Interface display method and device, equipment and storage medium

By displaying ricochet effects when virtual shooting props collide with virtual objects, the issue of monotonous hit animations for virtual shooting props is resolved, enhancing the game's interactive experience and realism.

CN121446104APending Publication Date: 2026-02-03TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202411058154.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-02
Publication Date
2026-02-03

AI Technical Summary

Technical Problem

In existing technologies, when objects released by virtual shooting props collide with virtual objects in the virtual environment, a hit animation is directly displayed, resulting in a limited form of human-computer interaction.

Method used

Under the condition of ricochet, the projected object will bounce onto the virtual object, which includes the settings of material, number of bounces and environment type.

Benefits of technology

It enriches the forms of human-computer interaction, improves the user's gaming experience, and makes the shooting effects closer to those of real shooting props.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an interface display method and device, equipment and a storage medium, and relates to the technical field of computers. The method comprises the following steps: displaying a virtual environment, wherein the virtual environment comprises a virtual shooting prop; in response to the operation for the virtual shooting prop, controlling the virtual shooting prop to release at least one shooting object to the virtual environment; and under the condition that a first ejection object in the at least one ejection object collides with a virtual object in the virtual environment and the virtual object meets a bouncing condition, displaying that the first ejection object generates bouncing performance on the virtual object, and the bouncing condition is a condition for generating the bouncing performance. According to the mode, the man-machine interaction form is enriched.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of computers, and in particular to an interface display method and device, equipment and a storage medium. BACKGROUND

[0002] In a game, a virtual shooting prop is usually used to attack virtual characters of other camps, so as to win the game.

[0003] In related technologies, if a shooting object released by a virtual shooting prop does not hit a virtual character of other camps, but accidentally collides with a virtual item in a virtual environment, an animation of the shooting object hitting the virtual item is usually directly displayed.

[0004] In the above related technology, the animation of the shooting object hitting the virtual item is directly displayed, and the human-computer interaction form is relatively single. SUMMARY

[0005] The present application provides an interface display method, device, equipment and a storage medium, and the technical solution provided by the present application includes the following aspects.

[0006] According to an aspect of the present application, an interface display method is provided, which includes the following steps.

[0007] A virtual environment is displayed, and the virtual environment includes a virtual shooting prop;

[0008] In response to an operation on the virtual shooting prop, at least one shooting object is released by the virtual shooting prop into the virtual environment;

[0009] If a first shooting object of the at least one shooting object collides with a virtual item in the virtual environment, and the virtual item meets a ricochet condition, a ricochet performance of the first shooting object on the virtual item is displayed, wherein the ricochet condition is a condition for producing the ricochet performance.

[0010] According to an aspect of the present application, an interface display device is provided, which includes the following modules.

[0011] A display module is configured to display a virtual environment, and the virtual environment includes a virtual shooting prop;

[0012] A control module is configured to, in response to an operation on the virtual shooting prop, release at least one shooting object by the virtual shooting prop into the virtual environment;

[0013] A ricochet module is configured to display a ricochet performance of a first shot object on a virtual object in the virtual environment when the first shot object collides with the virtual object and the virtual object meets a ricochet condition, wherein the ricochet condition is a condition for the ricochet performance.

[0014] According to an aspect of the embodiments of the present application, a terminal device is provided, which comprises a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the interface display method.

[0015] According to an aspect of the embodiments of the present application, a computer readable storage medium is provided, which stores a computer program, the computer program being loaded and executed by a processor to implement the interface display method.

[0016] According to an aspect of the embodiments of the present application, a computer program product is provided, which comprises a computer program, the computer program being loaded and executed by a processor to implement the interface display method.

[0017] The technical solutions provided by the embodiments of the present application can bring the following beneficial effects.

[0018] Compared with the animation of directly displaying a shot object hitting a virtual object in the related art, the present application displays a ricochet performance of a shot object on a virtual object when a ricochet condition is met. Therefore, the present application enriches the form of human-computer interaction.

[0019] Further, by displaying a ricochet performance of a shot object on a virtual object, the shooting effect of a real shooting prop is closer, which is conducive to improving the game experience of a user. BRIEF DESCRIPTION OF DRAWINGS

[0020] Figure 1 is a schematic diagram of a computer system provided by an embodiment of the present application;

[0021] Figure 2 is a schematic diagram of an interface display method provided by an embodiment of the present application;

[0022] Figure 3 is a flowchart of an interface display method provided by an embodiment of the present application;

[0023] Figure 4 is a flowchart of an interface display method provided by another embodiment of the present application;

[0024] Figure 5 is a flowchart of an interface display method provided by another embodiment of the present application;

[0025] Figure 6 is a schematic diagram of a function relationship between a scaling factor and an incident angle of different materials provided by an embodiment of the present application;

[0026] Figure 7 is a schematic diagram of an ejected object provided by an embodiment of the present application;

[0027] Figure 8 is a block diagram of a determination method of a skip performance provided by an embodiment of the present application;

[0028] Figure 9 is a block diagram of a determination method of a reflection angle provided by an embodiment of the present application;

[0029] Figure 10 is a block diagram of an interface display device provided by an embodiment of the present application;

[0030] Figure 11 is a structural block diagram of a terminal device provided by an embodiment of the present application. DETAILED DESCRIPTION

[0031] In order to make the purpose, technical solutions and advantages of the present application clearer, the embodiments of the present application will be further described in detail below with reference to the drawings.

[0032] First, the terms involved in the embodiments of the present application are briefly introduced:

[0033] Virtual environment: a virtual environment displayed (or provided) by an application when running on a terminal. The virtual environment can be a simulated world of the real world, a three-dimensional world of semi-simulation and semi-fiction, or a purely fictional three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment. Optionally, the virtual environment is also used for a virtual environment battle between at least two virtual objects, and the virtual environment has virtual resources available for use by the at least two virtual objects. Optionally, the virtual environment includes a symmetrical left lower corner area and a right upper corner area, and virtual objects belonging to two opposing camps occupy one of the areas respectively, and the victory target is to destroy the target building / fort / base / crystal deep in the other area.

[0034] Virtual object: refers to a virtual character, a virtual vehicle, a virtual item, etc. controlled by a user account in a target application, which is not limited in the present application. Taking the target application as a game application for example, the virtual object refers to a virtual character controlled by a user account in the game application. The virtual object can be in the form of a person, an animal, a cartoon or other forms, which are not limited in the embodiments of the present application. The virtual object can be displayed in three-dimensional form or two-dimensional form, which are not limited in the embodiments of the present application. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. The activities of the virtual object include but are not limited to at least one of adjusting the body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking and throwing. Illustratively, the virtual object is a virtual person, such as a simulated character role or an animation character role. In some implementations, the virtual object can also be implemented in a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application. Illustratively, according to different ways of controlling the virtual object, the virtual object can be divided into a user-controlled virtual object and a server-controlled virtual object, wherein the user-controlled virtual object is an object in the virtual environment controlled by the client and movable. The server-controlled virtual object is a virtual object controlled by an automatic control algorithm or an artificial intelligence program on the client or the server. The server-controlled virtual object includes movable objects and immovable objects in the virtual environment. Illustratively, the immovable object can respond to or affect the activities of the movable object, for example, the movable object can destroy the immovable object, or when the movable object enters the immovable object, the movable object enters the invisible state. Illustratively, the first virtual character in the present application is a virtual object controlled by the client. Illustratively, the second virtual character in the present application can be a virtual object controlled by other clients or the server.

[0035] User interface (UI) control: any visual control or element visible on the user interface of an application, such as a picture, an input box, a text box, a button, a label, etc. Some of the UI controls respond to the user's operation, such as an attack control for controlling the virtual shooting prop to release the shooting object. The user triggers the attack control to control the virtual shooting prop to release the shooting object. The UI controls involved in the embodiments of the present application include but are not limited to the attack control.

[0036] Please refer to Figure 1 which shows a schematic diagram of a computer system provided by an embodiment of the present application. The computer system can include a terminal device 10 and a server 20.

[0037] The terminal device 10 includes, but is not limited to, a mobile phone, a tablet computer, a smart voice interaction device, a game console, a wearable device, a multimedia playing device, a PC (Personal Computer), a vehicle-mounted terminal, a smart home appliance, and the like. A client of a target application program can be installed in the terminal device 10. Optionally, the target application program can be an application program that needs to be downloaded and installed, or an application program that can be used immediately after being clicked, which is not limited in the embodiments of the present application.

[0038] In the embodiments of the present application, the target application program is an application program that provides a virtual prop, for example, the target application program can be any one of a simulation program, a shooting game, a virtual reality (VR) application program, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a multiplayer gun battle type survival game, a third-person shooting game (TPS), a multiplayer online battle arena (MOBA), a strategy game (SLG), a social application program, and an interactive entertainment application program. In some embodiments, the target application program provides a virtual shooting prop, and in response to an operation on the virtual shooting prop, controls the virtual shooting prop to release at least one shooting object into a virtual environment; in a case where a first shooting object in the at least one shooting object collides with a virtual item in the virtual environment, and the virtual item satisfies a ricochet condition, a ricochet performance of the first shooting object on the virtual item is displayed, wherein the ricochet condition is a condition for generating the ricochet performance. In addition, for different application programs, the virtual shooting prop and the ricochet condition provided by the application programs are different, which is not limited in the embodiments of the present application. In the embodiments, the target application program is taken as an example of a game application program. Optionally, the terminal device 10 runs the client of the target application program.

[0039] The virtual environment is a scenario displayed (or provided) by a client of a target application (such as a game application) when running on a terminal device. The virtual environment refers to a scenario created for virtual objects to perform activities (such as game competitions), such as a virtual house, a virtual island, a virtual map, and the like. The virtual environment can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, which is not limited in the embodiments of the present application. The virtual environment includes a first virtual character and a second virtual character. Of course, the virtual environment can also include other virtual objects, which is not limited in the present application.

[0040] The virtual object refers to a virtual character, a virtual vehicle, a virtual item, and the like controlled by a user account in the target application, which is not limited in the present application. Taking the target application as a game application as an example, the virtual character refers to a game character controlled by a user account in the game application. The virtual character can be in the form of a person, an animal, a cartoon, or other forms, which is not limited in the embodiments of the present application. Exemplarily, the first virtual character and the second virtual character in the present application are both virtual characters controlled by the client. Exemplarily, the first virtual character in the present application is a virtual character controlled by the client, and the second virtual character can also be a virtual character controlled by the server.

[0041] The server 20 is configured to provide background services for the client of the target application in the terminal device 10. For example, the server 20 can be a standalone physical server, a server cluster or a distributed system composed of multiple physical servers, a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, and the like basic cloud computing services, but is not limited thereto.

[0042] In some embodiments, terminal device 10 includes a first terminal device and a second terminal device, wherein a first client of the target application is installed on the first terminal device, and a second client of the target application is installed on the second terminal device. A first user's first user account controls a first virtual character (also referred to as a master virtual character) in the first client of the target application, and a second user's second user account controls a second virtual character in the second client of the target application. Of course, in this embodiment, the second virtual character can be a server-controlled virtual character (artificial intelligence virtual character) in addition to the user-controlled virtual character mentioned above. Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions; in this case, the second virtual character is considered a friendly virtual character of the first virtual character. Optionally, the first virtual character and the second virtual character can belong to different factions, different teams, different organizations, or have an adversarial relationship; in this case, the second virtual character is considered an enemy virtual character of the first virtual character. Optionally, the clients installed on the first terminal device and the second terminal device are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal device can refer to one of a plurality of terminal devices, and the second terminal device can refer to another of a plurality of terminal devices. This embodiment only uses the first terminal device and the second terminal device as examples.

[0043] Terminal device 10 and server 20 can communicate with each other via a network. This network can be a wired network or a wireless network.

[0044] To address the issue of limited interaction methods caused by the lack of bouncing behavior in related technologies, the technical solution proposed in this application generates bouncing behavior when the bouncing conditions are met, thus enriching the forms of human-computer interaction.

[0045] Specifically, such as Figure 2 As shown in sub-figure (a), in a virtual environment, the virtual shooting prop 200 is controlled to release a projectile. When the projectile (not shown) collides with the collision point 220 of the virtual barrel 210, and the virtual barrel 210 meets the ricochet condition, the projectile is displayed as ricocheting on the virtual barrel 210. For example, the projectile that is bounced (or rebounded) by the virtual barrel is displayed.

[0046] like Figure 2As shown in subgraph (b) of FIG. 10, in the virtual environment, the virtual shooting prop 230 is controlled to release a shooting object. When the shooting object (not shown in the figure) collides with the collision point 240 of the virtual wall, and the virtual wall meets the ricochet condition, the shooting object is displayed to produce a ricochet performance on the virtual wall. Exemplarily, the shooting object is displayed to bounce off (or bounce back) the virtual wall.

[0047] As shown in subgraph (c) of FIG. 10, the exit angle of the shooting object after being bounced back is equal to the incidence angle of the shooting object colliding with the virtual object 250. Figure 2

[0048] Compared with the related art of directly displaying the animation of the shooting object hitting the virtual object, the technical solution provided by the embodiments of the present application displays the shooting object to produce a ricochet performance on the virtual object when the ricochet condition is met. Therefore, the present application enriches the form of human-computer interaction. Further, by displaying the shooting object to produce a ricochet performance on the virtual object, the shooting effect of the real shooting prop is closer, which is conducive to improving the game experience of the user.

[0049] Please refer to Figure 3 which shows a flowchart of an interface display method provided by an embodiment of the present application. The execution subject of each step of the method can be Figure 1 the terminal device 10 in the implementation environment of the scheme shown in FIG. 1, such as the client of the target application. In the following method embodiment, in order to facilitate description, only the execution subject of each step is introduced as “client”. The method can include at least one of the following steps (310-330):

[0050] Step 310, display a virtual environment, and the virtual environment includes a virtual shooting prop.

[0051] ​There are at least three ways to display the display picture of the virtual environment on the terminal device in the embodiments of the present application. The first way is the first-person perspective, that is, a virtual camera is installed on the head of the first virtual character, and the picture obtained by the virtual camera observing the virtual environment is used as the display picture of the virtual environment. In this case, the first virtual character is not included in the picture of the virtual environment. The second way is the third-person perspective, that is, a virtual camera is installed behind the first virtual character, and the picture obtained by the virtual camera observing the virtual environment is used as the display picture of the virtual environment. In this case, part or all of the first virtual character can be included in the picture of the virtual environment. The orientations of the first-person perspective and the third-person perspective change with the orientation of the first virtual character. The third way is other perspectives with specific orientations. The orientation of the perspective does not change, that is, the picture obtained by the virtual camera observing the entire virtual environment with a specific orientation is used as the display picture of the virtual environment. In this case, the first virtual character can be displayed in the middle of the picture of the virtual environment, or can be displayed at other positions of the picture of the virtual environment, or can not be displayed in the display picture of the virtual environment, which is not limited in the present application.

[0052] Of course, the virtual shooting prop is included in the virtual environment. The virtual shooting prop is a kind of virtual prop, which has the function of releasing shooting objects. The present application does not limit the type of virtual shooting prop, which includes but is not limited to virtual catapult, virtual crossbow, virtual slingshot, etc.

[0053] In some embodiments, the virtual shooting prop is a virtual prop held by the first virtual character. In some embodiments, the virtual shooting prop needs to be held by the first virtual character to use the virtual shooting prop. In other embodiments, the virtual shooting prop can be used without being held by the first virtual character.

[0054] In step 320, in response to the operation on the virtual shooting prop, the virtual shooting prop is controlled to release at least one shooting object into the virtual environment.

[0055] In some embodiments, the shooting object is considered as a virtual object belonging to the virtual shooting prop. For example, the shooting object needs to be used in combination with the virtual shooting prop and cannot be used alone. For example, if the virtual shooting prop is a virtual catapult, the shooting object is a virtual stone for the virtual catapult. For example, if the virtual shooting prop is a virtual crossbow, the shooting object is a virtual arrow for the virtual crossbow. For example, if the virtual shooting prop is a virtual slingshot, the shooting object is a virtual marble for the virtual slingshot.

[0056] In some embodiments, the operation on the virtual shooting prop is considered as an operation of controlling the virtual shooting prop to release at least one shooting object into the virtual environment. Illustratively, the operation on the virtual shooting prop is considered as an operation on an attack control. Illustratively, the operation type of the operation on the attack control includes, but is not limited to, a click operation, a long press operation, a double-click operation, and the like.

[0057] In some embodiments, the operation on the virtual shooting prop corresponds to controlling the virtual shooting prop to release N shooting objects into the virtual environment, where N is a positive integer. Illustratively, the number of the shooting objects controlled to be released by the virtual shooting prop varies based on the operation type of the operation on the virtual shooting prop. Illustratively, one shooting object is controlled to be released by the virtual shooting prop in response to one operation on the virtual shooting prop. Illustratively, a plurality of shooting objects are controlled to be released by the virtual shooting prop in response to one operation on the virtual shooting prop. The present application does not limit this.

[0058] At step 330, in the case that the first shooting object of the at least one shooting object collides with the virtual item in the virtual environment, and the virtual item satisfies a ricochet condition, a ricochet performance of the first shooting object on the virtual item is displayed, where the ricochet condition is a condition of generating the ricochet performance.

[0059] In some embodiments, the first shooting object is any one of the at least one shooting object. In some embodiments, the first shooting object is considered to collide with the virtual item in the virtual environment when the position of the model of the first shooting object in the virtual environment overlaps with the position of the model of the virtual item in the virtual environment. In some embodiments, the first shooting object is considered to collide with the virtual item in the virtual environment when the minimum bounding box of the model of the first shooting object in the virtual environment overlaps with the minimum bounding box of the model of the virtual item in the virtual environment.

[0060] Of course, the present application does not limit the position of the collision between the first shooting object and the virtual item, which is also referred to as a collision point. In some embodiments, the collision point can be any position on the surface of the virtual item. That is, the first shooting object can collide with any position on the surface of the virtual item. The virtual item is a virtual object in the virtual environment, and the present application does not limit the specific category thereof, which can be a virtual land, a virtual wall, a virtual table, and the like.

[0061] In some embodiments, in the case where the first shot object collides with the virtual item, the included angle between the moving direction of the first shot object and the normal direction of the virtual item at the collision point is considered as the incidence angle of the first shot object. In some embodiments, in the case where the first shot object collides with the virtual item, if the moving track of the first shot object is not a straight line, the included angle between the instantaneous speed direction of the first shot object when the collision is about to occur and the normal direction of the virtual item at the collision point is considered as the incidence angle of the first shot object. In some embodiments, in the case where the first shot object collides with the virtual item, if the moving track of the first shot object is a straight line, the included angle between the shooting direction of the first shot object and the normal direction of the virtual item at the collision point is considered as the incidence angle of the first shot object.

[0062] In some embodiments, the ricochet condition is a condition for the ricochet performance to occur. The specific content of the ricochet condition is not limited in the present application, and the ricochet condition can be set by the player or set in advance by the developer. When the ricochet condition is set by the player, a ricochet condition setting panel is displayed, and different ricochet conditions can be set on the ricochet condition setting panel in response to a setting operation for the ricochet condition.

[0063] When only the virtual item is set with the ricochet condition, the first shot object in the at least one shot object collides with the virtual item in the virtual environment, and the virtual item meets the ricochet condition, the first shot object is displayed to produce a ricochet performance on the virtual item, wherein the ricochet condition is a condition for the ricochet performance to occur.

[0064] When only the shot object is set with the ricochet condition, the first shot object in the at least one shot object collides with the virtual item in the virtual environment, and the shot object meets the ricochet condition, the first shot object is displayed to produce a ricochet performance on the virtual item, wherein the ricochet condition is a condition for the ricochet performance to occur.

[0065] When the shot object and the virtual item are both set with the ricochet condition, the first shot object in the at least one shot object collides with the virtual item in the virtual environment, and the virtual item and the shot object meet the ricochet condition, the first shot object is displayed to produce a ricochet performance on the virtual item, wherein the ricochet condition is a condition for the ricochet performance to occur.

[0066] Next, the following description is made for the first shot object producing a ricochet performance on the virtual item.

[0067] In some embodiments, the first shooting object generates the bounce-off performance on the virtual object means that the first shooting object bounces off on the virtual object. Exemplarily, the bounce-off can also be understood as the rebound, when the first shooting object collides with the virtual object at an incident angle, and is rebounded at the collision point. Exemplarily, the included angle between the direction of the motion of the first shooting object after the bounce-off and the normal direction of the virtual object at the collision point is considered as the exit angle of the first shooting object. Exemplarily, the included angle between the direction of the instantaneous velocity of the first shooting object after the bounce-off and the normal direction of the virtual object at the collision point is considered as the exit angle of the first shooting object.

[0068] In some embodiments, the exit angle is equal to the incident angle. In other embodiments, the exit angle is greater than the incident angle.

[0069] The following is a specific description of the bounce-off condition.

[0070] In some embodiments, the bounce-off condition includes at least one of the following: the material of the virtual object belongs to a set category of materials; the number of times of bounce-off of the first shooting object is less than a set number of times; the virtual environment belongs to a set category of virtual environments; and the virtual shooting prop belongs to a set category of virtual shooting props.

[0071] In some embodiments, the material of the virtual object belongs to a set category of materials. Exemplarily, the set category of materials is a bounce-able material. Exemplarily, the bounce-able material refers to a material that allows the bounce-off of the shooting object. Exemplarily, the materials of different virtual objects are different. Some categories of materials are bounce-able materials, and some are not. In some embodiments, as shown in Table 1 below, a plurality of materials are shown.

[0072] Table 1: A plurality of materials

[0073] Concrete Dirt Glass Grass Gravel Mud Sand WoodSolid MetalSolid Water Concrete Dirt Glass Grass Gravel Mud Sand WoodSolid MetalSolid Water

[0074] As shown in Table 1, among them, concrete, metal, soil and wood belong to bounce-able materials, and the rest are not bounce-able materials. That is, concrete, metal, soil and wood belong to a set category of materials. Exemplarily, the material of the virtual object is obtained, and is compared with the set category of materials, and in the case of belonging to the set category of materials, it is considered that the first shooting object is allowed to bounce off.

[0075] In some embodiments, the number of times of bounce-off of the first shooting object is less than a set number of times.

[0076] Exemplarily, the set number of times can also be understood as the maximum number of times of bounce-off of the first shooting object. Exemplarily, the first shooting object generates the bounce-off performance on a virtual object is considered to have bounced off once.

[0077] Exemplarily, the different shooting objects are set different times in different cases of the virtual shooting props, the virtual environment and the virtual articles. Of course, the set times herein are the times set in advance.

[0078] Exemplarily, the first shooting object in the application can be a shooting object that has occurred a jump, or a shooting object that has not occurred a jump, and the application does not limit this.

[0079] Exemplarily, the number of jumps of the first shooting object is acquired, and is compared with the set number of times of the first shooting object. In the case that the number of jumps of the first shooting object is less than the set number of times, it is considered that the first shooting object is allowed to jump.

[0080] In some embodiments, the virtual environment belongs to a set category of virtual environment.

[0081] Exemplarily, the set category of virtual environment can also be understood as a virtual environment that allows a jump performance to occur. In some embodiments, at least one virtual environment that allows a jump to occur is set in advance. Exemplarily, the set category of virtual environment includes but is not limited to a virtual desert, a virtual forest, a virtual grassland, etc. Exemplarily, the virtual environment in which the virtual article is located is acquired, and is compared with the set category of virtual environment. In the case that the virtual environment belongs to the set category of virtual environment, it is considered that the first shooting object is allowed to jump.

[0082] In some embodiments, the virtual shooting prop belongs to a set category of virtual shooting prop.

[0083] Exemplarily, the set category of virtual shooting prop can also be understood as a virtual shooting prop that allows a jump performance to occur. In some embodiments, at least one virtual shooting prop that allows a jump to occur is set in advance. Exemplarily, the set category of virtual shooting prop includes but is not limited to a virtual catapult, a virtual crossbow, a virtual sling, etc. Exemplarily, the category of the virtual shooting prop is acquired, and is compared with the set category of virtual shooting prop. In the case that the virtual shooting prop belongs to the set category of virtual shooting prop, it is considered that the first shooting object is allowed to jump.

[0084] In some embodiments, in the case that the third shooting object in the at least one shooting object does not collide with the virtual article in the virtual environment, the third shooting object does not collide with the virtual article, and the third shooting object does not produce a jump performance on the virtual article.

[0085] In some embodiments, in a case that the third shooting object in the at least one shooting object collides with the virtual object in the virtual environment, but the virtual object does not meet the ricochet condition, the third shooting object collides with the virtual object, but the third shooting object does not produce a ricochet performance on the virtual object, a picture of the collision between the third shooting object and the virtual object is displayed, or a picture of the third shooting object hitting the virtual object but not ricocheting is displayed.

[0086] Compared with directly displaying an animation of a shooting object hitting a virtual object in the related art, the technical solution provided by the embodiments of the present application displays a ricochet performance of a shooting object on a virtual object in a case that a ricochet condition is met. Therefore, the present application enriches the form of human-computer interaction.

[0087] Further, by displaying a ricochet performance of a shooting object on a virtual object, the shooting effect of a real shooting prop is closer to reality, which is conducive to improving the game experience of a user.

[0088] Please refer to Figure 4 which shows a flowchart of an interface display method provided by another embodiment of the present application. The execution subject of the method can be the terminal device 10 introduced above, such as the client of the target application program mentioned in the above embodiments. In the following method embodiments, for ease of description, only the execution subject of each step is described as a "client". The method can include at least one of the following steps (410-450):

[0089] Step 410, a virtual environment is displayed, and the virtual environment includes a virtual shooting prop.

[0090] Step 420, in response to an operation on the virtual shooting prop, the virtual shooting prop is controlled to release at least one shooting object into the virtual environment.

[0091] Step 430, in a case that a first shooting object in the at least one shooting object collides with a virtual object in the virtual environment, and the virtual object meets a ricochet condition, a ricochet probability is determined based on the first shooting object and the virtual object, the ricochet probability being used to represent a probability of the first shooting object producing a ricochet performance on the virtual object.

[0092] In some embodiments, even in a case that the first shooting object in the at least one shooting object collides with the virtual object in the virtual environment, and the virtual object meets the ricochet condition, the ricochet does not occur one hundred percent of the time. Similarly, the ricochet probability needs to be determined according to the incidence angle, the material category of the specific virtual object, the category of the shooting object, the category of the virtual shooting prop, and the like, to determine whether the ricochet occurs.

[0093] In some embodiments, the ricochet probability, also referred to as the ricochet rate, is a value that measures the probability of a shot object being ricocheted under certain conditions, which affects whether the shot object will be ricocheted when hitting a virtual object and the behavior of the shot object after being ricocheted.

[0094] In some embodiments, the ricochet probability is further affected by the attribute value of the first virtual character. Illustratively, when the attack value caused by the first virtual character on the second virtual character within a threshold time is greater than or equal to a first attack value threshold, the ricochet probability is increased. Illustratively, when the attack value received by the first virtual character from the second virtual character within a threshold time is greater than or equal to a second attack value threshold, the ricochet probability is decreased. In this way, the ricochet probability is combined with the attribute value of the virtual character, and when the output of the first virtual character is more (such as in a state of continuous attack and hitting), the ricochet probability is increased, and when the first virtual character is continuously attacked, the probability is decreased. This way embodies the competitive thinking of "fighting harder when being attacked", which is beneficial to improving the game experience of the user and enriching the form of human-computer interaction.

[0095] Specifically, how to determine the ricochet probability includes at least one of the following steps 431-434 (not shown in the figure).

[0096] Step 431, based on the material of the virtual object, determine the base value of the ricochet probability, different materials of virtual objects correspond to different base values.

[0097] Illustratively, different base values of the ricochet probability are set for different materials of virtual objects. Illustratively, based on the material of the virtual object, the smoother the material, the larger the base value, and the rougher the material, the smaller the base value. Illustratively, the base value is a value between 0 and 1.

[0098] Illustratively, a corresponding relationship table between the material of the virtual object and the base value of the ricochet probability is configured in advance. After the material of the virtual object is determined, the base value of the ricochet probability corresponding to the virtual object is determined from the corresponding relationship table.

[0099] Illustratively, the base value of the ricochet probability of metal > the base value of the ricochet probability of concrete > the base value of the ricochet probability of wood > the base value of the ricochet probability of soil.

[0100] Step 432, based on the incident angle of the collision between the first shot object and the virtual object, and the material of the virtual object, determine the scaling coefficient of the ricochet probability.

[0101] Illustratively, the scaling coefficient of the ricochet probability is configured in advance for different incident angles and materials of virtual objects. Illustratively, for different materials of virtual objects, the incident angle and the scaling coefficient of the ricochet probability satisfy different functional relationships. For example, Figure 6The function relationship between the incidence angle and the scaling coefficient of the metal and concrete ricochet probability is shown in the subgraph (a) of FIG. 6. Figure 6 The function relationship between the incidence angle and the scaling coefficient of the wood and soil ricochet probability is shown in the subgraph (b) of FIG. 6.

[0102] Exemplarily, the material of the virtual item is determined first. After the material of the virtual item is determined, the function relationship between the incidence angle and the scaling coefficient under the material is found. Further, the incidence angle is obtained, and the incidence angle is substituted into the function relationship to obtain the scaling coefficient.

[0103] Exemplarily, the scaling coefficient is a coefficient for scaling the ricochet probability. Exemplarily, the scaling coefficient is a value greater than 0 and less than or equal to 1. Exemplarily, the greater the incidence angle, the greater the scaling coefficient.

[0104] In step 433, the addition coefficient of the ricochet probability is determined according to the type of the first shot-out item. Different types of shot-out items correspond to different addition coefficients.

[0105] In some embodiments, the addition coefficient of the ricochet probability is determined according to the type of the virtual shooting prop to which the first shot-out item belongs. Different types of shot-out items correspond to different addition coefficients.

[0106] Exemplarily, different addition coefficients of the ricochet probability are set for different virtual shooting props. Exemplarily, the addition coefficient is a value between 0 and 1.

[0107] Exemplarily, a corresponding relationship table between the virtual shooting prop and the addition coefficient of the ricochet probability is configured in advance. After the category of the virtual shooting prop is determined, the addition coefficient of the ricochet probability is determined from the corresponding relationship table.

[0108] In some embodiments, as shown in Table 2 below, the corresponding relationship between the category of the virtual shooting prop to which the first shot-out item belongs, the addition coefficient, and the maximum ricochet times is shown.

[0109] Table 2: Corresponding relationship between the category of the virtual shooting prop to which the first shot-out item belongs, the addition coefficient, and the maximum ricochet times

[0110]

[0111] As shown in Table 2, for different categories of virtual shooting props, the types of the shot-out items released by the virtual shooting props are also different, the addition coefficients are also different, and the maximum ricochet times (or the set times, the maximum bounceable times) are also different.

[0112] In step 434, the ricochet probability is determined according to the base value of the ricochet probability, the scaling coefficient of the ricochet probability, and the addition coefficient of the ricochet probability.

[0113] Exemplarily, the product of the base value of the ricochet probability, the scaling coefficient of the ricochet probability, and the addition coefficient of the ricochet probability is determined as the ricochet probability. That is, the ricochet probability = the base value of the ricochet probability * the scaling coefficient of the ricochet probability * the addition coefficient of the ricochet probability.

[0114] Exemplarily, the product of the base value of the ricochet probability and the scaling coefficient of the ricochet probability is determined as the ricochet probability. That is, the ricochet probability = the base value of the ricochet probability * the scaling coefficient of the ricochet probability.

[0115] Exemplarily, the product of the base value of the ricochet probability and the addition coefficient of the ricochet probability is determined as the ricochet probability. That is, the ricochet probability = the base value of the ricochet probability * the addition coefficient of the ricochet probability.

[0116] Step 440, generating a random factor according to the ricochet probability.

[0117] Exemplarily, the random factor can be considered as different values, such as a second value, a third value, a fourth value, and the like. In some embodiments, the second value indicates that the first shooting object produces a ricochet performance on the virtual article, and the second value is taken as the generated random factor, and the generation probability thereof is equal to the ricochet probability. In some embodiments, other values except the second value indicate that the first shooting object does not produce a ricochet performance on the virtual article.

[0118] Step 450, in the case that the random factor indicates that the first shooting object produces a ricochet performance on the virtual article, displaying that the first shooting object produces a ricochet performance on the virtual article.

[0119] Exemplarily, in the case that the random factor is the second value, it is considered that the random factor indicates that the first shooting object produces a ricochet performance on the virtual article, and the first shooting object producing a ricochet performance on the virtual article is displayed.

[0120] Exemplarily, in the case that the random factor is other values except the second value, it is considered that the random factor does not indicate that the first shooting object produces a ricochet performance on the virtual article, or indicates that the first shooting object does not produce a ricochet performance on the virtual article, and the first shooting object producing a ricochet performance on the virtual article is not displayed.

[0121] The technical scheme provided by the embodiments of the present application determines the probability of the ricochet performance. Based on this, the ricochet performance displayed by the present application conforms to the probability distribution, which is beneficial to improve the accuracy of the ricochet. Further, the ricochet probability is affected by the base value of the ricochet probability, the scaling coefficient of the ricochet probability, and the addition coefficient of the ricochet probability. The base value of the ricochet probability is related to the material of the virtual object, the scaling coefficient of the ricochet probability is related to the incident angle and the material of the virtual object, and the addition coefficient of the ricochet probability is related to the type of the shot object. The determination of the ricochet probability in the present application integrates multiple factors, and the finally determined ricochet probability is the most suitable for the game situation and is relatively reasonable.

[0122] Please refer to Figure 5 which shows a flowchart of an interface display method provided by another embodiment of the present application. The execution subject of the method can be the terminal device 10 introduced above, such as the client of the target application program mentioned in the above embodiments. In the following method embodiment, in order to facilitate description, only the execution subject of each step is introduced as "client". The method can include at least one of the following steps (510-540):

[0123] Step 510, display a virtual environment, and the virtual environment includes a virtual shooting prop.

[0124] Step 520, in response to an operation on the virtual shooting prop, control the virtual shooting prop to release at least one shot object into the virtual environment.

[0125] Step 530, in a case where a first shot object in the at least one shot object collides with a virtual object in the virtual environment and the virtual object meets a ricochet condition, display a ricochet performance of the first shot object on the virtual object, wherein the ricochet condition is a condition for generating the ricochet performance.

[0126] Step 540, in a case where the first shot object generates the ricochet performance on the virtual object, determine that the number of times of ricochet of the first shot object is increased by a first value.

[0127] In some embodiments, the first value is fixed. For example, the first value is 1. That is, the number of times of ricochet of the first shot object is increased by 1 each time the first shot object ricochets.

[0128] In some embodiments, the number of times of ricochet of the first shot object is less than or equal to a set number of times, and the first shot object after generating the ricochet performance on the virtual object is allowed to collide with other virtual objects in the virtual environment again.

[0129] In some embodiments, when the number of times of ricochet of the first shot object is equal to the set number of times, it is considered that the first shot object no longer produces the ricochet performance. In some embodiments, when the number of times of ricochet of the first shot object is less than or equal to the set number of times, the first shot object after producing the ricochet performance on the virtual object is allowed to collide with other virtual objects in the virtual environment again.

[0130] Exemplarily, when the first shot object after producing the ricochet performance on the virtual object collides with other virtual objects in the virtual environment again, the above step 530 is re-executed. After the ricochet is triggered for the first time, the ricochet probability of the shot object is recalculated according to the material of the virtual object that is shot again. If the material of the virtual object that is shot again is not bounceable, the ricochet mechanism is stopped, and if the material of the virtual object that is shot again is bounceable, the ricochet is triggered, and the shot object stops triggering the ricochet mechanism after the maximum number of bounces.

[0131] In some embodiments, the first number is not fixed. Exemplarily, the first number needs to be determined according to the material of the virtual object. Exemplarily, different first numbers are set in advance for different materials of virtual objects. Considering that the consumption caused by bouncing the first shot object should be different for different materials of virtual objects, the first number is dynamically changed based on the material of the virtual object. Exemplarily, the first number corresponding to the case where the material of the virtual object is a smooth material is less than the first number corresponding to the case where the material of the virtual object is a rough material. That is, the first shot object can bounce 6 times on a virtual object with a smooth material, but can only bounce 3 times on a virtual object with a rough material. Exemplarily, bouncing once on a virtual object with a rough material is equivalent to bouncing twice on a virtual object with a smooth material.

[0132] The technical scheme provided by the embodiments of the present application improves the flexibility and diversity of the ricochet mode by dynamically adjusting the first number, which is beneficial to improving the efficiency of human-computer interaction.

[0133] The set number of times will be changed as follows.

[0134] In some embodiments, the virtual environment further includes a first virtual character holding a virtual shooting prop and a second virtual character in a different camp from the first virtual character.

[0135] In some embodiments, the set number of times is increased when a set condition is met between the first virtual character and the second virtual character.

[0136] Exemplarily, the set number of times (the maximum number of bounces, the maximum number of ricochets) in the present application can be fixed or can dynamically change with different game situations.

[0137] In some embodiments, the setting condition comprises at least one of the following: a distance between the first virtual character and the second virtual character is less than or equal to a first threshold value; a number of the second virtual characters in a range with the first virtual character as a center and a first setting distance as a radius is greater than or equal to a second threshold value; a difference between an attribute value of the first virtual character and an attribute value of the second virtual character is greater than or equal to a third threshold value.

[0138] Exemplarily, several conditions that can increase the setting number of times are given in the present application.

[0139] Exemplarily, the setting number of times is increased when the distance between the first virtual character and the second virtual character is less than or equal to the first threshold value. Exemplarily, the increased setting number of times is negatively correlated with the distance between the first virtual character and the second virtual character, that is, when the distance between the first virtual character and the second virtual character is smaller, the value of the increased setting number of times is greater. At this time, it is indicated that the second virtual character is close to the first virtual character (the enemy is close). At this time, the setting number of times is increased for the protection of the first virtual character, so as to improve the hit rate on the second virtual character.

[0140] Exemplarily, the setting number of times is increased when the number of the second virtual characters in the range with the first virtual character as the center and the first setting distance as the radius is greater than or equal to the second threshold value. Exemplarily, the increased setting number of times is positively correlated with the number of the second virtual characters, that is, when the number of the second virtual characters near the first virtual character is greater, the value of the increased setting number of times is greater. At this time, it is indicated that there are more second virtual characters (more enemies) near the first virtual character. At this time, the setting number of times is also increased for the protection of the first virtual character, so as to improve the hit rate on at least one second virtual character.

[0141] Exemplarily, the setting number of times is increased when the difference between the attribute value of the first virtual character and the attribute value of the second virtual character is greater than or equal to the third threshold value. Exemplarily, the increased setting number of times is positively correlated with the difference, that is, when the difference is greater, the value of the increased setting number of times is greater. At this time, it is indicated that the difference between the first virtual character and the second virtual character is greater (for example, the first virtual character is at a disadvantage, while the second virtual character is at an advantage). At this time, the setting number of times is also increased for the protection of the first virtual character, so as to improve the hit rate on at least one second virtual character, so as to avoid the situation that one side is overwhelmingly strong as much as possible. It is friendly to both novice players and veteran players, that is, it is beneficial to improve the skill level of the veteran players, and can also improve the game experience of the novice players.

[0142] The display of the setting bouncing point and the placement of the virtual item are introduced below.

[0143] In some embodiments, based on the first virtual character and the second virtual character, a set bounce point is displayed, the set bounce point being a point at which the second virtual character will be hit when a second projectile in the at least one projectile has a bounce behavior at the set bounce point.

[0144] Exemplarily, the position of the set bounce point is determined according to the real-time positions of the first virtual character and the second virtual character. Exemplarily, the position of the set bounce point is determined according to the real-time positions of the first virtual character and the second virtual character and a running trend. Exemplarily, when the first virtual character controls the virtual shooting prop to release a projectile in the direction of the set bounce point, the second virtual character in running will be hit in the case that the set bounce point has a bounce behavior.

[0145] Exemplarily, the terminal device or the server will give a plurality of set bounce points according to the real-time positions of the first virtual character and the second virtual character. Exemplarily, the plurality of set bounce points are highlighted in the virtual environment.

[0146] Of course, considering that the set bounce point may or may not have a virtual object satisfying the bounce condition, the following processing is performed respectively for the two cases.

[0147] In some embodiments, in the case that the set bounce point has a virtual object satisfying the bounce condition, the virtual shooting prop is controlled to release at least one projectile in the virtual environment towards the set bounce point in response to an operation on the virtual shooting prop.

[0148] Exemplarily, in the case that the set bounce point has a virtual object satisfying the bounce condition, the virtual shooting prop is directly controlled to release at least one projectile in the virtual environment towards the set bounce point, which can hit the second virtual character.

[0149] In some embodiments, in the case that the set bounce point does not have a virtual object satisfying the bounce condition, a placement interface for placing a virtual object satisfying the bounce condition at the set bounce point is displayed; and the virtual shooting prop is controlled to release at least one projectile in the virtual environment towards the set bounce point in response to an operation on the virtual shooting prop.

[0150] Exemplarily, in the case that the set bounce point does not have a virtual object satisfying the bounce condition, if there is a virtual object at the point originally, but it does not satisfy the bounce condition, the virtual object is replaced with a virtual object satisfying the bounce condition. Exemplarily, in the case that the set bounce point does not have a virtual object satisfying the bounce condition, if there is no virtual object at the point originally, a virtual object satisfying the bounce condition is directly placed at the point.

[0151] Exemplarily, a replacement screen is displayed in which a virtual item satisfying the jump condition is replaced for a virtual item not satisfying the jump condition at the set jump point; and in response to an operation on the virtual shooting prop, the virtual shooting prop is controlled to release at least one shooting object into the virtual environment towards the set jump point.

[0152] Exemplarily, a placement screen is displayed in which a virtual item satisfying the jump condition is placed at the set jump point; and in response to an operation on the virtual shooting prop, the virtual shooting prop is controlled to release at least one shooting object into the virtual environment towards the set jump point.

[0153] The technical solution of the embodiment of the present application sets the jump point, reduces the operation difficulty, improves the shooting experience of the user, and enriches the human-computer interaction form.

[0154] The probability prompt information is displayed.

[0155] In some embodiments, the probability prompt information is used to prompt the hit probability corresponding to the shooting angle, the shooting angle is an angle at which the virtual shooting prop releases at least one shooting object into the virtual environment, and the hit probability corresponding to the shooting angle is a probability of hitting the second virtual character after the at least one shooting object is released at the shooting angle and produces the jump performance or does not produce the jump performance.

[0156] Exemplarily, the probability prompt information is displayed in the process of aiming before the virtual shooting prop releases the shooting object.

[0157] Exemplarily, the hit probability is calculated by the terminal device or the server based on the shooting angle, the real-time positions of the first virtual character and the second virtual character.

[0158] Exemplarily, the hit probability corresponding to the shooting angle is a probability of hitting the second virtual character after the at least one shooting object is released at the shooting angle and produces the jump performance. Exemplarily, the hit probability corresponding to the shooting angle is a probability of hitting the second virtual character after the at least one shooting object is released at the shooting angle and produces one jump performance. Exemplarily, the hit probability corresponding to the shooting angle is a probability of hitting the second virtual character after the at least one shooting object is released at the shooting angle and produces multiple jump performances. Exemplarily, the hit probability corresponding to the shooting angle is a probability of directly hitting the second virtual character after the at least one shooting object is released at the shooting angle and does not produce the jump performance.

[0159] The technical solution provided by the embodiment of the present application indicates the user to calibrate the shooting angle by displaying the probability prompt information, so as to improve the hit rate on the second virtual character.

[0160] The jump prompt information is displayed.

[0161] In some embodiments, the jump prompt information is displayed in a case where the first shooting object produces a jump performance on the virtual object, and the jump prompt information is used to indicate that the first shooting object produces the jump performance.

[0162] Exemplarily, the jump prompt information is displayed in a case where the first shooting object produces a jump performance on the virtual object. Exemplarily, the jump prompt information is used to indicate that the first shooting object produces the jump performance, and the jump prompt information is at least one of a text prompt, a picture prompt, and an animation prompt.

[0163] Exemplarily, an explosion animation is displayed at the collision point in a case where the first shooting object produces a jump performance on the virtual object, and the explosion animation is an animation prompt. Exemplarily, a text "jump occurs ~" is displayed in a case where the first shooting object produces a jump performance on the virtual object, and the text "jump occurs ~" is a text prompt. Exemplarily, the text prompt can float in the form of a barrage.

[0164] The technical solution provided by the embodiments of the present application improves the user's perception of the jump by displaying the jump prompt information. Further, it is beneficial to timely adjust the shooting angle to achieve the hit on the second virtual role.

[0165] The triggering of the jump sound effect is introduced below.

[0166] In some embodiments, the jump sound effect is triggered or not triggered according to the shooting mode in which the virtual shooting prop is located and the jump situation of the at least one shooting object, the shooting mode in which the virtual shooting prop is located is determined according to the operation on the virtual shooting prop, and the jump situation includes producing a jump performance or not producing a jump performance.

[0167] Exemplarily, different jump sound effects can be set for virtual objects of different materials, shooting objects of different types, virtual shooting props of different types, and the like. Exemplarily, the different jump sound effects include, but are not limited to, different tones and different timbres.

[0168] Exemplarily, the virtual shooting prop is controlled to enter different shooting modes in response to the operation on the virtual shooting prop.

[0169] Exemplarily, the jump sound effect is triggered in a case where the shooting object produces a jump performance. Exemplarily, the jump sound effect is not triggered in a case where the shooting object does not produce a jump performance.

[0170] In some embodiments, in a case where it is determined that the virtual shooting prop is in a first shooting mode based on the operation on the virtual shooting prop, if other shooting objects than the last shooting object among the at least one shooting object produce a jump performance, the jump sound effect is randomly triggered.

[0171] For example, the first shooting mode is also called the automatic firing mode. In this mode, if an object fired before the last fired object ricochets, a ricochet sound effect is randomly triggered according to a preset probability. That is, the ricochet sound effect is not triggered every time a ricochet occurs, reducing the probability of triggering the ricochet sound effect and preventing users from being affected by redundant sound effects and losing their real perception of the game.

[0172] In some embodiments, when the operation on the virtual shooting prop is a long press operation on the shooting control, the virtual shooting prop is determined to be in a first shooting mode.

[0173] For example, the shooting control can also be called a firing control. In some embodiments, when the operation on the virtual shooting prop is a long press operation on the firing control, it is determined that the virtual shooting prop is in a first shooting mode. That is, in response to a long press operation on the firing control, it is determined that the virtual shooting prop is in a first shooting mode. For example, the operation interval of the long press operation is greater than the interval of the virtual shooting prop releasing the fired object.

[0174] For example, in response to a re-triggering operation of the firing control, it is considered that the first firing mode has been exited. For example, in response to a re-triggering operation of the firing control, it is considered that the first firing mode has been exited.

[0175] For example, such as Figure 7 As shown, n represents the number of objects fired, and n is an integer. For example, if the last fired object 700 bounces, the bouncing sound effect will be triggered when the trigger is released again.

[0176] In some embodiments, if the virtual shooting prop is determined to be in the second shooting mode based on the operation of the virtual shooting prop, and if at least one of the fired objects, except for the last fired object, exhibits a ricocheting behavior, the ricocheting sound effect is not triggered.

[0177] In some embodiments, when the virtual shooting prop is in a first shooting mode or a second shooting mode, if the last of the at least one shot object ricochets, a ricochet sound effect is triggered; if the last of the at least one shot object does not ricochet, a ricochet sound effect is not triggered.

[0178] In some embodiments, when the operation on the virtual shooting prop is a continuous press operation on the shooting control, the virtual shooting prop is determined to be in a second shooting mode. For example, a continuous press operation can also be understood as multiple press operations.

[0179] Exemplarily, the second shooting mode is also called a continuous firing mode. In this mode, the bounce sound effect is not triggered when the last projectile before the last projectile is bounced. That is, the bounce sound effect is not triggered every time the bounce occurs, avoiding the triggering of the bounce sound effect, which may affect the user's real perception of the game.

[0180] Exemplarily, the shooting control can also be called a firing control. In some embodiments, the virtual shooting prop is determined to be in the second shooting mode when the operation on the virtual shooting prop is a continuous pressing operation on the firing control. That is, the virtual shooting prop is determined to be in the second shooting mode in response to the continuous pressing operation on the firing control.

[0181] Exemplarily, as shown in Figure 7 , n represents the number of projectiles, and n is an integer. Exemplarily, when the last projectile 700 is bounced, and the last projectile corresponds to the last trigger operation in the continuous pressing operation on the firing control, the bounce sound effect is triggered at the same time as the last trigger operation is released.

[0182] Exemplarily, regardless of the shooting mode of the virtual shooting prop, the last projectile in the at least one projectile indicates the end of the shooting phase, and triggering the bounce sound effect does not affect the user's perception of the game.

[0183] Please refer to Figure 8 , Figure 8 800 of FIG. 8 shows a block diagram of a method for determining a bounce performance according to an embodiment of the present application. First, the material of the virtual object needs to be determined. When the hit is a bounceable material, it is also necessary to determine whether the current bounce number is greater than the maximum bounceable number. If so, it means that the bounce does not occur. When the hit is a non-bounceable material, it also means that the bounce does not occur. Further, when the bounce number is not greater than the maximum bounceable number, a random factor is simulated according to the bounce probability to determine whether the bounce can occur. If it is indicated that the bounce can occur, the bounce occurs, otherwise the bounce does not occur. It should be noted that the bounce and the bounce in the present application can be considered as the same meaning, and are not further distinguished.

[0184] Please refer to Figure 9 , Figure 9 900 of FIG. 9 shows a block diagram of a method for determining a reflection angle according to an embodiment of the present application. The included angle between the current incident vector and the normal vector of the collision point surface is calculated, which is considered as the incident angle. The reflection operation is performed on the incident angle to determine the outgoing angle. At this time, the outgoing angle should be the same as the incident angle, and then the outgoing vector is determined.

[0185] The technical scheme provided by the embodiment of the application considers that the ricochet sound effect is a prompt sound, if the sound is triggered every time the player fires, it is easy to interfere with the audio-visual feedback of the player. Therefore, it is necessary to try to reduce the probability of the player hearing the ricochet sound effect. Therefore, when the number of shooting objects fired by the virtual shooting prop in the second shooting mode (continuous firing mode) is not large due to the high firing speed, the number of times of playing the ricochet sound effect is reduced as much as possible, and the playing logic of the ricochet sound effect of the virtual shooting prop in the first shooting mode (automatic firing mode) is decoupled.

[0186] The technical scheme provided by the embodiment of the application proposes a new design of a ricochet mechanism and experience, which can trigger the ricochet mechanism when different shooting objects hit different bounceable materials, and enable the player to experience a more realistic battlefield atmosphere and deeply feel the tension of the battle and the reality of the operation through corresponding special effects and sound effects. The unpredictable ricochet mechanism can affect the experience of the battle to some extent, and also bring the player additional freshness and stimulation. At the same time, detailed sound effect design can effectively render the environment atmosphere and deepen the interpretation of the realistic style of the game.

[0187] The following is an apparatus embodiment of the present application, which can be used to execute the method embodiments of the present application. For details not disclosed in the apparatus embodiments of the present application, please refer to the method embodiments of the present application.

[0188] Please refer to Figure 10 which shows a block diagram of an interface display device provided by an embodiment of the present application. The device has the functions of implementing the above-mentioned method examples, which can be implemented by hardware or corresponding software executed by hardware. The device can be the terminal device introduced above, or can be arranged in the terminal device. As Figure 10 shown, the device 1000 can include a display module 1010, a control module 1020, and a ricochet module 1030.

[0189] The display module 1010 is configured to display a virtual environment, wherein the virtual environment includes a virtual shooting prop.

[0190] The control module 1020 is configured to control the virtual shooting prop to release at least one shooting object into the virtual environment in response to an operation on the virtual shooting prop.

[0191] The ricochet module 1030 is configured to display a ricochet performance of a first shooting object on a virtual object in the virtual environment when the first shooting object collides with the virtual object and the virtual object meets a ricochet condition, wherein the ricochet condition is a condition for generating the ricochet performance.

[0192] In some embodiments, the ricochet condition comprises at least one of the following: a material of the virtual item belongs to a set category of materials; a number of times of ricochet of the first projectile object is less than a set number of times; the virtual environment belongs to a set category of virtual environments; the virtual shooting prop belongs to a set category of virtual shooting props.

[0193] In some embodiments, the ricochet module 1030 is further configured to determine, based on the first projectile object and the virtual item, a ricochet probability, the ricochet probability representing a probability of the first projectile object producing the ricochet performance on the virtual item; generate a random factor according to the ricochet probability; and perform the step of displaying the first projectile object producing the ricochet performance on the virtual item if the random factor indicates that the first projectile object produces the ricochet performance on the virtual item.

[0194] In some embodiments, the ricochet module 1030 is further configured to determine, based on a material of the virtual item, a base value of the ricochet probability, different materials of virtual items corresponding to different base values; determine, based on an incident angle of collision between the first projectile object and the virtual item, the material of the virtual item, a scaling coefficient of the ricochet probability; determine, according to a type of the first projectile object, an additive coefficient of the ricochet probability, different types of projectile objects corresponding to different additive coefficients; and determine the ricochet probability according to the base value of the ricochet probability, the scaling coefficient of the ricochet probability, and the additive coefficient of the ricochet probability.

[0195] In some embodiments, the ricochet module 1030 is further configured to determine, if the first projectile object produces the ricochet performance on the virtual item, that a number of times of ricochet of the first projectile object is increased by a first value; and wherein the number of times of ricochet of the first projectile object is less than or equal to a set number of times, and the first projectile object, after producing the ricochet performance on the virtual item, is allowed to collide with other virtual items in the virtual environment again.

[0196] In some embodiments, the virtual environment further comprises a first virtual character holding the virtual shooting prop and a second virtual character in a different camp from the first virtual character.

[0197] In some embodiments, the ricochet module 1030 is further configured to increase the set number of times in a case where a set condition is met between the first virtual character and the second virtual character, and the set condition comprises at least one of: a distance between the first virtual character and the second virtual character is less than or equal to a first threshold value; a number of the second virtual characters within a range with the first virtual character as a center and a first set distance as a radius is greater than or equal to a second threshold value; and a difference between an attribute value of the first virtual character and an attribute value of the second virtual character is greater than or equal to a third threshold value.

[0198] In some embodiments, the ricochet module 1030 is further configured to display a set ricochet point based on the first virtual character and the second virtual character, the set ricochet point being a point at which a second projectile in the at least one projectile hits the second virtual character after the second projectile produces the ricochet performance at the set ricochet point; in a case where the set ricochet point has a virtual item meeting the ricochet condition, control the virtual shooting prop to release at least one projectile into the virtual environment towards the set ricochet point in response to the operation on the virtual shooting prop; in a case where the set ricochet point does not have a virtual item meeting the ricochet condition, display a placement screen for placing a virtual item meeting the ricochet condition at the set ricochet point; and control the virtual shooting prop to release at least one projectile into the virtual environment towards the set ricochet point in response to the operation on the virtual shooting prop.

[0199] In some embodiments, the display module 1010 is further configured to display probability prompt information for prompting a hit probability corresponding to a shooting angle, the shooting angle being an angle at which the virtual shooting prop releases the at least one projectile into the virtual environment, and the hit probability corresponding to the shooting angle being a probability of hitting the second virtual character after releasing the at least one projectile at the shooting angle to produce the ricochet performance or not to produce the ricochet performance.

[0200] In some embodiments, the display module 1010 is further configured to display ricochet prompt information in a case where the first projectile produces the ricochet performance on the virtual item, the ricochet prompt information being used to indicate that the first projectile produces the ricochet performance.

[0201] In some embodiments, the ricochet module 1030 is further configured to trigger or not trigger a ricochet sound effect according to a shooting mode of the virtual shooting prop and a ricochet condition of the at least one projectile, the shooting mode of the virtual shooting prop being determined by the operation on the virtual shooting prop, and the ricochet condition comprising producing a ricochet performance or not producing a ricochet performance.

[0202] In some embodiments, the ricochet module 1030 is further configured to, in a case where it is determined, based on the operation for the virtual shooting prop, that the virtual shooting prop is in a first shooting mode, randomly trigger the ricochet sound effect if the ricochet performance is generated by any of the at least one shooting object except the last shooting object; in a case where it is determined, based on the operation for the virtual shooting prop, that the virtual shooting prop is in a second shooting mode, not trigger the ricochet sound effect if the ricochet performance is generated by any of the at least one shooting object except the last shooting object; in a case where the virtual shooting prop is in the first shooting mode or the second shooting mode, trigger the ricochet sound effect if the ricochet performance is generated by the last shooting object of the at least one shooting object; and not trigger the ricochet sound effect if the ricochet performance is not generated by the last shooting object of the at least one shooting object.

[0203] In some embodiments, the control module 1020 is further configured to, in a case where the operation for the virtual shooting prop is a long press operation for a shooting control, determine that the virtual shooting prop is in the first shooting mode; and in a case where the operation for the virtual shooting prop is a continuous press operation for a shooting control, determine that the virtual shooting prop is in the second shooting mode.

[0204] It should be noted that the apparatus provided in the above embodiments, in realizing its functions, only takes the above-mentioned division of each functional module as an example, and in actual application, the above-mentioned functions can be completed by different functional modules according to needs, that is, the content structure of the device is divided into different functional modules to complete all or part of the above-described functions. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments, which will not be repeated here.

[0205] For reference Figure 11 , which shows a structure block diagram of a terminal device 1100 provided in an embodiment of the present application. The terminal device 1100 can be a terminal device 10 in the implementation environment shown in Figure 1 to implement the interface display method provided in the above embodiments. Specifically:

[0206] Generally, the terminal device 1100 includes a processor 1101 and a memory 1102.

[0207] The processor 1101 can include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1101 can be implemented in at least one of a hardware form of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), a PLA (Programmable Logic Array). The processor 1101 can also include a main processor and a coprocessor, the main processor being a processor for processing data in an awake state, also known as a CPU (Central Processing Unit), and the coprocessor being a low-power processor for processing data in a standby state. In some embodiments, the processor 1101 can be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing the content required to be displayed on the display screen. In some embodiments, the processor 1101 can also include an AI (Artificial Intelligence) processor for processing machine learning-related computing operations.

[0208] The memory 1102 can include one or more computer-readable storage media that can be non-transitory. The memory 1102 can also include a high-speed random access memory, and a nonvolatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1102 is configured to store a computer program configured to be executed by one or more processors to implement the interface display method described above.

[0209] In some embodiments, the terminal device 1100 can also optionally include a peripheral device interface 1103 and at least one peripheral device. The processor 1101, the memory 1102, and the peripheral device interface 1103 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 1103 through a bus, a signal line, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1104, a display screen 1105, an audio circuit 1107, and a power supply 1108.

[0210] Those skilled in the art can understand that the structure shown in the above description is not a limitation on the terminal device 1100, and can include more or fewer components than the illustration, or combine certain components, or use different component arrangements. Figure 11 The terminal device 1100 shown in the above description does not constitute a limitation on the terminal device 1100, and can include more or fewer components than the illustration, or combine certain components, or use different component arrangements.

[0211] In an example embodiment, a computer readable storage medium is also provided, in which a computer program is stored, the computer program being executed by a processor to implement the interface display method described above. Optionally, the computer readable storage medium can include a ROM (Read-Only Memory), a RAM (Random Access Memory), a SSD (Solid State Drives), an optical disc, or the like. Among them, the random access memory can include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0212] In an example embodiment, a computer program product is also provided, which includes a computer program stored in a computer readable storage medium. The processor of the terminal device reads the computer program from the computer readable storage medium, and executes the computer program, so that the terminal device executes the interface display method described above.

[0213] It should be noted that the collection and processing of related data (including virtual shooting props, virtual items, etc.) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and within the scope of authorization of laws and regulations and the personal information subject, carry out subsequent data use and processing behavior.

[0214] It should be understood that "multiple" referred to herein means two or more. "And / or" describes the association relationship of associated objects, which means that there can be three relationships, for example, A and / or B can mean that A exists alone, A and B exist together, and B exists alone. The character " / " generally represents that the associated objects before and after it are in an "or" relationship. In addition, the step numbers described herein only exemplarily show a possible execution order between steps, and in some other embodiments, the above steps can also be executed in a different order from the numbering order, such as executing two different numbered steps at the same time, or executing two different numbered steps in an order opposite to the illustration, and the embodiments of the present application do not limit this.

[0215] The above only describes example embodiments of the present application and does not limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A method for displaying an interface, characterized in that, The method includes: Display a virtual environment, which includes virtual shooting props; In response to an operation on the virtual shooting prop, control the virtual shooting prop to release at least one projectile into the virtual environment; When the first ejected object in the at least one ejected object collides with a virtual object in the virtual environment, and the virtual object meets the ricochet condition, the first ejected object is displayed to ricochet on the virtual object, wherein the ricochet condition is the condition for the ricochet to occur.

2. The method according to claim 1, characterized in that, The ricochet condition includes at least one of the following: The material of the virtual item belongs to a defined category; The number of ricochets of the first ejected object is less than the set number; The virtual environment belongs to a defined category; The virtual shooting props belong to a specific category of virtual shooting props.

3. The method according to claim 1 or 2, characterized in that, The method further includes: Based on the first ejected object and the virtual item, a ricochet probability is determined, wherein the ricochet probability is used to characterize the probability that the first ejected object produces the ricochet behavior on the virtual item; A random factor is generated based on the ricochet probability; When the random factor indicates that the first launched object produces the ricochet behavior on the virtual item, the step of displaying the first launched object producing the ricochet behavior on the virtual item is performed.

4. The method according to claim 3, characterized in that, The step of determining the ricochet probability based on the first launched object and the virtual item includes: Based on the material of the virtual item, a base value for the ricochet probability is determined, with different base values ​​corresponding to virtual items of different materials; Based on the incident angle of the collision between the first ejected object and the virtual item, and the material of the virtual item, the scaling factor of the ricochet probability is determined; The bonus coefficient for the ricochet probability is determined based on the type of the first ejected object; different types of ejected objects correspond to different bonus coefficients. The ricochet probability is determined based on the base value of the ricochet probability, the scaling factor of the ricochet probability, and the additive factor of the ricochet probability.

5. The method according to any one of claims 1 to 4, characterized in that, The method further includes: If the first launched object ricochets on the virtual item, the number of ricochets of the first launched object is increased by a first value. Wherein, the number of ricochets of the first launched object is less than or equal to a set number, and the first launched object that has generated the ricochet behavior on the virtual item is allowed to collide with other virtual items in the virtual environment again.

6. The method according to claim 5, characterized in that, The virtual environment also includes a first virtual character holding the virtual shooting prop and a second virtual character belonging to a different faction than the first virtual character. The method further includes: If the set conditions are met between the first virtual character and the second virtual character, the set number of times is increased; The set conditions include at least one of the following: the distance between the first virtual character and the second virtual character is less than or equal to a first threshold; the number of the second virtual characters within a radius of the first virtual character as the center and the first set distance as the radius is greater than or equal to a second threshold; the difference between the attribute values ​​of the first virtual character and the attribute values ​​of the second virtual character is greater than or equal to a third threshold.

7. The method according to claim 6, characterized in that, The method further includes: Based on the first virtual character and the second virtual character, a set ricochet point is displayed. The set ricochet point is the point where the second projectile among the at least one projectile will hit the second virtual character after the projectile ricochets at the set ricochet point. If a virtual object that satisfies the ricochet condition exists at the set ricochet point, in response to an operation on the virtual shooting prop, the virtual shooting prop is controlled to release at least one projectile object into the virtual environment toward the set ricochet point. If no virtual item that meets the ricochet condition exists at the set ricochet point, a placement screen is displayed where a virtual item that meets the ricochet condition is placed at the set ricochet point; in response to an operation on the virtual shooting prop, the virtual shooting prop is controlled to release at least one projectile into the virtual environment toward the set ricochet point.

8. The method according to any one of claims 5 to 7, characterized in that, The method further includes: The probability prompt information is used to indicate the hit probability corresponding to the shooting angle. The shooting angle refers to the angle at which the virtual shooting prop releases the at least one projectile into the virtual environment. The hit probability corresponding to the shooting angle is the probability that the second virtual character is hit after the at least one projectile is released at the shooting angle and either the ricochet occurs or the ricochet does not occur.

9. The method according to any one of claims 1 to 8, characterized in that, The method further includes: When the first launched object produces the ricochet behavior on the virtual item, a ricochet warning message is displayed, which is used to indicate that the first launched object produced the ricochet behavior.

10. The method according to any one of claims 1 to 9, characterized in that, The method further includes: The ricochet sound effect is triggered or not triggered depending on the firing mode of the virtual shooting prop and the ricochet status of the at least one fired object. The firing mode of the virtual shooting prop is determined by the operation on the virtual shooting prop, and the ricochet status includes whether or not a ricochet occurs.

11. The method according to claim 10, characterized in that, The step of triggering or not triggering a ricochet sound effect based on the firing mode of the virtual shooting prop and the ricochet status of at least one fired object includes: If, based on the operation performed on the virtual shooting prop, it is determined that the virtual shooting prop is in the first shooting mode, and if any of the at least one fired object other than the last fired object produces the ricochet behavior, then the ricochet sound effect is randomly triggered. If the virtual shooting prop is determined to be in the second shooting mode based on the operation on the virtual shooting prop, and if any of the at least one shot object other than the last shot object produces the ricochet behavior, the ricochet sound effect will not be triggered. When the virtual shooting prop is in the first shooting mode or the second shooting mode, if the last of the at least one shot-out object produces the ricochet behavior, the ricochet sound effect is triggered; if the last of the at least one shot-out object does not produce the ricochet behavior, the ricochet sound effect is not triggered.

12. The method according to claim 10 or 11, characterized in that, The method further includes: When the operation on the virtual shooting prop is a long press operation on the shooting control, it is determined that the virtual shooting prop is in the first shooting mode; When the operation on the virtual shooting prop is a continuous pressing operation on the shooting control, it is determined that the virtual shooting prop is in the second shooting mode.

13. An interface display device, characterized in that, The device includes: The display module is used to display a virtual environment, which includes virtual shooting props; A control module is configured to, in response to an operation on the virtual shooting prop, control the virtual shooting prop to release at least one projectile into the virtual environment; A ricochet module is used to display that the first ejected object ricochets with a virtual object in the virtual environment when the first ejected object collides with a virtual object in the virtual environment and the virtual object meets the ricochet condition. The ricochet condition is the condition for generating the ricochet behavior.

14. A terminal device, characterized in that, The terminal device includes a processor and a memory, the memory storing a computer program, which is loaded and executed by the processor to implement the interface display method as described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which is loaded and executed by a processor to implement the interface display method as described in any one of claims 1 to 12.

16. A computer program product, characterized in that, The computer program product includes a computer program that is loaded and executed by a processor to implement the interface display method as described in any one of claims 1 to 12.