Interaction method and device in game, electronic equipment and storage medium
By displaying virtual scenes of collectable objects in the water-drifting game, players are allowed to select different virtual props and adjust the throwing direction, solving the problem of single game operations and improving the game strategy and interactive experience.
Patent Information
- Application Number
- CN202510530927.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-25
- Publication Date
- 2025-08-12
AI Technical Summary
The existing water-drifting game has a single operation and lacks strategy and diversity, resulting in poor player gaming experience.
By displaying the virtual scene of collectable objects in the graphical user interface, players are allowed to select different virtual props, determine the motion trajectory according to the prop selection and throwing direction, and display animation effects in the virtual scene, triggering the collection effect when the props come into contact with the collectable objects.
It increases the strategy and operation depth of the game, improves the player's interactive experience, makes the gameplay more diverse, and optimizes the efficiency of computing resources utilization.
Smart Images

Figure CN120459640A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to an interaction method, device, electronic device, and storage medium in a game. Background Art
[0002] The existing water skipping game is a simple, easy-to-play casual game. Players typically only need to control the angle and force of the throw to make the stone bounce across the water. This implementation method is relatively simple in terms of player operation, lacks strategy and diversity in gameplay, and results in a poor gaming experience. Summary of the Invention
[0003] The purpose of the present disclosure is to provide an interactive method, device, electronic device and storage medium in a game, so as to enhance the strategy and fun of the game through the interaction of various throwing props and collecting objects.
[0004] In a first aspect, the present disclosure provides an interactive method in a game, providing a graphical user interface through a terminal, the method comprising: displaying a virtual scene containing collectibles in the graphical user interface; determining a target virtual prop to be thrown in response to a prop selection operation, wherein different virtual props correspond to different motion trajectories; determining a throwing direction of the target virtual prop in response to a direction adjustment operation; displaying an animation effect of the target virtual prop moving according to the corresponding motion trajectory and throwing direction in the virtual scene in response to a throwing trigger operation; and triggering a collection effect of the target object when the target virtual prop contacts a target object in the collectibles during movement.
[0005] In a second aspect, the present disclosure provides an interactive device in a game, comprising: a display module for displaying a virtual scene containing collectibles in a graphical user interface; a selection module for determining a target virtual prop to be thrown in response to a prop selection operation, wherein different virtual props correspond to different motion trajectories; an adjustment module for determining a throwing direction of the target virtual prop in response to a direction adjustment operation; a throwing module for displaying an animation effect of the target virtual prop moving according to the corresponding motion trajectory and throwing direction in the virtual scene in response to a throwing trigger operation; and a collection module for triggering a collection effect of the target object when the target virtual prop contacts a target object in the collectibles during movement.
[0006] In a third aspect, the present disclosure provides an electronic device comprising: a memory and a processor, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the steps in the interaction method in the above-mentioned game when executing the computer program.
[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, execute the steps of the interaction method in the above-mentioned game.
[0008] The present disclosure provides an interactive method, device, electronic device, and storage medium in a game, which provides a graphical user interface through a terminal. The method includes: displaying a virtual scene containing collectibles in the graphical user interface; in response to a prop selection operation, determining a target virtual prop to be thrown, wherein different virtual props correspond to different motion trajectories; in response to a direction adjustment operation, determining the throwing direction of the target virtual prop; in response to a throwing trigger operation, displaying an animation effect of the target virtual prop moving according to the corresponding motion trajectory and throwing direction in the virtual scene; when the target virtual prop contacts a target object in the collectibles during the movement, triggering the collection effect of the target object. The method provided by this embodiment allows players to select virtual props with different trajectories and adjust the throwing direction according to the distribution of collectibles, thereby increasing the game strategy and operational depth and enhancing the interactive experience; at the same time, the introduction of multiple prop trajectories and collectibles designs makes the gameplay more diverse and enhances the fun of the game; in addition, the optimized interaction mechanism reduces unnecessary data transmission and computing resource usage, effectively solving the problem of resource utilization efficiency in the computer field. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0010] Figure 1 A flowchart of an interactive method in a game provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of an application scenario of the interactive method in a game provided by an embodiment of the present disclosure; Figure 3 A schematic diagram of another application scenario of the interactive method in a game provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of another application scenario of the interactive method in a game provided by an embodiment of the present disclosure; Figure 5 A schematic diagram of another application scenario of the interactive method in a game provided by an embodiment of the present disclosure; Figure 6 A schematic diagram of another application scenario of the interactive method in a game provided by an embodiment of the present disclosure; Figure 7 A schematic diagram of another application scenario of the interactive method in a game provided by an embodiment of the present disclosure; Figure 8 A schematic diagram of another application scenario of the interactive method in a game provided by an embodiment of the present disclosure; Figure 9 A schematic diagram of an interactive device in a game provided by an embodiment of the present disclosure; Figure 10 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0011] The following will clearly and completely describe the technical solutions of the present disclosure in conjunction with the embodiments. Obviously, the embodiments described are only a part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making any creative efforts are within the scope of protection of the present disclosure.
[0012] This embodiment provides an interactive method in a game, which provides a graphical user interface through a terminal device, and displays a game interface in the graphical user interface. The game interface includes a game scene screen and a user interface (UI interface). The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used to interact with the user and may include buttons, animations, text, sounds, windows, and other game design elements that directly or indirectly contact the user. In an optional embodiment, the interface elements in the user interface may include the following controls: (1) controls related to controlling characters, such as skill controls, movement controls, function controls, etc.; (2) controls for indicating information, which may also be called information indicators, such as direction indicators, character indicators, character strength indicators, item pickup points, or treasure chest location points; (3) information display controls, which may also be called information display areas, such as displaying basic character information (character name, occupation, health value, true energy value, etc.), character status information (such as whether unconscious, poisoned, etc.), or game information (such as the number of kills, game time, etc.); (4) game setting controls, such as system settings, stores, gold coins, etc. In addition, different games may display different controls in their user interfaces. Some games may also include a friend list control, which allows users to view information about added friends and perform operations such as chatting, visiting their homes, and deleting them. Other games may include quest-related controls, such as displaying the current quest list, including main and side quests. These controls can help users better manage and play the game.
[0013] In an optional embodiment, the game scene screen is a screen corresponding to the virtual scene displayed by the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also called player virtual characters), NPC characters (Non-Player Characters), AI (Artificial Intelligence) characters, etc. that execute game logic in the virtual scene. The game scene screen usually changes with the movement of the controlled virtual characters.
[0014] The virtual scene is the content displayed (or provided) when the game application is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and at least one element of vehicles; for example, for 2D or 2.5D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, routes, rivers, classrooms, tables and chairs, podiums and other elements.
[0015] The above-mentioned virtual objects refer to dynamic objects that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. The virtual object is a character controlled by the player through an input device, or an AI character set in a virtual environment battle through training, or an NPC set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, which is not limited in the embodiments of the present disclosure. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight with other virtual objects using skills, virtual props, etc. provided by the application.
[0016] In one embodiment of the present disclosure, the in-game interaction method can be executed on a terminal device or a server. The terminal device can be a local terminal device, such as a touch-sensitive device or a non-touch-sensitive device. When the in-game interaction method is executed on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and a client device.
[0017] In an optional embodiment, cloud games can be run under the cloud interaction system. Cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive methods in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device for information processing is the cloud game server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game interface and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game interface.
[0018] In an optional embodiment, the terminal device may be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device may provide the game interface to the player in a variety of ways, for example, it may be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen being used to present the game interface, the game interface including the game scene screen, and the processor being used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0019] In this embodiment, a method for interaction in a game is provided. Figure 1 is a flow chart of the interactive method in the game provided by the embodiment of the present disclosure, such as Figure 1 As shown, the process includes the following steps: Step S101, displaying a virtual scene containing collectibles in a graphical user interface; Step S102, in response to the prop selection operation, determining a target virtual prop to be thrown, wherein different virtual props correspond to different motion trajectories; Step S103, in response to the direction adjustment operation, determining the throwing direction of the target virtual prop; Step S104, in response to the throwing trigger operation, displaying an animation effect of the target virtual prop moving along the corresponding motion trajectory and throwing direction in the virtual scene; Step S105 : When the target virtual prop contacts the target object among the collectibles during the movement, the collection effect of the target object is triggered.
[0020] The method provided in this embodiment enables the in-game virtual item throwing mechanism to display different motion trajectories based on the player's selected item type, and precisely control the throwing direction according to the player's adjustment, thereby creating a rich selection of game strategies. When a virtual item comes into contact with a collectible object, a collection effect is triggered, providing players with clear game objectives and immediate feedback, significantly enhancing the interactive experience and richness of the game. Furthermore, by integrating complex physical motion trajectory calculations and interactive responses into the game system, the computer field problem of traditional games, which suffer from a single interactive method and unintuitive feedback, is effectively addressed.
[0021] The above steps are described in detail below.
[0022] In step S101 , a virtual scene containing collectibles is displayed in a graphical user interface.
[0023] The graphical user interface (GUI) is the interactive interface displayed to users during game execution. It serves as a medium for information exchange between computers and users. Displayed graphically on a computer screen or other display device, it contains various visual elements such as buttons, text boxes, images, and animations, enabling users to interact with the system through operations such as clicking and dragging. The GUI is designed to make computer systems easier to use, improve the user experience, and reduce user learning curves.
[0024] In an alternative embodiment, a graphical user interface (GUI) is a visual interactive interface generated by an operating system or application on a terminal device, used to display game content to the user and receive user input. For example, in a water skipping game, the GUI may include a status bar at the top (displaying the remaining number of throws and the number of collected objects), a central game scene area (displaying the water surface, collectibles, and virtual characters), and an operation area at the bottom (displaying selectable virtual props).
[0025] In an alternative embodiment, the virtual scene may include a variety of interactive elements, such as destructible objects, triggerable events, or environmental factors that affect gameplay. For example, in a water skipping game, in addition to collectibles (such as a floating moon), the scene may also contain obstacles (such as geese) that the player must avoid, otherwise the throw will fail. Alternatively, the scene may contain special areas where throwing objects into these areas may grant additional effects or score bonuses.
[0026] Collectibles are game elements within the virtual world that players can acquire or collect through game interaction. Collectibles are typically used to enrich the gaming experience, provide progress feedback, or serve as game objectives. Collectibles can vary in appearance, value, and functionality, and their collection is often tied to game progression, achievements, or reward systems.
[0027] In an alternative embodiment, collectibles are game objects that players must obtain through specific game actions, and collecting these objects is often one of the main objectives of the game. For example, in a game called "Skipping Stones," the collectibles might be moon icons floating on the water. Players must collect them by throwing appropriate virtual props, causing them to follow a specific trajectory and make contact with the moon.
[0028] In an alternative embodiment, collectibles may have different properties and characteristics, such as static positions or dynamic movement, different sizes or shapes, unique visual effects, etc. For example, in the game, some moons may remain stationary, while others may move slowly along a specific path, making collection more difficult; some moons may be large and bright, making them easy to see and collect, while others may be small and dim, requiring players to observe and aim more carefully.
[0029] In an alternative embodiment, the distribution of collectibles can be varied to create different levels of difficulty and strategic considerations. For example, moons can be arranged in a straight line, making it easier for players to collect multiple at once; they can also be arranged in a curved pattern, requiring players to choose the right props and angles; or they can be randomly scattered throughout the scene, increasing the randomness and challenge of the game.
[0030] In one specific application, after a player launches a game, or instead launches the game and triggers a targeted gameplay (e.g., by triggering a gameplay control), the terminal device can display a virtual scene containing collectibles in a graphical user interface. For example, a virtual scene of a lake at night is displayed, with multiple luminous moon-shaped collectibles floating on the surface of the lake, arranged in various patterns. A selectable virtual item bar is displayed at the bottom of the scene, while the top displays the goal for the level (e.g., "Collect 15 moons") and the number of throws remaining. The player can then observe the entire virtual scene and plan their collection strategy based on the distribution of the moons.
[0031] In step S102 , in response to the prop selection operation, a target virtual prop to be thrown is determined, wherein different virtual props correspond to different motion trajectories.
[0032] Item selection is an interactive operation in which a user selects a specific virtual item through an input device. Item selection is a common interaction method in games, allowing players to select a virtual item from available items for subsequent actions. This operation can be performed through a click, swipe, long press, and / or other actions. For example, a player can click a virtual item icon displayed at the bottom of the selection interface to set it as the current item to be used.
[0033] In an alternative embodiment, the item selection operation involves a player selecting one of multiple items provided by the game through a specific interactive method. For example, three stone icons of different shapes and colors may be displayed at the bottom of the game's graphical user interface, representing items with a straight path, an arc path, and a lightning path, respectively. The player can click one of these icons to select the corresponding item.
[0034] Target virtual props refer to specific virtual items that players select for throwing in the game. Virtual props are digital items that players can use or manipulate in the game, typically with specific appearances and functions. In throwing games, virtual props are the objects that users throw, and different props may have different characteristics and effects.
[0035] In an alternative embodiment, the target virtual prop refers to the game item currently selected and intended to be thrown by the player, and has specific visual appearance and physical properties. For example, in a game called "Skipping Stones," the target virtual prop may be a flat stone-shaped game object. Different types of stones may have different shapes, sizes, or colors, suggesting different motion characteristics.
[0036] In an alternative embodiment, the target virtual item may have a special visual emphasis after the player selects it, clearly indicating its current selection state. For example, after the player selects a stone as the target virtual item, the stone may move to a specific position on the screen (e.g., the bottom center of the screen) and may display a brief introductory message, such as "Linear Stone: Moves in a straight line, suitable for collecting moons that are aligned."
[0037] In an alternative embodiment, target virtual props can have usage restrictions or special properties that influence the player's strategic choices. For example, some valuable virtual props may only be used a limited number of times per level. For example, the lightning trail stone, due to its powerful effect, may only be used once per level, requiring players to carefully choose when to use it. Alternatively, some props may need to be unlocked by completing specific challenges in the game, increasing the game's progressiveness and collectible value.
[0038] The motion trajectory refers to the path that a virtual prop follows as it moves through a virtual scene. It's the route or track that a virtual prop follows in space after being thrown. Different types of props may follow different motion patterns, such as straight lines, curves, or paths with unique shapes. The design of the motion trajectory influences the strategy and difficulty of the game.
[0039] In an optional embodiment, a motion trajectory refers to the predetermined path that a virtual prop follows within the game world after being thrown. These trajectories can have distinct visual differences. For example, in a game called "Skipling Stones," there may be three different motion trajectories: a linear trajectory, where props move in a straight line, suitable for collecting objects arranged in a straight line; an arc trajectory, where props form a graceful path, suitable for collecting objects arranged in an arc; and a lightning trajectory, where props follow an irregular, zigzag path, suitable for collecting scattered or unpredictable objects.
[0040] In an optional embodiment, the motion trajectory can be clearly presented to the player through in-game visual effects, helping them understand and predict the prop's movement direction. For example, when a player selects a specific prop, the game may display a translucent line in the virtual scene, indicating the approximate path the prop will take after being thrown. This preview effect can help players better plan their throwing strategies. Alternatively, the virtual prop's icon can be displayed in the style of the corresponding motion trajectory, helping players to intuitively understand the motion trajectory of each virtual prop represented by the icon.
[0041] In an alternative embodiment, the trajectory of an item can be affected by other in-game factors, adding to the game's complexity and challenge. For example, certain levels might have wind direction that slightly offsets the trajectory of all items. Or, the trajectory of certain items might attenuate or deform with increasing throwing distance, requiring players to consider not only the trajectory type but also the force and distance of the throw.
[0042] In one specific application, after observing the distribution of collectibles in a virtual scene, the player noticed that one group of collectibles was arranged in an arc. The player then clicked the middle of the three prop options displayed at the bottom of the interface, which appeared as an option with an arc icon. Upon clicking, the prop was highlighted, and a translucent arc preview appeared in the virtual scene, indicating that the prop would follow an arc trajectory after being thrown. The system then determined this arc-shaped prop as the player's target virtual prop and prepared to proceed to the next step, direction adjustment.
[0043] In step S103 , in response to the direction adjustment operation, the throwing direction of the target virtual item is determined.
[0044] A direction adjustment operation refers to an interactive operation in which a user adjusts the throwing direction of a target virtual item through an input device. This allows the player to control the throwing angle or direction of the virtual item in the game. This allows players to precisely aim at different target locations. Direction adjustment operations can be performed through clicks, swipes, long presses, and / or other actions. For example, a player can adjust the throwing direction indicator by sliding a finger or mouse.
[0045] In an alternative embodiment, the direction adjustment operation is the process by which a player changes the throwing angle of a target virtual item through a specific interactive method. For example, on a computer platform using a mouse, a player may control an on-screen direction indicator (such as an arrow or crosshairs) by moving the mouse; on a touchscreen device, a player may adjust the throwing direction by sliding a finger on the screen.
[0046] In an optional embodiment, the direction adjustment operation can provide visual feedback to help players more accurately determine the throwing angle. For example, when the player adjusts the direction, the game interface may display an angle indicator to show the currently selected angle value in real time; or an extension line may be displayed to indicate the direction in which the prop will begin to move.
[0047] In an alternative embodiment, the direction adjustment operation can interact with other game elements to provide more complex strategic choices. For example, in certain levels, there may be wind direction factors, requiring players to consider the wind's impact on the throwing direction and adjust their aim accordingly. Or, in advanced levels, direction adjustment may be subject to time constraints, requiring players to quickly determine the optimal throwing direction within a limited time.
[0048] The throwing direction refers to the starting direction of the player's target virtual item when it is thrown. The throwing direction determines the initial direction of the virtual item's movement. In the game, accurately selecting the throwing direction is crucial to hitting the target.
[0049] In an alternative embodiment, the throwing direction is a vector parameter that determines the initial orientation of the virtual prop's movement, directly affecting whether the prop can hit the target. For example, if the collectibles are located in the upper right corner of the scene, the player needs to select a throwing direction pointing to the upper right corner in order for the target virtual prop to move toward the collectibles.
[0050] In an alternative embodiment, the throwing direction can be clearly indicated to the player through visual elements in the game interface. For example, during the process of determining the throwing direction, the game may display a directional arrow or an indicator line, with the starting point being the throwing location (usually associated with the player-controlled character), and the direction of the arrow being the throwing direction.
[0051] In an alternative embodiment, the throwing direction may be restricted by game rules or level design to increase the challenge of the game. For example, certain levels may restrict the range of throwing directions, allowing only throwing within a specific angle range; or certain special terrain may block throwing in a specific direction, requiring the player to find an alternative path.
[0052] In one specific application, after selecting an arc-shaped stone as the target virtual prop, the player begins adjusting the throwing direction. Noting that the moons they need to collect are distributed on the right side of the screen, the player moves the mouse to the right, and the direction arrow on the screen turns to the right. When the arrow points in the direction the player deems appropriate (approximately 45 degrees, toward the upper right), the player stops moving the mouse, and the system records this direction as the throwing direction of the target virtual prop. At this point, the arc preview also changes position as the direction is adjusted, and is displayed in the area starting from that direction.
[0053] In step S104 , in response to the throwing trigger operation, an animation effect of the target virtual prop moving along the corresponding motion trajectory and throwing direction is displayed in the virtual scene.
[0054] A throw trigger action refers to an interactive operation in which a user initiates the throwing of a virtual item through an input device. A throw trigger action is an interactive instruction executed by the player to initiate the throwing of a virtual item. This action is typically performed after item selection and direction adjustment, marking the beginning of the throwing process. A throw trigger action can be achieved through a click, swipe, long press, and / or other actions. For example, a player can trigger a throw by clicking the "Throw" button on the screen or releasing a long press.
[0055] In an optional embodiment, the throw triggering operation is an instruction by the player to initiate the throwing process of the prop through a specific interactive method. For example, on a computer platform, the player may need to click the left mouse button or press a specific key on the keyboard to trigger the throw; on a mobile device, the player may need to click the throw button on the screen or use a specific touch gesture.
[0056] In an optional embodiment, the throw triggering operation may include additional interactive elements to increase the skill level and immersion of the game. For example, the game may use a long press and release method to control the throwing force. The player needs to hold the trigger button for a period of time to accumulate force, and then release the button at the appropriate time to complete the throw. The release timing will affect the distance and effect of the throw.
[0057] In an optional embodiment, the throwing trigger may be closely integrated with in-game character animations and sound effects to enhance the immersive gaming experience. For example, when a player triggers a throw, the in-game character may display an animation of the throw and play corresponding sound effects, providing intuitive feedback to the player and making the entire throwing process more vivid and engaging.
[0058] Animation effects refer to the visual representation of the movement of virtual props within a virtual scene. Animation effects simulate the movement of virtual props in a game through continuous image changes, including position changes, rotation, scaling, and other visual elements. The goal is to make the movement appear more natural and realistic. The quality of animation effects directly impacts the visual experience and immersion of the game.
[0059] In an optional embodiment, animation effects refer to the visual representation of a virtual prop's motion after being thrown. These effects are intended to simulate the visual characteristics of physical object motion in the real world. For example, in a water skipping game, the animation effects of a stone might include the splash produced when the stone hits the water surface, the changes in the stone's posture as it rotates along its trajectory, and a possible trailing effect.
[0060] In an optional embodiment, the animation effects can include rich visual details and particle effects to enhance the visual impact and responsiveness of the game. For example, different types of props may have different visual effects: a straight stone may leave a straight line of water splashing during movement; a curved stone may create a graceful curved water ripple; and a lightning-shaped stone may produce a sparkling effect during movement.
[0061] In an alternative embodiment, the animation effects can be combined with the game's sound effects and vibration feedback to create a multi-sensory gaming experience. For example, when a stone bounces on the water, not only will the splashing water visual effect appear, but the corresponding water sound effect may also play. If the device supports vibration, a brief vibration feedback may also be triggered, allowing the player to feel the impact of the stone hitting the water.
[0062] In one specific application, after determining the target virtual prop (such as a curved stone) and the throwing direction (e.g., a 45-degree angle to the upper right), the player presses and holds the screen to accumulate force. A force bar appears on the screen and fills up as the press and hold increases. When the force reaches the desired level, the player releases their finger, triggering the throw. An animation immediately plays in the game: the virtual character assumes a throwing gesture, and the curved stone flies out of the character's hand, bouncing across the water along the previously previewed arc. Each time the stone hits the water, circular ripples and splashes are created, accompanied by a "snap" sound effect. The stone spins and moves, leaving a glowing arc trail as it moves, making the entire throwing process more vivid and visual.
[0063] In step S105 , when the target virtual item contacts a target object among the collectibles during movement, the collection effect of the target object is triggered.
[0064] The target object is the specific object in the collectibles that the virtual item touches. The target object is the specific game element in the virtual scene that the player needs to touch or collect by throwing the item. It is usually part or all of the collectibles, depending on the game rules and the player's actions.
[0065] In an alternative embodiment, a target object refers to a specific object among the collectibles that the player successfully hits with a thrown item. Target objects can be game elements that the player needs to collect or interact with in the current level. By successfully hitting these target objects, the player can gain game progress, points, or other rewards.
[0066] In an alternative embodiment, the target object refers to a specific collectible that the player successfully touches with a precise throw. For example, in a game called "Skip the Stone," moon-shaped dots of light can serve as the target object. When the player's thrown stone touches these moons during the motion, the target object is considered successfully collected.
[0067] In an alternative embodiment, target objects can have different attributes and values to increase game play and strategy. For example, moons of different colors or sizes could represent different points or effects: a golden moon might be more valuable, granting the player more points; a shimmering moon might be a timed target, available only within a specific time window.
[0068] In an alternative embodiment, the distribution of target objects can form specific patterns or level designs, guiding players to use specific types of props or throwing strategies. For example, a group of moons might be arranged in a straight line, suggesting that players should use stones with a straight trajectory; another group of moons might be arranged in an arc, suggesting that players should use stones with an arc trajectory to collect multiple targets at once.
[0069] The collection effect refers to the game feedback and results triggered by a virtual item contacting a target object. This is a series of feedback and results generated by the game system when a virtual item successfully contacts a target object, including visual effects, sound effects, score calculations, and changes in game progress. The design of the collection effect directly impacts the player's sense of accomplishment and the game's feedback mechanism.
[0070] like Figure 2 As shown, in a specific application of this embodiment, the interaction method can be applied to a game scene of object collection. The terminal device displays a virtual water scene through a graphical user interface, in which a plurality of moon-shaped collectible objects 201 are distributed. The bottom middle area of the graphical user interface is a prop selection area, through which the player can select the target virtual prop. Figure 2 The prop selection area shown includes three types of virtual props to choose from: straight net bag 202 (a virtual prop with a straight line motion trajectory), moon net bag 203 (a virtual prop with an arc motion trajectory), and lightning net bag 204 (a virtual net bag with a lightning-shaped motion trajectory).
[0071] See also Figure 2As shown, the player currently selects the moon net bag 203, and the edge of the moon net bag 203 icon can be highlighted, and a text prompt "Current: Moon Net Bag" can be displayed below the prop selection area to remind the player of the currently selected virtual prop. For terminal games or console games, prop switching operation prompts can be displayed on both sides of the prop selection area, such as the keyboard shortcut "A" for switching to the previous virtual prop, and the keyboard shortcut "D" for switching to the next virtual prop. Figure 2 In the state shown, when the player presses the shortcut key "A", the moon net bag 203 will be switched to the straight net bag 202. If the player presses the shortcut key "D", the moon net bag 203 will be switched to the lightning net bag 204. For mobile games, two switching direction switches can be displayed in the prop selection area. The player can switch the currently selected virtual prop to the previous virtual prop or the next virtual prop by directly clicking the switch control.
[0072] When the player selects the moon net bag 203, a preview of the movement trajectory of the moon net bag 203 will be displayed in the virtual scene: arc preview 205. If the player switches the moon net bag 203 to the straight line net bag 202, the system will switch the arc preview 205 to the straight line preview 206. Figure 3 If the player switches the moon net bag 203 to the lightning net bag 204, the system will switch the arc preview 205 to the lightning preview 207, see Figure 4 shown.
[0073] The player can adjust the throwing direction by moving the mouse or touching the screen. The arc preview 205 will adjust its display position on the graphical user interface based on the currently selected direction. After determining the direction, the player clicks or touches the screen to trigger the throw. The system then renders and displays an animation of the moon net 203 flying along its specific trajectory in the specified direction. When the virtual prop touches a collectible object 201 (such as the moon) on the water surface during flight, the moon's collection effects are triggered, including flashing lights, particle effects, and an animation of the moon disappearing.
[0074] exist Figure 2 During the skipping stone game shown, the collection progress of the collectibles 201 is displayed on the left side of the interface. In the embodiment of the present disclosure, different collection progress can obtain different levels of rewards. For example, when 3 moons are collected, a Class C reward can be obtained, when 10 moons are collected, a Class B reward can be obtained, and when 20 moons are collected, a Class A reward can be obtained. Figure 2 In the state shown, the player has collected 10 moons, so he can get the B-level reward. For the reward level that has not been reached, it can be grayed out.
[0075] Furthermore, in the embodiment of the present disclosure, the player needs to collect as many moons as possible within a limited number of throws, and the remaining number of throws 208 can be displayed at the top of the graphical user interface, such as Figure 2 As shown, there are currently 5 remaining. Players can develop the best collection strategy by properly selecting the prop type and throwing direction, increasing the challenge and strategic depth of the game.
[0076] In an optional embodiment, the method further includes displaying a preview of the motion trajectory corresponding to the selected virtual item in a graphical user interface. This allows the player to intuitively understand the motion path of the selected item before throwing, allowing for more accurate throwing strategies and improving the strategic and playability of the game.
[0077] Optionally, motion trajectory preview means that after the player selects a specific virtual prop, the system will display the possible motion path of the prop after throwing in the virtual scene of the graphical user interface. This preview is usually presented in the form of translucent lines or particle effects, extending from the starting point of the throw to the possible landing area. The preview effect will show different trajectory forms according to different prop types. For example, a straight prop will show a straight trajectory, an arc prop will show a curved trajectory, and a lightning-shaped prop will show a jagged trajectory. The visual effect of the trajectory preview can use colors and styles that match the characteristics of the prop to enhance recognition. For example, blue lines can be used for straight props, green lines can be used for arc props, and yellow lines can be used for lightning-shaped props, so that players can quickly distinguish the motion characteristics of different props.
[0078] Optionally, the trajectory preview is displayed immediately after the player determines the target virtual prop through the prop selection operation. When the player selects or switches different props in the prop selection area at the bottom of the interface, the system will update the trajectory preview effect in the virtual scene in real time. The trajectory preview will continue to be displayed until the player performs a throwing trigger operation or switches to other props. During multiple rounds of throwing, the system will reset the scene state after each throw, and when the player selects the prop again, the trajectory preview will be displayed again. This instant visual feedback mechanism allows players to fully observe and make decisions before throwing, without having to understand the movement characteristics of the prop through trial and error, thereby lowering the learning threshold of the game and improving the ease of use and friendliness of the game.
[0079] Optionally, the track preview display content will be dynamically adjusted according to the actual motion characteristics of the prop. The track preview not only shows the motion path of the prop, but also can convey additional game information through different visual elements. For example, the mark points on the track indicate the speed change of the prop during the movement, the thickness of the track indicates the range of influence of the prop, and the brightness of the track indicates the probability of successful throwing. For special props, the track preview can also show the special effect range of the prop, such as the explosion range, the spread range, or the chain reaction range. The comprehensive display of these visual information enables players to have a more comprehensive understanding of the performance characteristics of the prop and make more informed strategic choices, thereby increasing the depth and challenge of the game.
[0080] In an optional embodiment, the position of the motion trajectory preview in the graphical user interface is adjusted in response to the direction adjustment operation. This real-time updating of the motion trajectory preview through the direction adjustment operation can intuitively help players understand the motion path of the virtual prop in different directions, improve the player's ability to predict the throwing results, and enhance the strategy and controllability of the game.
[0081] Optionally, the direction adjustment operation can be achieved by moving the mouse. When the user moves the mouse, the system will detect the change in the mouse position and convert this change into an adjustment value for the throwing direction. Specifically, when the user moves the mouse to the left, the throwing direction will be adjusted to the left accordingly; when the user moves the mouse to the right, the throwing direction will be adjusted to the right accordingly. This operation method is intuitive and players can easily master it without a complicated operation learning process. At the same time, the system will determine the amplitude of the direction adjustment based on the speed and distance of the mouse movement, allowing players to achieve precise direction adjustments by controlling the speed and distance of the mouse movement, thereby better aiming at collectibles in the virtual scene.
[0082] Optionally, when the player performs a directional adjustment, the system calculates and updates the position of the motion trajectory preview in real time. This real-time update is achieved by converting the player's directional adjustment into an angle change, and then calculating a new set of trajectory points based on this angle change. The system first clears the original trajectory preview, then regenerates and renders the trajectory preview based on the new direction and selected prop type. This process is continuous and smooth, and the player can see the trajectory preview change in real time as they adjust the direction.
[0083] Optionally, the trajectory preview is adjusted to take into account the distribution of collectibles in the game scene. When players are faced with collectibles of different distributions, they can optimize the position of the trajectory preview by adjusting the direction so that it can cover as many collectibles as possible. For example, when faced with collectibles distributed in a straight line, players can adjust the direction so that the trajectory preview aligns with the distribution line of the collectibles; when faced with collectibles distributed in an arc, players can choose arc props and adjust the direction so that the curve of the trajectory preview matches the distribution curve of the collectibles; when faced with randomly distributed collectibles, players can try to find a direction that can cover the most collectibles. This design increases the strategic depth of the game, and players need to choose appropriate props and adjust the optimal throwing direction based on the distribution of collectibles.
[0084] Optionally, the trajectory preview's display position can be adjusted to take into account the distribution of obstacles in the virtual scene. When the player adjusts the direction, if the trajectory preview overlaps with an obstacle, the system will inform the player through visual cues (such as a change in the trajectory preview's color or a special marker) that the path may be blocked by an obstacle. This allows players to be aware of potential risks before throwing and further adjust the direction to avoid obstacles, ensuring that the virtual prop can successfully contact the target collectible. This interactive method not only increases the challenge of the game, but also enhances the game's strategy. Players need to comprehensively consider the location of collectibles and obstacles to make the best throwing decision.
[0085] In an optional embodiment, in response to an item selection operation, determining a target virtual item to be thrown includes: displaying a designated location in a graphical user interface, wherein the virtual item displayed in the designated location is the virtual item to be thrown; in response to an item switching operation, switching a first virtual item currently displayed in the designated location to the target virtual item; and determining the target virtual item as the virtual item currently to be thrown. Thus, by displaying the currently selected item to be thrown at a fixed location in the interface and supporting item switching operations, players can intuitively understand the type of the currently selected item, thereby improving the intuitiveness and convenience of operation.
[0086] Alternatively, the designated location in the graphical user interface can be set at the bottom area of the interface to form a prop selection bar or prop tray area. This area can be presented as a translucent panel with different types of virtual prop icons placed on it, such as linear motion trajectory props, arc motion trajectory props, and lightning motion trajectory props.
[0087] Optionally, the designated location can be highlighted or marked with a special border to highlight the currently selected virtual item to be thrown. For example, a shimmering effect or a specially colored border can be added around the currently selected virtual item, or its display size can be slightly enlarged to distinguish it from other unselected virtual items. This visual differentiation can help players quickly identify the currently selected item type, reduce the possibility of operational errors, enhance user interface feedback, improve the accuracy and smoothness of game operations, and further enhance players' gaming experience and operational confidence.
[0088] Optionally, item switching can be achieved through a variety of methods, including but not limited to: clicking or touching an unselected virtual item icon, using keyboard shortcuts to switch, using sliding gestures to select between different virtual items, using the mouse wheel to switch between different virtual items, etc. Support for multiple operation methods can adapt to the operating habits of different players and the control characteristics of different devices, improving the applicability and playability of the game. When the player performs an item switching operation, the system will automatically replace the first virtual item currently displayed at the specified location with the target virtual item selected by the player, accompanied by appropriate visual or sound feedback to enhance the user's immersion and sense of confirmation of the operation.
[0089] Optionally, after determining that the target virtual item is the one currently being thrown, the system automatically adjusts the interface state and enters the preparation phase for throwing. During this phase, corresponding prompt information can be displayed on the interface, such as operation instructions and descriptions of virtual item characteristics, to help players understand the characteristics and usage of the current item. At the same time, a preview of the motion trajectory of the currently selected item can be displayed in the virtual scene to intuitively present the possible motion path of the item, helping players better formulate throwing strategies. These auxiliary information and visual designs can reduce the learning cost of the game, improve the player's operational accuracy, and enhance the smoothness and sense of accomplishment of the gaming experience.
[0090] In an optional embodiment, in response to a throw trigger operation, an animation effect of the target virtual prop moving along a corresponding motion trajectory and throwing direction is displayed in the virtual scene, including: in response to a long press operation, a charging progress bar is displayed; in response to the end of the long press operation, the charging progress bar determines the throwing distance of the target virtual prop based on the charging progress currently indicated by the charging progress bar; and an animation effect of the target virtual prop moving along the corresponding motion trajectory, throwing direction, and throwing distance is displayed in the virtual scene. In this way, the design of the charging progress bar allows players to more accurately control the throwing distance, enhancing the skill and strategy of the game, while providing more intuitive operational feedback and enhancing the interactive gaming experience.
[0091] Optionally, a long-press operation refers to an operation performed by the user by continuously pressing the terminal's input device (such as the left mouse button, touch screen, etc.). This operation method can effectively simulate the charging process in real life. In the game environment, after the user selects the target virtual prop and determines the throwing direction, they can enter the charging state through a long-press operation. The system will calculate the charging progress based on the duration of the long-press. This design makes the throwing operation closer to the throwing behavior in the real physical world, enhancing the immersion and realism of the game. Because the long-press operation requires the user to maintain the input state, it also raises the technical threshold of the operation, making the game operation more challenging. Compared with simple click operations, the long-press operation can provide a richer interactive method, allowing users to have a more diverse experience in the game.
[0092] Optionally, the charging progress bar is a graphical interface element used to intuitively display the current charging progress, and usually includes two parts: a progress track and a progress indicator. The progress track represents the entire charging process, while the progress indicator indicates the specific location of the current charging. When the user performs a long press operation, the charging progress bar will dynamically display the current charging status, allowing the user to intuitively understand the effect of their operation. The charging progress bar can be designed in various forms, such as a linear progress bar, a circular progress bar, etc., but its core function is to provide a visual expression of the charging status. Through the display of the charging progress bar, the user can more accurately control the timing of the release operation, thereby achieving precise control of the throwing distance. This design not only increases the technical elements of the game, but also provides more intuitive operation feedback, making the gaming experience richer and more interesting.
[0093] Optionally, a target area can be set in the charging progress bar. The target area is usually marked by a special color or mark. For example, a yellow area can be used to indicate the optimal charging level. When the user is in the long press operation, he needs to observe the position of the progress mark and release the operation when the progress mark approaches or enters the target area to obtain the best throwing effect. The setting of the target area increases the accuracy requirements of the operation, requiring the user to have better reaction ability and operating skills. The size of the target area can be adjusted according to the difficulty of the game. A smaller target area means a higher difficulty of operation. By setting the target area, the game can provide clearer operation targets and feedback, enhancing the user's sense of accomplishment and gaming experience. At the same time, the setting of the target area also makes the throwing operation more variable, increasing the uncertainty and playability of the game.
[0094] Optionally, the throwing distance is determined based on the current state of the charging progress bar, and the system calculates a specific throwing distance value based on the position of the progress marker on the progress track when the user releases the long press operation. Generally speaking, the closer the position relationship between the progress marker and the target area, the greater the throwing distance. If the user can release the operation when the progress marker is exactly in the target area, a "perfect throw" can be triggered to obtain the maximum throwing distance. On the contrary, if the position of the progress marker is far away from the target area, the throwing distance will be reduced accordingly. This design establishes a direct correlation between operation accuracy and game effect, encouraging users to continuously improve their operation skills for a better gaming experience. As a key game parameter, throwing distance directly affects whether the user can successfully collect the target object in the virtual scene, and therefore has an important impact on the strategy of the game.
[0095] Optionally, the movement of the target virtual prop involves three key parameters: motion trajectory, throwing direction, and throwing distance. The motion trajectory determines the movement path of the target virtual prop in space. Different virtual props may have different motion trajectory characteristics, such as a straight trajectory, an arc trajectory, or a lightning-shaped trajectory. The throwing direction determines the starting direction of the target virtual prop's movement and is usually specified by the user through a direction adjustment operation. The throwing distance determines the maximum distance the target virtual prop can move along its trajectory and is determined by the state of the charging progress bar. These three parameters together determine the movement state of the target virtual prop in the virtual scene and affect whether the user can successfully collect the target object. The system needs to calculate the position of the target virtual prop in each frame based on these three parameters and render it accordingly to achieve a smooth animation effect. By precisely controlling these three parameters, users can achieve precise control over the movement of the target virtual prop, enhancing the strategy and technical aspects of the game.
[0096] In an optional embodiment, the virtual progress bar includes a progress indicator and a progress track. The position of the progress indicator on the progress track indicates the charging progress. During a long press operation, the progress indicator moves in a first direction or a second direction on the progress track, with the first direction and the second direction being opposite directions. This reciprocating movement of the progress indicator on the progress track can increase the challenge and engagement of the player in the QTE (Quick Time Event) operation, thereby enhancing the game experience of throwing props.
[0097] Optionally, the progress indicator can be a striking graphic element, such as a bright spot, arrow, or other specially shaped mark, which can clearly display the current charging status on the progress track. The progress track can be designed as a horizontal or vertical strip area, which may contain different color areas to represent different charging effects. The design of the progress indicator and progress track can adopt a style that matches the theme of the game. For example, in a game of skipping stones, the progress indicator can be designed in the shape of water ripples, and the progress track can be designed in the style of a water surface, which enhances the immersion and theme unity of the game, while making it easier for players to intuitively understand the operating mechanism of the charging system.
[0098] Optionally, the first direction and the second direction serve as opposite movement directions, which can be specifically reflected as horizontal left-right movement or vertical up-down movement. When set to the horizontal direction, the progress indicator may move from left to right to the end point and then return from right to left; when set to the vertical direction, the progress indicator may move from bottom to top to the top point and then return from top to bottom. This reciprocating motion design simulates the charging process before throwing in reality. Players need to choose the right time to release during the movement of the progress indicator, which increases the skill and challenge of the game. At the same time, each throw requires the player's precise judgment and operation, avoiding the monotonous repetition of the gameplay.
[0099] Optionally, the speed at which the progress marker moves on the progress track can be adjusted based on the game difficulty or level design. In easy levels, the progress marker may move slowly, giving players more time to react; in difficult levels, the progress marker may move faster, increasing the difficulty of the player's operation. Furthermore, the progress marker can move at a non-linear speed, for example, slowing down when approaching the target area and speeding up when moving away from it. This variable speed design adds depth to the operation, requiring players to more accurately grasp the release timing, and enhancing the strategic and skillful gameplay.
[0100] In an optional embodiment, determining the throwing distance of the target virtual item based on the charging progress currently indicated by the charging progress bar includes determining the throwing distance of the target virtual item based on the relationship between the position of the progress indicator on the progress track and the target area on the progress track at the end of the long press operation. By mapping the relationship between the progress indicator and the target area to the throwing distance, players can precisely control the distance of the thrown item through skillful manipulation, thereby increasing the operational depth and skill requirements of the gameplay, and enhancing the challenge and fun of the game.
[0101] Optionally, the target area on the progress track can be a continuous interval, typically highlighted with a special color or marker, such as a bright yellow or green area, to allow players to intuitively perceive the scope of the target area. When the progress indicator moves into the target area, it indicates that the player's charging progress is at an optimal state. This design allows players to clearly understand the effects of their current operations, provides clear visual feedback, and reduces player operational uncertainty.
[0102] Optionally, the throwing distance of the target virtual item can be determined by a segmented mapping method, that is, according to the different positional relationships between the progress marker and the target area, corresponding to different throwing distance gears. For example, the throwing distance can be divided into five gears: "extremely short", "short", "medium", "long", and "extremely long". When the progress marker is completely located in the center of the target area, it corresponds to an "extremely long" throwing distance; when the progress marker is located at the edge of the target area, it corresponds to a "long" throwing distance; when the progress marker is outside the target area but close to the target area, it corresponds to a "medium" throwing distance; when the progress marker is far from the target area, it corresponds to a "short" throwing distance; when the distance between the progress marker and the target area exceeds a certain threshold, it corresponds to an "extremely short" throwing distance. This segmented mapping method makes the game operation have a certain degree of fault tolerance and avoids the frustration caused by excessively difficult operations.
[0103] Optionally, the relationship between the progress marker and the target area can be quantitatively evaluated by calculating the degree of overlap or distance between the two. Specifically, the distance from the center point of the progress marker to the center point of the target area can be calculated, or the ratio of the overlapping area between the progress marker and the target area can be calculated. These quantitative evaluation results are then converted into specific throwing distance values through a preset mapping function. The mapping function can be a linear function or a nonlinear function, depending on the feel and difficulty curve that the game designer hopes to achieve. Through this quantitative evaluation and mapping conversion, the game system can respond to the player's operations in a precise manner, providing a smooth and predictable gaming experience, and enhancing the controllability and playability of the game.
[0104] In an optional embodiment, the shorter the distance between the progress marker and the target area, the longer the throwing distance of the target virtual prop. By establishing a relationship between the position of the progress marker and the throwing distance, players can more intuitively understand the connection between charging accuracy and throwing results, enhancing the feedback and predictability of game operations and improving the player experience.
[0105] Optionally, the relationship between the position of the progress indicator on the progress track and the target area can be expressed through a visual distance difference. The progress track can be a horizontal or vertical bar with a specially marked or highlighted target area. The target area can be designed as a yellow area, forming a sharp color contrast with the rest of the progress track, allowing players to easily identify the optimal release time. The progress indicator can be an arrow, dot, or other eye-catching graphic indicator that moves on the progress track. It moves back and forth on the progress track in response to the player's long-press operation. When the progress indicator is completely within the target area, it means that the optimal charging state has been reached. Releasing the long-press operation at this time will enable the virtual prop to achieve the farthest throwing distance. If the progress indicator fails to enter the target area or only partially enters the target area, the throwing distance will be reduced proportionally based on its distance from the center point of the target area.
[0106] Optionally, the target area can occupy different proportions of space on the progress track to adjust the difficulty of the game. In elementary levels, the target area may occupy a larger portion of the progress track, such as 30% to 40%, making it easier for players to hit the optimal release time. In advanced levels, the target area may only occupy 10% or even less of the progress track, greatly increasing the difficulty of operation. In addition, the position of the target area can also change randomly on the progress track instead of being fixed in the center, which further increases the challenge for players to judge the optimal release time. The system can automatically adjust the size and position of the target area based on the player's game performance, the design intent of the current level, or the progress of the game to achieve a dynamic balance of game difficulty and ensure that players get an appropriate gaming experience in the challenge.
[0107] In an optional embodiment, the method further includes: in response to a long press operation, adjusting the state of the virtual camera so that the distance between the adjusted virtual camera and the captured virtual scene is shortened. In this way, by adjusting the state of the virtual camera to shorten the distance between the virtual scene and the virtual camera, the user can more clearly observe the key operation area of throwing, thereby improving the user's accuracy and experience when performing the throwing operation.
[0108] Optionally, when the user performs a long-press operation to prepare to throw the target virtual prop, the system will sense this operation and immediately adjust the state of the virtual camera. This adjustment is mainly reflected in changing the distance parameters between the virtual camera and the virtual scene, making the distance between the two shorter. In terms of technical implementation, the zoom-in effect of the lens can be achieved by modifying the position coordinates or field of view (FOV) of the virtual camera. When the user long-presses the left mouse button or touches the screen, the game engine triggers the camera state change function, which can smoothly move the camera from the original position to a new position closer to the virtual scene according to the preset animation curve, thereby achieving the visual effect of the lens zooming in, allowing users to focus more on the detailed operations in the throwing preparation process.
[0109] In a specific application of this embodiment, when the player passes Figure 2 After selecting the moon net bag 203, the user can adjust the throwing direction by sliding on the touch screen or moving the mouse, or can choose not to adjust the throwing direction and use a default throwing direction, such as using the current orientation of the controlled virtual character as the throwing direction. After selecting the throwing prop moon net bag 203, the player can enter the charging state by long-pressing (e.g., long-pressing the left mouse button).
[0110] See also Figure 5 As shown, when entering the charging state, the camera zooms in, such as closer to the water surface. A QTE progress bar (also known as a charging progress bar) 502 is displayed next to the controlled virtual character 501. The QTE progress bar 502 includes a progress track 5021, a progress indicator 5022 (e.g., a dark gray progress bar) that moves and changes on the progress track 5021, and a target area 5023 located on the progress track 5021. During a long press, the progress indicator 5022 moves back and forth on the progress track 5021, possibly first toward the end of the progress track 5021 and then toward the other end of the progress track 5021. As the press duration increases, the progress indicator 5022 may move toward the end of the progress track 5021 again. The movement speed of the progress indicator 5022 may vary with the long press duration. While the QTE progress bar 502 is displayed, a throwing operation prompt may be displayed on the graphical user interface, such as a text prompt message: Release to throw. There may also be a graphic prompt message, such as displaying an icon of the left mouse button being pressed next to the text prompt message to prompt the user to release the left mouse button.
[0111] The user needs to release the finger at the appropriate time to end the long press operation. The system will determine the throwing distance based on the distance between the progress indicator 5022 and the target area 5023 at this time. The shorter the distance between the progress indicator 5022 and the target area 5023, the better the system determines the charging effect, and the longer the throwing distance is determined. If the progress indicator 5022 falls into the target area 5023 and the finger is released and thrown, a perfect throw will be triggered, that is, the longest throwing distance. Releasing the finger in other areas of the progress guide 5021 (not the target area 5023) will trigger a normal throw. Figure 6 As shown, at this time, when the player releases his finger when the progress mark 5022 is still some distance away from the target area 5023, the throwing effect is a normal throw, and a prompt message such as "normal" can be displayed in the QTE progress bar 502.
[0112] See also Figure 7 As shown, after throwing, the system plays a motion animation of the thrown object. The system displays an animation effect of the target virtual prop moving in the virtual scene according to its specific motion trajectory, the throwing direction determined by the user, and the throwing distance calculated by the system. When the virtual prop moon net bag 203 contacts the moon (collectible object 201) on the water surface during movement, the moon collection effect is triggered, including feedback such as the moon disappearing, particle effects, and collection progress updates. The current collection progress, such as the number collected / the collection target number, is displayed at the top of the graphical user interface. After the throw is completed, if the collection quantity requirement has not been met and there are still throws to be made, the game returns to the pre-throw state and can continue throwing. If the throw quantity is met, the game ends.
[0113] See also Figure 8 As shown, obstacles (uncollectible objects), such as a goose, are mixed in between the collectible objects. When the moon net bag 203 collects 9 objects and hits the goose while moving towards the 10th object, the throwing round ends immediately, thereby increasing the challenge of the game.
[0114] In an optional embodiment, the virtual scene includes a controlled virtual character; the method of this embodiment further includes: in response to a throwing trigger operation, controlling the controlled virtual character to execute an action of throwing a target virtual prop. Thus, by setting up a player-controllable virtual character in the virtual scene and implementing its throwing action, the game's sense of immersion and realism is enhanced, making it easier for players to immerse themselves in the game world, while also enhancing the intuitiveness of game feedback.
[0115] Optionally, a controlled virtual character can be the player's agent in the game, representing the player's presence in the virtual scene. By setting up such a character, players can more intuitively feel that they are performing the throwing operation, rather than just interacting with the game through abstract interface elements. The controlled virtual character can be a human image or a cartoon character image. These characters usually stand at the water's edge, facing various collectibles distributed on the water surface (such as the moon). The presence of the virtual character provides players with a clear visual focus, making it easier for players to understand the spatial relationships in the game, such as throwing direction, distance, and target location, thereby helping players better plan throwing strategies.
[0116] Optionally, when the player performs a throwing trigger operation, the system will make the controlled virtual character perform a series of throwing actions, which may include preparation postures, charging actions, and release actions. The throwing preparation posture may be manifested as the virtual character facing the water, standing with his feet slightly apart, and holding the virtual prop to be thrown in one hand; the charging action may be manifested as the character's arm swinging backward and the body leaning back slightly in preparation for throwing; the release action may be a quick swing of the arm forward, with the body leaning forward to throw the virtual prop. The arrangement and duration of these actions can be synchronized with the player's input operations. For example, the duration of the long press operation corresponds to the duration of the character's charging action, and the character completes the throwing action when the button is released. In this way, a direct connection is established between the player's operation and the character's action.
[0117] Optionally, the throwing action of the controlled virtual character can vary depending on the type of virtual prop selected. For example, when throwing a prop with a straight trajectory, the character may use a more standard sideways throwing posture; when throwing a prop with an arcing trajectory, the character may adopt an underhand throwing posture with a wider arm swing; and when throwing a prop with a lightning-shaped trajectory, the character may adopt a special throwing posture, such as throwing with both hands or adding a rotational motion. This design of adjusting the throwing action according to the prop type not only enhances the visual diversity of the game, but also helps players more intuitively understand the differences between different props, further improving the strategic depth and playability of the game.
[0118] In an optional embodiment, the current collection difficulty is determined; based on the collection difficulty, the distribution type of the collectibles in the virtual scene is determined, with the distribution types including static and dynamic. By dynamically adjusting the distribution type of collectibles based on the collection difficulty, the challenge and fun of the game can be effectively increased, providing a gaming experience tailored to the skill level of different players.
[0119] Optionally, the collection difficulty can be determined in a variety of ways, such as by the player's gaming skill level. It can also be pre-set by the game designer and tied to the progression of game levels, so that as the player progresses through the game, the collection difficulty gradually increases, providing the player with a progressively challenging experience.
[0120] Optionally, static distribution refers to a distribution method in which collectibles remain in fixed positions in the virtual scene and do not move. In static distribution mode, collectibles can be arranged according to predetermined patterns or rules, such as straight lines, arcs, rings, etc. Static distribution is suitable for situations with lower collection difficulty, and mainly tests the player's ability to control the direction and distance of throwing. Players can observe the fixed positions of collectibles, select the appropriate type of virtual props, adjust the appropriate throwing direction and throwing force, and collect the most collectibles with the least number of throws. The advantage of static distribution is that it gives players enough time for observation and strategic planning, which is suitable for game beginners or casual players.
[0121] Optionally, dynamic distribution refers to the continuous movement of collectibles within the virtual scene. In dynamic distribution mode, collectibles can move along preset trajectories, such as straight-line round-trip motion, curved motion, and random walks. Dynamic distribution is suitable for scenarios with a higher collection difficulty. It not only tests the player's ability to control the direction and distance of the throw, but also requires the player to predict the future position of the moving object. Players need to comprehensively consider the collectible's movement speed, direction, and the trajectory characteristics of the virtual props, throwing at the right time to achieve a precise hit. Dynamic distribution increases the uncertainty and challenge of the game and is suitable for players with some gaming experience.
[0122] In an optional embodiment, the target object is movable; in response to a long-press operation, the movement of the movable target object is paused. In this way, when the player performs a long-press operation to accumulate power, the pausing mechanism of the movable target object effectively reduces the difficulty of the game, allowing the player to focus more on the accuracy of the throwing action, and improving the balance and controllability of the gaming experience.
[0123] Optionally, when the system detects that the player has performed a long press to enter the charging state, it immediately triggers a pause mechanism for all movable target objects in the scene. This mechanism causes previously moving collectibles, such as the moon, to immediately stop in their current position and remain motionless until the player ends the long press. This pause effect is similar to freezing time, causing all dynamic elements in the scene, except for the charging progress bar, to remain stationary, giving the player a relatively static target environment. The system records parameters such as the position, speed, and direction of each movable target object so that its movement state can be restored after the long press ends.
[0124] In an optional embodiment, multiple collectibles are displayed in a virtual scene in a predetermined distribution pattern, wherein the predetermined distribution pattern includes at least one of the following: a straight line distribution, a curved line distribution, a lightning-shaped distribution, and a random distribution. Thus, by using a variety of predetermined collectible distribution patterns, the gameplay can be more diverse and challenging, allowing players to experience game content of varying difficulty across different levels, thereby enhancing the playability and fun of the game.
[0125] In an optional embodiment, the movement trajectory of the virtual prop is any of the following: a straight line, an arc, or a lightning-shaped trajectory. Providing a variety of different movement trajectories can enrich the player's strategic options, enhance the game's fun, and enable the player to select the optimal throwing plan based on the distribution of collectibles.
[0126] In an optional embodiment, the virtual scene also includes obstacles; the method further includes: terminating the movement of the target virtual prop when it contacts an obstacle during its movement. By placing obstacles in the virtual scene and implementing a mechanism for terminating movement upon collision, the game's challenge and strategic depth are increased, forcing players to consider avoiding obstacles when planning their throwing path, thereby enhancing the overall game experience's interest and complexity.
[0127] Based on the above method embodiment, the embodiment of the present disclosure also provides an interactive device in a game, which provides a graphical user interface through a terminal, see Figure 9 , the device includes the following modules: Display module 901, for displaying a virtual scene containing collectibles in a graphical user interface; A selection module 902 is configured to determine a target virtual prop to be thrown in response to a prop selection operation, wherein different virtual props correspond to different motion trajectories; An adjustment module 903 is configured to determine a throwing direction of a target virtual item in response to a direction adjustment operation; Throwing module 904, for displaying an animation effect of a target virtual prop moving along a corresponding motion trajectory and throwing direction in a virtual scene in response to a throwing trigger operation; The collection module 905 is configured to trigger a collection effect of a target object when the target virtual prop contacts the target object among the collectibles during movement.
[0128] The device displays a virtual scene containing collectibles in a graphical user interface; in response to a prop selection operation, determines a target virtual prop to be thrown, wherein different virtual props correspond to different motion trajectories; in response to a direction adjustment operation, determines the throwing direction of the target virtual prop; in response to a throw trigger operation, displays an animation effect of the target virtual prop moving along the corresponding motion trajectory and throwing direction in the virtual scene; and when the target virtual prop contacts a target object among the collectibles during movement, the collection effect of the target object is triggered. The device provided by this embodiment allows players to select virtual props with different trajectories and adjust the throwing direction based on the distribution of collectibles, increasing the game's strategic and operational depth and enhancing the interactive experience. Furthermore, the introduction of multiple prop trajectories and collectible designs enriches the gameplay and increases the fun of the game.
[0129] The interactive device in the game provided by the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for parts not mentioned in the embodiment of the interactive device in the game, reference may be made to the corresponding content in the aforementioned interactive method embodiment in the game.
[0130] The term "and / or" herein simply describes an association relationship between associated objects, indicating that three relationships can exist. For example, "A and / or B" can represent the existence of three situations: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" herein refers to any combination of at least two of any one or more of a plurality of items. For example, "at least one of A, B, and C" can represent any one or more elements selected from the set consisting of A, B, and C.
[0131] The present disclosure also provides an electronic device, such as Figure 10 FIG. 1 is a schematic diagram of the structure of the electronic device, wherein the electronic device includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following interactive method steps: Displaying a virtual scene containing collectibles in a graphical user interface; In response to the prop selection operation, determining a target virtual prop to be thrown, wherein different virtual props correspond to different motion trajectories; In response to the direction adjustment operation, determining a throwing direction of the target virtual prop; In response to the throwing trigger operation, an animation effect of the target virtual prop moving along the corresponding motion trajectory and throwing direction is displayed in the virtual scene; When the target virtual prop contacts the target object in the collectibles during movement, the collection effect of the target object is triggered.
[0132] Optionally, the method further includes: displaying a preview of a motion trajectory corresponding to the selected virtual prop in a graphical user interface.
[0133] Optionally, the method further includes: adjusting a display position of the motion trajectory preview in the graphical user interface in response to the direction adjustment operation.
[0134] Optionally, in response to a prop selection operation, determining a target virtual prop to be thrown includes: displaying a designated position in a graphical user interface, wherein the virtual prop displayed in the designated position is the virtual prop to be thrown; in response to a prop switching operation, switching a first virtual prop currently displayed in the designated position to a target virtual prop; and determining that the target virtual prop is the virtual prop currently to be thrown.
[0135] Optionally, in response to a throwing trigger operation, an animation effect of the target virtual prop moving along the corresponding motion trajectory and the throwing direction is displayed in the virtual scene, including: in response to a long press operation, a charging progress bar is displayed; in response to the end of the long press operation, the throwing distance of the target virtual prop is determined according to the charging progress currently indicated by the charging progress bar; and an animation effect of the target virtual prop moving along the corresponding motion trajectory, throwing direction and throwing distance is displayed in the virtual scene.
[0136] Optionally, the virtual progress bar includes a progress indicator and a progress track, and the position of the progress indicator on the progress track is used to represent the charging progress; wherein, during the long press operation, the progress indicator moves in a first direction or a second direction on the progress track, and the first direction and the second direction are opposite directions.
[0137] Optionally, the throwing distance of the target virtual prop is determined according to the charging progress currently indicated by the charging progress bar, including: determining the throwing distance of the target virtual prop according to the relationship between the position of the progress marker on the progress track and the target area on the progress track at the end of the long press operation.
[0138] Optionally, the shorter the distance between the progress indicator and the target area, the longer the throwing distance of the target virtual item.
[0139] Optionally, the method further includes: in response to a long press operation, adjusting the state of the virtual camera so that the distance between the adjusted virtual camera and the captured virtual scene is shorter.
[0140] Optionally, the virtual scene includes a controlled virtual character; the method further includes: in response to a throwing trigger operation, controlling the controlled virtual character to execute an action of throwing a target virtual prop.
[0141] Optionally, the method further includes: determining a current collection difficulty; and determining a distribution type of the collectibles in the virtual scene according to the collection difficulty, where the distribution type includes static distribution and dynamic distribution.
[0142] Optionally, the target object is a movable target object; the method further includes: pausing movement of the movable target object in response to a long press operation.
[0143] Optionally, the collectible objects include multiple items, and the multiple collectible objects are displayed in the virtual scene in a preset distribution method, and the preset distribution method includes at least one of the following: straight line distribution, curve distribution, lightning shape distribution, and random distribution.
[0144] Optionally, the motion trajectory of the virtual prop is any one of the following: a straight line motion trajectory, an arc motion trajectory, or a lightning-shaped motion trajectory.
[0145] Optionally, the virtual scene further includes obstacles; the method further includes: when the target virtual prop contacts the obstacle during movement, terminating the movement of the target virtual prop.
[0146] exist Figure 10 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113 , wherein the processor 111 , the communication interface 113 and the memory 110 are connected via the bus 112 .
[0147] Among them, the memory 110 may include high-speed random access memory (RAM), and may also include non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 113 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 10 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0148] The processor 111 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 111 or software instructions. The above-mentioned processor 111 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium mature in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers, etc. The storage medium is located in the memory, and the processor 111 reads the information in the memory and completes the steps of the interactive method in the game of the aforementioned embodiment in combination with its hardware.
[0149] The present disclosure also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement an interactive method in a game. The method specifically includes: Displaying a virtual scene containing collectibles in a graphical user interface; In response to the prop selection operation, determining a target virtual prop to be thrown, wherein different virtual props correspond to different motion trajectories; In response to the direction adjustment operation, determining a throwing direction of the target virtual prop; In response to the throwing trigger operation, an animation effect of the target virtual prop moving along the corresponding motion trajectory and throwing direction is displayed in the virtual scene; When the target virtual prop contacts the target object in the collectibles during movement, the collection effect of the target object is triggered.
[0150] Optionally, the method further includes: displaying a preview of a motion trajectory corresponding to the selected virtual prop in a graphical user interface.
[0151] Optionally, the method further includes: adjusting a display position of the motion trajectory preview in the graphical user interface in response to the direction adjustment operation.
[0152] Optionally, in response to a prop selection operation, determining a target virtual prop to be thrown includes: displaying a designated position in a graphical user interface, wherein the virtual prop displayed in the designated position is the virtual prop to be thrown; in response to a prop switching operation, switching a first virtual prop currently displayed in the designated position to a target virtual prop; and determining that the target virtual prop is the virtual prop currently to be thrown.
[0153] Optionally, in response to a throwing trigger operation, an animation effect of the target virtual prop moving along the corresponding motion trajectory and the throwing direction is displayed in the virtual scene, including: in response to a long press operation, a charging progress bar is displayed; in response to the end of the long press operation, the throwing distance of the target virtual prop is determined according to the charging progress currently indicated by the charging progress bar; and an animation effect of the target virtual prop moving along the corresponding motion trajectory, throwing direction and throwing distance is displayed in the virtual scene.
[0154] Optionally, the virtual progress bar includes a progress indicator and a progress track, and the position of the progress indicator on the progress track is used to represent the charging progress; wherein, during the long press operation, the progress indicator moves in a first direction or a second direction on the progress track, and the first direction and the second direction are opposite directions.
[0155] Optionally, the throwing distance of the target virtual prop is determined according to the charging progress currently indicated by the charging progress bar, including: determining the throwing distance of the target virtual prop according to the relationship between the position of the progress marker on the progress track and the target area on the progress track at the end of the long press operation.
[0156] Optionally, the shorter the distance between the progress indicator and the target area, the longer the throwing distance of the target virtual item.
[0157] Optionally, the method further includes: in response to a long press operation, adjusting the state of the virtual camera so that the distance between the adjusted virtual camera and the captured virtual scene is shorter.
[0158] Optionally, the virtual scene includes a controlled virtual character; the method further includes: in response to a throwing trigger operation, controlling the controlled virtual character to execute an action of throwing a target virtual prop.
[0159] Optionally, the method further includes: determining a current collection difficulty; and determining a distribution type of the collectibles in the virtual scene according to the collection difficulty, where the distribution type includes static distribution and dynamic distribution.
[0160] Optionally, the target object is a movable target object; the method further includes: pausing movement of the movable target object in response to a long press operation.
[0161] Optionally, the collectible objects include multiple items, and the multiple collectible objects are displayed in the virtual scene in a preset distribution method, and the preset distribution method includes at least one of the following: straight line distribution, curve distribution, lightning shape distribution, and random distribution.
[0162] Optionally, the motion trajectory of the virtual prop is any one of the following: a straight line motion trajectory, an arc motion trajectory, or a lightning-shaped motion trajectory.
[0163] Optionally, the virtual scene further includes obstacles; the method further includes: when the target virtual prop contacts the obstacle during movement, terminating the movement of the target virtual prop.
[0164] The computer program products of the interactive methods, devices, and electronic devices in games provided by the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.
[0165] Unless otherwise specifically stated, the relative steps, numerical expressions and numerical values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.
[0166] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art, or the part of the 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 enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program code, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0167] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0168] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. An interactive method in a game, characterized in that: Providing a graphical user interface via a terminal, the method comprising: displaying a virtual scene containing collectibles in the graphical user interface; In response to the prop selection operation, determining a target virtual prop to be thrown, wherein different virtual props correspond to different motion trajectories; In response to the direction adjustment operation, determining a throwing direction of the target virtual prop; In response to a throwing trigger operation, an animation effect of the target virtual prop moving along a corresponding motion trajectory and in the throwing direction is displayed in the virtual scene; When the target virtual prop contacts a target object among the collectibles during movement, a collection effect of the target object is triggered.
2. The method according to claim 1, characterized in that The method further comprises: A preview of a motion trajectory corresponding to the selected virtual prop is displayed in the graphical user interface.
3. The method according to claim 2, characterized in that The method further comprises: In response to the direction adjustment operation, a display position of the motion trajectory preview in the graphical user interface is adjusted.
4. The method according to claim 1, wherein The step of determining a target virtual prop to be thrown in response to the prop selection operation includes: Displaying a designated location in the graphical user interface, wherein the virtual prop displayed in the designated location is the virtual prop to be thrown; In response to the prop switching operation, switching the first virtual prop currently displayed at the designated position to the target virtual prop; The target virtual item is determined to be the virtual item currently to be thrown.
5. The method according to claim 1, wherein In response to the throwing trigger operation, the animation effect of displaying the target virtual prop moving along the corresponding motion trajectory and the throwing direction in the virtual scene includes: In response to a long press operation, a charging progress bar is displayed; In response to the end of the long press operation, determining a throwing distance of the target virtual item according to the charging progress currently indicated by the charging progress bar; An animation effect of the target virtual prop moving according to the corresponding motion trajectory, the throwing direction, and the throwing distance is displayed in the virtual scene.
6. The method according to claim 5, characterized in that The virtual progress bar includes a progress indicator and a progress track, and the position of the progress indicator on the progress track is used to represent the charging progress; During the long press operation, the progress indicator moves on the progress track in a first direction or a second direction, and the first direction and the second direction are opposite directions.
7. The method according to claim 6, characterized in that The determining the throwing distance of the target virtual item according to the charging progress currently indicated by the charging progress bar includes: The throwing distance of the target virtual item is determined according to the relationship between the position of the progress indicator on the progress track and the target area on the progress track when the long press operation ends.
8. The method according to claim 7, characterized in that The shorter the distance between the progress indicator and the target area, the longer the throwing distance of the target virtual item.
9. The method according to claim 5, characterized in that The method further comprises: In response to the long press operation, the state of the virtual camera is adjusted so that the distance between the adjusted virtual camera and the captured virtual scene is shorter.
10. The method according to claim 1, characterized in that The virtual scene includes a controlled virtual character; the method further includes: In response to the throwing trigger operation, the controlled virtual character is controlled to perform an action of throwing the target virtual prop.
11. The method according to claim 1, characterized in that The method further comprises: Determine the current collection difficulty; The distribution type of the collectible objects in the virtual scene is determined according to the collection difficulty, and the distribution type includes static distribution and dynamic distribution.
12. The method according to claim 5, characterized in that The target object is a movable target object; the method further includes: In response to a long press operation, the movement of the movable target object is paused.
13. The method according to claim 1, wherein The collectible objects include a plurality of collectible objects, and the plurality of collectible objects are displayed in the virtual scene in a preset distribution manner, and the preset distribution manner includes at least one of the following: straight line distribution, curved line distribution, lightning-shaped distribution, and random distribution.
14. The method according to claim 1, wherein The motion trajectory is any one of the following: a straight motion trajectory, an arc motion trajectory, and a lightning-shaped motion trajectory.
15. The method according to claim 1, wherein The virtual scene also includes obstacles; and the method further includes: When the target virtual prop contacts the obstacle during the movement, the movement of the target virtual prop is terminated.
16. An interactive device in a game, characterized in that: Providing a graphical user interface via a terminal, the apparatus comprises: a display module for displaying a virtual scene containing collectibles in the graphical user interface; A selection module, configured to determine a target virtual prop to be thrown in response to a prop selection operation, wherein different virtual props correspond to different motion trajectories; an adjustment module, configured to determine a throwing direction of the target virtual prop in response to a direction adjustment operation; A throwing module, configured to display, in response to a throwing trigger operation, an animation effect of the target virtual prop moving along a corresponding motion trajectory and in the throwing direction in the virtual scene; The collection module is used to trigger the collection effect of the target object when the target virtual prop contacts the target object in the collectible objects during the movement.
17. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 15.