used to indicate whether it is currently suitable to perform an interaction operation Through the method provided by this embodiment, players can reasonably perform interaction operations with the target virtual prop according to the interaction timing indication, avoiding causing game disadvantages due to performing interaction operations at inappropriate times.

[0134] The above solution will be specifically described below.

[0135] In step S610, an interaction timing indication is provided in the graphical user interface, and the interaction timing indication is used to indicate whether it is currently suitable to perform an interaction operation.

[0136] Among them, the interaction timing indication can be a visual element or a prompt identifier on the game interface, and is used to convey to the player information about whether the current game environment is suitable for performing a specific interaction operation.

[0137] In an optional embodiment, the interaction timing indicator can be a dynamically changing color indicator that displays different colors depending on the safety level of the current game scene. For example, when the game scene is relatively safe, the indicator displays green, indicating that it is suitable for interaction operations; when a potential threat appears in the game scene, the indicator changes to yellow, indicating that caution is required; when a clear danger exists in the game scene, the indicator changes to red, indicating that it is not suitable for interaction operations.

[0138] For example, when the player character is behind cover and there are no enemies around, the interaction timing indicator appears bright green, indicating that it is safe to interact with virtual props at this time; when the system detects enemy activity at a medium distance, the indicator turns yellow and flashes slightly, prompting the player to carefully decide whether to interact with the props; when the enemy enters close range or the player is in an open area, the indicator turns red and is accompanied by a warning vibration, clearly indicating that it is not appropriate to perform interactive operations that may distract attention at this time.

[0139] In a game object interaction method provided in one embodiment of the present application, the method further includes: Step S710, detecting whether a preset trigger condition exists; Step S720: automatically exit the interactive operation when a preset trigger condition is detected.

[0140] The method provided in this embodiment enables the system to intelligently detect and respond appropriately to changes in the game environment, effectively preventing the risk of players ignoring their surroundings while focusing on item interactions. By setting preset trigger conditions and automatically exiting interactive operations, this method can promptly redirect players' attention from item interactions to the main gameplay process when the game scene changes, improving the safety and smoothness of the interactive experience.

[0141] The above scheme is described in detail below.

[0142] In step S710 , it is detected whether a preset trigger condition exists.

[0143] Specifically, the system will continuously monitor various status parameters and events related to the virtual character in the game environment to determine whether the pre-set conditions for triggering the exit of the interactive operation are met.

[0144] The preset triggering condition may be one or more factors affecting the safety of the virtual character or the game process. The preset triggering condition usually prompts the player to pause the current interactive operation and focus on the main game process.

[0145] In an alternative embodiment, the preset trigger condition may include detecting the appearance of hostile units around the virtual character. For example, when the system detects the appearance of a hostile player or a hostile NPC within a certain range of the virtual character (such as within a 100-meter in-game distance), this situation will be determined to meet the preset trigger condition to remind the player to pay attention to potential threats.

[0146] In an alternative embodiment, the preset trigger condition may include detecting the appearance of high-value resources or special events in the game scene.

[0147] In an alternative embodiment, the preset trigger condition may include changes in the game environment, such as the shrinking of the safe zone, changes in the weather system, or the impending impact of area damage effects on the virtual character. For example, in a survival game, when the poison circle is about to shrink and the virtual character is at the edge of the dangerous area, the system will identify this as the preset trigger condition, automatically end the item interaction, and remind the player to move to the safe zone.

[0148] In step S720, when the preset trigger condition is detected, the interaction operation is automatically exited.

[0149] Specifically, when the system confirms that the preset trigger condition is met, it will immediately terminate the ongoing interaction operation between the virtual character and the target virtual item, abort the playback of the relevant interaction animations, and restore the game interface to a state suitable for the current game environment.

[0150] Among them, automatically exiting the interaction operation can be an act of the system actively interrupting the interaction process between the virtual character and the virtual item after detecting the preset condition. Automatically exiting the interaction operation usually serves to ensure the safety of the virtual character and optimize the player's gaming experience.

[0151] In an alternative embodiment, automatically exiting the interaction operation may include terminating the currently playing interaction animation and immediately returning to the game's standard operation state. For example, when the preset trigger condition is detected, the system will immediately stop the item-playing animation that the virtual character is performing, returning the character to a state where it can move freely and perform other operations.

[0152] In an alternative embodiment, automatically exiting the interaction operation may include saving the current interaction progress and displaying a prompt for the reason for exiting. For example, when automatically exiting the interaction due to the appearance of enemies nearby, the system will save the resources and experience points that the player has currently obtained, and pop up a prompt message on the interface saying "Detected enemy activities nearby, automatically exited the antique-playing", allowing the player to understand the reason for the interruption.

[0153] Such as Figure 1As shown, in a specific application of this embodiment, when the player's virtual character performs an interactive operation of playing with antiques in the game scene, the game system continuously monitors the surrounding environment. Once a preset trigger condition is detected, such as a hostile character approaching, the safe area about to shrink, or an important game event occurring, the system immediately and automatically interrupts the playing operation, restores the character state to a state where it can move and fight freely, and provides relevant warning information on the interface, indicating the reason for the automatic exit. This mechanism enables players to enjoy the resource acquisition brought by the prop interaction while not missing important game processes or falling into dangerous situations due to focusing on the interaction, effectively balancing the casual gameplay and competitiveness of the game.

[0154] In a game object interaction method provided in an embodiment of the present application, in response to an operation instruction acting on a target control, controlling the playback of an interaction animation in which a virtual character performs an interaction operation on a target virtual prop, and providing game resources for the virtual character according to the operation instruction includes: Step S810, obtaining the interaction operation type corresponding to the operation instruction; Step S820, controlling the playback of an interaction animation in which the virtual character performs an operation on the target virtual prop corresponding to the interaction operation type, and providing game resources corresponding to the interaction operation type for the virtual character, where different interaction operation types correspond to different interaction animations and game resources.

[0155] Through the method provided by this embodiment, the game system can determine different interaction operation types according to different operation instructions of the user, and display corresponding interaction animations and provide corresponding game resources according to different interaction operation types, thereby improving the interaction experience of the game and enhancing the richness and diversity of the game.

[0156] The above solution will be specifically described below.

[0157] In step S810, obtain the interaction operation type corresponding to the operation instruction.

[0158] Specifically, after the terminal device detects the operation instruction of the user on the target control, it analyzes the operation instruction and identifies and determines the interaction operation type corresponding to the operation instruction according to the preset rules.

[0159] Among them, the interaction operation type can be the operation mode classification recognized by the system after the user performs an operation on the control during the game. The interaction operation type usually has the function of distinguishing different interaction modes and triggering corresponding game mechanism effects.

[0160] In an alternative embodiment, the types of interaction operations may include various different types such as a quick interaction mode, a fine interaction mode, and a standard interaction mode. Each type corresponds to a different operation frequency, duration, or combination of operation methods. For example, in a game, when a user quickly and continuously clicks on a target control, the system may recognize it as an interaction operation of the "quick rotation" type; when the user slowly clicks on the target control at a specific rhythm, the system may recognize it as an interaction operation of the "slow scroll" type; when the user long-presses and makes small sliding movements in a specific pattern, the system may recognize it as an interaction operation of the "fine carving" type.

[0161] In an alternative embodiment, the recognition of the types of interaction operations may be determined based on the parameter characteristics of the operation instructions, including comprehensive analysis of multi-dimensional data such as operation duration, operation strength, operation trajectory, or operation frequency.

[0162] In a specific application, when a player clicks on a target control (such as a "manipulate" button) in the game interface, the system will recognize different types of interaction operations according to the player's clicking method (such as single click, double click, continuous click, or clicking at a specific rhythm). For example, the system may recognize a single click as an interaction operation of the "standard manipulation" type, a triple click at a specific rhythm as an interaction operation of the "skillful manipulation" type, and a continuous quick click as an interaction operation of the "quick manipulation" type. Each type of interaction operation is associated with different interaction effects and resource acquisition efficiencies, enabling players to choose different interaction methods according to their skills and game needs.

[0163] In a method for interacting with game objects provided in an embodiment of the present application, the type of interaction operation corresponding to the operation instruction is determined according to at least one of the following methods, including: Determined according to the character type of the virtual character; In response to an interaction operation type selection instruction, select the interaction operation type corresponding to the interaction operation type selection instruction from the set of interaction operation types, where the interaction operation types in the set of interaction operation types are obtained by unlocking game tasks or by purchasing.

[0164] Regarding, determined according to the character type of the virtual character.

[0165] Specifically, the system automatically matches the interaction operation type suitable for the character type by judging the preset character type of the virtual character, so as to achieve the harmony and unity between the character and the interaction operation.

[0166] Among them, the character type of the virtual character may be various different character classifications, occupations, or characteristics preset in the game. The character type of the virtual character can reflect the personality characteristics and behavior patterns of the character, providing a basic basis for game interaction.

[0167] Secondly, the character type of a virtual character usually determines the character's behavior style and interaction preferences, which can affect the form and effect of interaction operations.

[0168] In an optional implementation, the character types of virtual characters can include, but are not limited to, character trait types such as cautious, irritable, steady, lively, etc., and each type corresponds to a different interaction operation style. For example, when the player's virtual character is set to be cautious, the system will automatically match an interaction type of "meticulous carving" for this character. When playing with the digital collectible, the character will show delicate, focused, and cautious actions; while when the character is set to be irritable, the system will automatically match an interaction type with a strong sense of speed, such as "rapid rotation". When playing, the character's actions will be more rapid and forceful.

[0169] In an optional implementation, the character types of virtual characters can also be divided according to the character's occupational attributes, such as warrior type, mage type, assassin type, etc. Characters of different occupational types will show action styles that match their occupational characteristics when performing interaction operations.

[0170] In a specific application, the player character is a warrior character, which mainly serves as a melee damage dealer in the game. When the player obtains a digital collectible item and clicks the play button, the system will automatically match an interaction operation type of "vigorous rotation" according to the character's irritable personality and warrior occupational characteristics. During the play process, the character will hold the collectible with strong and powerful gestures, and the actions will be swift and full of a sense of strength, with the collectible rotating rapidly in the hand.

[0171] Regarding, in response to an interaction operation type selection instruction, select an interaction operation type corresponding to the interaction operation type selection instruction from the set of interaction operation types, where the interaction operation types in the set of interaction operation types are obtained by unlocking game tasks or by purchase.

[0172] Specifically, after the system receives the interaction operation type selection instruction sent by the player, it selects a specific interaction operation type corresponding to the instruction from the currently available set of interaction operation types and applies it to the interaction process of the virtual character with the target virtual item.

[0173] Among them, the interaction operation type selection instruction can be an operation signal sent by the player through the graphical user interface for selecting a specific interaction operation type. The interaction operation type selection instruction is a way for the player to express interaction preferences, enabling the player to actively control the interaction behavior of the virtual character.

[0174] In an alternative embodiment, the set of interaction operation types may include various interaction operation types with different styles and effects, such as "rapid rotation", "slow scrolling", "meticulous carving", etc. Each type corresponds to a unique interaction animation and resource acquisition efficiency. For example, players can see a panel for selecting interaction operation types on the game interface, which lists all the currently unlocked interaction operation types, including options such as "rapid rotation", "slow scrolling", "meticulous carving", etc. When players need to play with the virtual collectible, they can click to open this panel and then select the interaction operation type they want to use. If a player selects "rapid rotation", the character will rotate the collectible at a high speed, gaining more experience but with lower accuracy; if "meticulous carving" is selected, the character will perform meticulous processing on the collectible in a more focused posture, with slower movements but can obtain higher-quality resource rewards. [Content requirement 2 has been invoked] In an alternative embodiment, the unlocking of interaction operation types can be achieved by completing specific game tasks, such as defeating specific enemies, reaching specific levels, collecting specific materials, etc., making the interaction operation types become growth rewards in the game process. For example, a task chain called "The Test of the Collectible Master" is set up in the game, and players need to gradually complete each sub-task to unlock different interaction operation types. Players first complete the primary task "Introduction to Collectibles", which requires continuously accumulating 1000 experience points using the basic play method. After completion, the "slow scrolling" interaction operation type is unlocked.

[0175] In an alternative embodiment, interaction operation types can also be obtained through in-game purchases. Players can use in-game currency or real money to purchase special interaction operation types, and these purchased interaction operation types usually have unique visual effects or special resource acquisition bonuses. For example, a series of limited-edition interaction operation types are provided in the game store for players to purchase. For example, the "Glistening with Jewels" interaction type is sold for 500 in-game coins, and when used, the character will produce magnificent light effects when playing with the collectible. In step S720, control the playback of the interaction animation corresponding to the interaction operation type that the virtual character performs on the target virtual prop, and provide the virtual character with game resources corresponding to the interaction operation type, where different interaction operation types correspond to different interaction animations and game resources.

[0176] Specifically, the terminal device controls the virtual character in the game interface to play a specific interaction animation corresponding to the obtained interaction operation type, and at the same time provides the virtual character with game resources matching the interaction operation type. Different interaction operation types will correspond to different interaction animation effects and different types or quantities of game resources, thus realizing the diversity of the interaction experience and game resource acquisition.

[0177] In an alternative embodiment, the interaction animations corresponding to different interaction operation types can vary significantly in terms of action smoothness, duration, visual effects, etc., visually reflecting the characteristics of the interaction operation types. For example, for an interaction operation of the "rapid rotation" type, the system will play an animation in which the virtual character rotates the target virtual prop at a relatively fast speed, with a brisk animation rhythm and a short duration; while for an interaction operation of the "meticulous carving" type, an animation will be played in which the virtual character carefully examines and carefully operates the target virtual prop, with more delicate movements, a longer duration, and possibly more detailed close-up shots.

[0178] In an alternative embodiment, the interaction animation can automatically adjust the screen perspective, depth of field, and special effect elements according to the interaction operation type, providing the best visual performance for different types of interactions and enhancing the user's immersion and viewing experience.

[0179] Among them, game resources can be various virtual items, attribute values, or functional elements that affect the game process.

[0180] In an alternative embodiment, the game resources corresponding to the interaction operation types can vary in terms of quantity, variety, and rarity, etc. Interaction operation types with higher difficulty or complexity usually correspond to more valuable game resources. For example, when the user selects the simple interaction operation type of "rapid rotation", the system may provide the virtual character with a moderate amount of basic experience points and a small amount of in-game currency; while when the user selects the interaction operation type of "meticulous carving" that requires more precise operations, the system may provide more generous rewards, such as a large amount of experience points, premium currency, or enhancement materials with special attributes, thus forming a reasonable correspondence between difficulty and rewards.

[0181] In a specific application of this embodiment, when the player sees the target control associated with the antique prop in the game interface, the system will first identify the player's operation method and obtain the corresponding interaction operation type. For example, the player can select different interaction operation types such as "rapid rotation" through a click operation, "slow scroll" through a slide operation, or "meticulous carving" through a long press operation. Once the interaction operation type is determined, the system will control the playback of the corresponding interaction animation according to this type. For example, the "rapid rotation" type will display an animation of the character playing with the antique at a relatively fast rhythm, with smooth and concise movements; the "meticulous carving" type will display an animation of the character carefully observing and meticulously operating the antique, with delicate and elaborate movements. At the same time, the system will also provide the player with corresponding game resources according to the interaction operation type. For example, "rapid rotation" may provide a small amount of instant experience, while "meticulous carving" may provide more experience points and additional enhancement materials. Through this mechanism, players can choose the most suitable interaction method according to their game needs and time arrangements.

[0182] Corresponding to the above method embodiments, an embodiment of the present disclosure also provides a game object interaction device 600, as Figure 6 shown. The device includes: A control display module 610 configured to display a target control in a graphical user interface, where the target control is associated with a target virtual item held by a virtual character; An operation response module 620 configured to respond to an operation instruction acting on the target control, control the playback of an interaction animation in which the virtual character performs an interaction operation on the target virtual item, and provide game resources for the virtual character according to the operation instruction, where the game resources are used to affect the process of the game round.

[0183] With the game object interaction device provided by the above embodiment of the present disclosure, through the method provided by this embodiment, players can intuitively understand the position status and exposure situation of the character in the smoke area, improving the players' perception ability and precise control ability of the tactical environment, and greatly improving the interaction experience; at the same time, this method provides players with a more accurate smoke utilization strategy, increasing the diversity of tactical choices and enriching the depth of the game play; in addition, by optimizing the UI feedback mechanism to replace heavy visual calculations, it reduces the consumption of device resources and improves the system operation efficiency.

[0184] An embodiment of the present disclosure also provides an electronic device, as Figure 5 shown. The electronic device includes a processor and a memory, and the memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above game object interaction method.

[0185] Specifically, the above game object interaction method includes, optionally, providing a graphical user interface through a terminal device. The graphical user interface displays a game scene and a virtual character located in the game scene, and the virtual character corresponds to the terminal device. The method includes: Displaying a target control in the graphical user interface, where the target control is associated with a target virtual item held by the virtual character; Responding to an operation instruction acting on the target control, controlling the playback of an interaction animation in which the virtual character performs an interaction operation on the target virtual item, and providing game resources for the virtual character according to the operation instruction, where the game resources are used to affect the process of the game round.

[0186] Optionally, the step of displaying the target control in the graphical user interface includes: Responding to detecting that the virtual character holds the target virtual item, and controlling the display of the target control in the graphical user interface.

[0187] Optionally, the step of controlling the playback of the interaction animation in which the virtual character performs an interaction operation on the target virtual item in response to an operation instruction acting on the target control includes: In response to an operation instruction acting on a target control, control the virtual character to display a target virtual item and play an interaction animation of the virtual character with the target virtual item.

[0188] Optionally, the method further includes: During the playback of the interaction animation, control the target control to present a corresponding target special effect, and the special effect speed and special effect duration of the target special effect are synchronized with the animation speed and animation duration of the interaction animation.

[0189] Optionally, the operation instruction is an operation instruction acting on the target control multiple times in succession; The steps of controlling the playback of the interaction animation of the virtual character with the target virtual item in response to an operation instruction acting on the target control include: Determine the playback speed of the interaction animation according to the triggering frequency of the operation instruction; Control the playback of the interaction animation of the virtual character with the target virtual item according to the playback speed.

[0190] Optionally, the method further includes: In response to the operation instruction, control the update of the attribute level of the target virtual item; Update the display effect of the target virtual item according to the attribute level, where different attribute levels correspond.

[0191] Optionally, the steps of controlling the update of the attribute level of the target virtual item in response to the operation instruction include: Each time the operation instruction is responded to, add an attribute value to the target virtual item; When the attribute value meets a preset threshold, control the update of the attribute level of the target virtual object.

[0192] Optionally, the steps of updating the display effect of the target virtual item according to the attribute level include at least one of the following: In response to the attribute level meeting the first level threshold, control the update of the material information of the target virtual item and display the first target virtual item generated according to the updated material data; In response to the attribute level meeting the second level threshold, control the update of the model data of the target virtual item and display the second target virtual item generated according to the updated model data; In response to the attribute level meeting the third level threshold, control the update of the special effect data of the second target virtual item and display the third target virtual item generated according to the updated special effect data.

[0193] Optionally, the target virtual item includes different attribute types, the game resources correspond to the attribute types of the target virtual item, the target virtual item includes different attribute types, and the different attribute types include at least one of the following: attack type, defense type, support type, resource type.

[0194] Optionally, the method further includes: Providing an interaction timing indication in the graphical user interface, where the interaction timing indication is used to indicate whether it is currently suitable to perform an interaction operation.

[0195] Optionally, the method further includes: Detecting whether there is a preset trigger condition; When detecting the preset trigger condition, automatically exiting the interaction operation.

[0196] Optionally, in response to an operation instruction acting on a target control, controlling to play an interaction animation in which a virtual character performs an interaction operation on a target virtual item, and providing game resources for the virtual character according to the operation instruction, including: Obtaining the interaction operation type corresponding to the operation instruction; Controlling to play an interaction animation corresponding to the interaction operation type in which the virtual character performs an interaction operation on the target virtual item, and providing game resources corresponding to the interaction operation type for the virtual character, where different interaction operation types correspond to different interaction animations and game resources.

[0197] Optionally, the interaction operation type corresponding to the operation instruction is determined according to at least one of the following methods: Determining according to the character type of the virtual character; Responding to an interaction operation type selection instruction, and selecting an interaction operation type corresponding to the interaction operation type selection instruction from an interaction operation type set, where the interaction operation types in the interaction operation type set are obtained by unlocking game tasks or by purchasing.

[0198] Optionally, the method further includes: In response to the property level satisfying a preset condition, controlling to update the item property of the target virtual item to a target item property, where the target item property is selected by controlling from a preset plurality of item properties in response to an item property selection instruction; Updating the character property of the virtual character according to the target item property.

[0199] Optionally, the item property selection instruction is triggered by acting on a target item property selection interface on the graphical user interface, and the target item property selection interface includes a plurality of item property items.

[0200] Furthermore, Figure 7 The illustrated electronic device further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.

[0201] Among them, the memory 100 may include high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between this system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience of representation, Figure 7 only a bidirectional arrow is used in Figure 7 , but it does not mean that there is only one bus or one type of bus.

[0202] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, the steps of the above method can be completed by the integrated logic circuit in the hardware of the processor 101 or instructions in the form of software. The above-mentioned processor 101 can be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it can also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, register, etc. This storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0203] An embodiment of the present disclosure also provides a computer-readable storage medium storing computer-executable instructions that, when called and executed by a processor, cause the processor to implement the above-described game object interaction method. For specific implementation, refer to the method embodiment and details are not described herein again.

[0204] Specifically, the game object interaction method includes: displaying a target control in a graphical user interface, where the target control is associated with a target virtual item held by a virtual character; In response to an operation instruction acting on the target control, controlling the playback of an interaction animation in which the virtual character performs an interaction operation on the target virtual item, and providing game resources for the virtual character according to the operation instruction, where the game resources are used to affect the progress of the game round.

[0205] Optionally, the step of displaying the target control in the graphical user interface includes: In response to detecting that the virtual character holds the target virtual item, controlling the display of the target control in the graphical user interface.

[0206] Optionally, the step of controlling the playback of the interaction animation in which the virtual character performs an interaction operation on the target virtual item in response to an operation instruction acting on the target control includes: In response to an operation instruction acting on the target control, controlling the virtual character to display the target virtual item and playing the interaction animation in which the virtual character performs an interaction operation on the target virtual item.

[0207] Optionally, the method further includes: During the playback of the interaction animation, controlling the target control to present a corresponding target special effect, where the speed and duration of the special effect of the target special effect are synchronized with the animation speed and animation duration of the interaction animation.

[0208] Optionally, the operation instruction is an operation instruction acting on the target control multiple times continuously; The step of controlling the playback of the interaction animation in which the virtual character performs an interaction operation on the target virtual item in response to an operation instruction acting on the target control includes: Determining the playback speed of the interaction animation according to the triggering frequency of the operation instruction; Controlling the playback of the interaction animation in which the virtual character performs an interaction operation on the target virtual item according to the playback speed.

[0209] Optionally, the method further includes: In response to the operation instruction, controlling the update of the attribute level of the target virtual item; Updating the display effect of the target virtual item according to the attribute level, where different attribute levels correspond.

[0210] Optionally, the step of controlling the update of the attribute level of the target virtual item in response to the operation instruction includes: For each response to an operation instruction, increase the attribute value of the target virtual item once; When the attribute value meets the preset threshold, control the update of the attribute level of the target virtual object.

[0211] Optionally, the steps of updating the display effect of the target virtual item according to the attribute level include at least one of the following: In response to the attribute level meeting the first level threshold, control the update of the material information of the target virtual item, and display the first target virtual item generated according to the updated material data; In response to the attribute level meeting the second level threshold, control the update of the model data of the target virtual item, and display the second target virtual item generated according to the updated model data; In response to the attribute level meeting the third level threshold, control the update of the special effect data of the second target virtual item, and display the third target virtual item generated according to the updated special effect data.

[0212] Optionally, the target virtual item includes different attribute types, and the game resources correspond to the attribute types of the target virtual item. The target virtual item includes different attribute types, and the different attribute types include at least one of the following: attack type, defense type, support type, resource type.

[0213] Optionally, the method further includes: Provide an interaction timing indication in the graphical user interface, and the interaction timing indication is used to indicate whether it is currently suitable for performing an interaction operation.

[0214] Optionally, the method further includes: Detect whether there is a preset trigger condition; When the preset trigger condition is detected, automatically exit the interaction operation.

[0215] Optionally, in response to an operation instruction acting on a target control, control the playback of an interaction animation in which a virtual character performs an interaction operation on the target virtual item, and provide game resources for the virtual character according to the operation instruction, including: Obtain the interaction operation type corresponding to the operation instruction; Control the playback of an interaction animation in which a virtual character performs an operation corresponding to the interaction operation type on the target virtual item, and provide game resources corresponding to the interaction operation type for the virtual character, where different interaction operation types correspond to different interaction animations and game resources.

[0216] Optionally, the interaction operation type corresponding to the operation instruction is determined according to at least one of the following methods: Determine according to the character type of the virtual character; In response to an interactive operation type selection instruction, select an interactive operation type corresponding to the interactive operation type selection instruction from a set of interactive operation types, where the interactive operation types in the set of interactive operation types are obtained by unlocking game tasks or by purchase.

[0217] Optionally, the method further includes: In response to the attribute level meeting a preset condition, control to update the item attribute of the target virtual item to a target item attribute, where the target item attribute is selected from a plurality of preset item attributes in response to an attribute selection instruction; Update the character attribute of the virtual character according to the target item attribute.

[0218] Optionally, the response attribute selection instruction is triggered by acting on a target item attribute selection interface on the graphical user interface, and the target item attribute selection interface includes a plurality of item attribute items.

[0219] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods of the various embodiments of the present disclosure. The foregoing storage medium includes: various media such as a USB flash drive, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk, or an optical disc that can store program codes.

[0220] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings, and is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance.

[0221] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments or can easily think of changes, or make equivalent replacements for some of the technical features; and these modifications, changes or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A method for game object interaction, characterized in that, Providing a graphical user interface through a terminal device, the graphical user interface displaying a game scene and a virtual character located in the game scene, the virtual character corresponding to the terminal device, the method comprising: Displaying a target control in the graphical user interface, the target control being associated with a target virtual item held by the virtual character; In response to an operation instruction acting on the target control, controlling the playback of an interaction animation in which the virtual character performs an interaction operation on the target virtual item, and providing game resources for the virtual character according to the operation instruction, the game resources being used to affect the progress of the game round.

2. The method according to claim 1, characterized in that, The step of displaying the target control in the graphical user interface comprises: In response to detecting that the virtual character holds the target virtual item, controlling the display of the target control in the graphical user interface.

3. The method according to claim 1, wherein The step of, in response to an operation instruction acting on the target control, controlling the playback of the interaction animation performed by the virtual character on the target virtual item comprises: In response to the operation instruction acting on the target control, controlling the virtual character to display the target virtual item and playing the interaction animation performed by the virtual character on the target virtual item.

4. The method according to claim 3, characterized in that The method further comprises: During the playback of the interaction animation, controlling the target control to present a corresponding target dynamic effect, the dynamic effect speed and dynamic effect duration of the target dynamic effect being synchronized with the animation speed and animation duration of the interaction animation.

5. The method according to claim 1, characterized in that The operation instruction is an operation instruction acting on the target control multiple times continuously; The step of, in response to an operation instruction acting on the target control, controlling the playback of the interaction animation performed by the virtual character on the target virtual item comprises: Determining the playback speed of the interaction animation according to the triggering frequency of the operation instruction; Controlling the playback of the interaction animation performed by the virtual character on the target virtual item according to the playback speed.

6. The method according to claim 1, wherein The method further comprises: In response to the operation instruction, controlling the update of the attribute level of the target virtual item; Updating the display effect of the target virtual item according to the attribute level, wherein different attribute levels correspond.

7. The method according to claim 6, wherein The step of, in response to the operation instruction, controlling the update of the attribute level of the target virtual item comprises: Each time the operation instruction is responded to, adding an attribute value to the target virtual item; When the attribute value meets a preset threshold, controlling the update of the attribute level of the target virtual object.

8. The method according to claim 6, characterized in that The step of updating the display effect of the target virtual item according to the attribute level comprises at least one of the following: In response to the attribute level meeting a first level threshold, controlling the update of the material information of the target virtual item and displaying a first target virtual item generated according to the updated material data; In response to the attribute level meeting a second level threshold, controlling the update of the model data of the target virtual item and displaying a second target virtual item generated according to the updated model data; In response to the attribute level meeting a third level threshold, controlling the update of the special effect data of the second target virtual item and displaying a third target virtual item generated according to the updated special effect data.

9. The method according to claim 1, characterized in that, The target virtual item includes different attribute types, the game resources correspond to the attribute types of the target virtual item, the target virtual item includes different attribute types, and the different attribute types include at least one of the following: attack type, defense type, support type, and resource type.

10. The method according to claim 1, wherein The method further includes: Providing an interaction timing indication in the graphical user interface, where the interaction timing indication is used to indicate whether it is currently suitable to perform an interaction operation.

11. The method according to claim 10, wherein The method further includes: Detecting whether there is a preset trigger condition; When the preset trigger condition is detected, automatically exiting the interaction operation.

12. The method according to claim 1, characterized in that, Responding to an operation instruction acting on the target control, controlling to play an interaction animation of the virtual character performing an interaction operation on the target virtual item, and providing game resources for the virtual character according to the operation instruction, including: Obtaining the interaction operation type corresponding to the operation instruction; Controlling to play an interaction animation corresponding to the interaction operation type of the virtual character performing an interaction operation on the target virtual item, and providing game resources corresponding to the interaction operation type for the virtual character, where different interaction operation types correspond to different interaction animations and game resources.

13. The method according to claim 12, wherein The interaction operation type corresponding to the operation instruction is determined according to at least one of the following methods: Determined according to the character type of the virtual character; Responding to an interaction operation type selection instruction, selecting an interaction operation type corresponding to the interaction operation type selection instruction from an interaction operation type set, where the interaction operation types in the interaction operation type set are obtained by unlocking game tasks or by purchasing.

14. The method according to claim 6, wherein The method further includes: Responding to the attribute level meeting a preset condition, controlling to update the item attribute of the target virtual item to a target item attribute, where the target item attribute is controlled to be selected from a preset plurality of item attributes in response to an attribute selection instruction; Updating the character attribute of the virtual character according to the target item attribute.

15. The method according to claim 14, characterized in that, The response attribute selection instruction is triggered by acting on a target item attribute selection interface on the graphical user interface, and the target item attribute selection interface includes a plurality of item attribute items.

16. A game object interaction device, characterized in that The device includes: A control display module configured to display a target control in the graphical user interface, where the target control is associated with a target virtual item held by the virtual character; An operation response module configured to respond to an operation instruction acting on the target control, control to play an interaction animation of the virtual character performing an interaction operation on the target virtual item, and provide game resources for the virtual character according to the operation instruction, where the game resources are used to affect the progress of the game round.

17. An electronic device, comprising a processor and a memory, wherein a computer program is stored in the memory, characterized in that, When the processor executes the computer program, it implements the method according to any one of claims 1 to 15.

18. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 15.