Virtual item use method and device, electronic equipment, computer readable storage medium and computer program product

By displaying virtual prop controls and movable graphic elements in a virtual scene, precise interactive control of virtual objects is achieved, solving the problems of low resource utilization and high logical coupling caused by the independent functions of virtual props, and improving the resource utilization of electronic devices and the reusability of props.

CN121911092APending Publication Date: 2026-04-24TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2026-02-26
Publication Date
2026-04-24

AI Technical Summary

Technical Problem

In existing technologies, the functional implementation logic of virtual props is independent, resulting in low resource utilization efficiency, high coupling between interaction triggering and effect activation logic, inability to enable users to control the intensity of effects, and lack of a general technical framework, leading to poor reusability and scalability.

Method used

By displaying virtual prop usage controls and movable graphic elements in a virtual scene, the system responds to user operations to control virtual objects to use props and determines the position of graphic elements to obtain a virtual protective layer. This achieves precise correspondence between interactive commands and effects, reduces logical coupling, and establishes a generalized technical framework.

Benefits of technology

It improves the resource utilization of electronic devices, enhances the accuracy of interactive judgment, reduces unnecessary computational overhead, and strengthens the technical reusability and scalability of virtual props.

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Abstract

The invention provides a virtual item using method and device, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the steps that in a virtual scene, a first virtual object equipped with a virtual item is displayed, and a use control corresponding to the virtual item is displayed; displaying the movable graphic element, and controlling the movable graphic element to move; in response to a trigger operation for the use control, controlling the first virtual object to use the virtual item to execute a corresponding operation, and controlling the movable graphic element to stop moving; if the stop position of the movable graphic element is located in the first area, the first virtual object is controlled to obtain a virtual protection layer, and the virtual protection layer is used for blocking attacks on the first virtual object. Through the application, the resource utilization rate of the electronic equipment is improved.
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Description

Technical Field

[0001] This application relates to computer technology, and more particularly to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for using virtual props. Background Technology

[0002] In related technologies, special protective effects can be achieved by combining virtual props with real-time interaction mechanisms, and area-of-effect attribute bonuses or healing can be achieved through skills. However, users cannot control the intensity of the effects independently, and the functional logic of various virtual props is relatively independent, which not only reduces the resource utilization efficiency of electronic devices, but also makes the technology reusability and scalability poor. Summary of the Invention

[0003] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for using virtual props, thereby improving the resource utilization rate of electronic devices.

[0004] The technical solution of this application embodiment is implemented as follows: This application provides a method for using virtual items, the method including: In the virtual scene, the first virtual object equipped with virtual props is displayed, along with the corresponding usage controls for the virtual props; Display movable graphic elements and control the movement of the movable graphic elements; In response to a trigger operation on the control, the first virtual object is controlled to perform a corresponding operation using the virtual prop, and the movable graphic element is controlled to stop moving; If the stop position of the movable graphic element is in the first region, the first virtual object is controlled to obtain a virtual protection layer, which is used to block attacks on the first virtual object.

[0005] This application provides a device for using virtual items, the device comprising: The first display module is used to display a first virtual object equipped with virtual props in a virtual scene, and to display the corresponding usage controls for the virtual props; The first control module is used to display movable graphic elements and control the movable graphic elements to move. The second control module is used to respond to the trigger operation of the control, control the first virtual object to perform the corresponding operation using the virtual prop, and control the movable graphic element to stop moving; The third control module is used to control the first virtual object to obtain a virtual protection layer if the stopping position of the movable graphic element is in the first area. The virtual protection layer is used to block attacks on the first virtual object.

[0006] In the above scheme, the device for using the virtual prop further includes: a second display module, used to display a virtual prop control corresponding to the virtual prop before displaying the first virtual object equipped with the virtual prop and the corresponding usage control of the virtual prop, and to display at least one functional control for controlling the first virtual object; the first display module is further used to control the first virtual object to equip the virtual prop and display the first virtual object equipped with the virtual prop in response to a trigger operation on the virtual prop control; cancel the display of at least one of the functional controls and display the corresponding usage control of the virtual prop.

[0007] In the above scheme, the device for using the virtual props further includes: a first switching module, used to control the first virtual object to unequip the virtual props when the duration of the first virtual object equipping the virtual props reaches a first duration threshold, and to switch the state of the virtual prop control from the use state to the cooldown state.

[0008] In the above scheme, the virtual prop is a playable virtual music prop. The second control module is further configured to respond to a trigger operation on the control, control the first virtual object to use the virtual music prop to perform a first performance operation, and play a sound effect corresponding to the virtual prop; when there is a second virtual object within a first preset range centered on the first virtual object, control the first attribute value of the second virtual object to increase; wherein the second virtual object and the first virtual object are in the same camp.

[0009] In the above scheme, the movable graphic element is displayed in the interface of the virtual scene, and the interface also displays a graphic carrier, which includes the first area; the first control module is also used to control the movable graphic element to move back and forth continuously on the graphic carrier.

[0010] In the above scheme, there are multiple first regions, and different first regions correspond to different protection values ​​of the virtual protection layer. The protection value is used to indicate the damage value that the virtual protection layer can block. The third control module is also used to control the first virtual object to obtain a virtual protection layer with a corresponding protection value if the stopping position of the movable graphic element is in the first region on the graphic carrier.

[0011] In the above scheme, the graphic carrier includes a second region, and the device for using the virtual prop further includes a debuff module, used to control the first virtual object to obtain a debuff effect if the stopping position of the movable graphic element is in the second region.

[0012] In the above scheme, the device for using the virtual props further includes: a fourth control module, used to control the first virtual object to lose the virtual protection layer when the first virtual object is attacked after the first virtual object obtains the virtual protection layer, and to control the attribute value of the first virtual object to remain unchanged; or, when the first virtual object is attacked at least once, and the sum of the damage values ​​caused by the at least one attack is greater than or equal to a preset damage value, to control the first virtual object to lose the virtual protection layer.

[0013] In the above scheme, the device for using the virtual props further includes: a fourth display module for displaying a first attribute indicator bar, the first attribute indicator bar being used to indicate the attribute value of the second attribute of the first virtual object; the device for using the virtual props further includes: an overlay display module for overlaying and displaying a protection layer bar on the first attribute indicator bar after the first virtual object is controlled to obtain the virtual protection layer, the protection layer bar being used to indicate that the first virtual object has obtained the virtual protection layer.

[0014] In the above scheme, the device for using the virtual prop further includes: an attribute increasing module, used to control the attribute value of the second attribute of the first virtual object to increase at a preset rate after the first virtual object is equipped with the virtual prop, when the attribute value of the second attribute of the first virtual object has not reached the maximum attribute value.

[0015] In the above scheme, the device for using the virtual prop further includes: a fifth display module, used to display a second attribute indicator bar, the second attribute indicator bar being used to indicate the attribute value of the second attribute of the first virtual object; displaying a sub-indicator bar corresponding to the size of the attribute value within the second attribute indicator bar; and splicing a third attribute indicator bar at the end of the sub-indicator bar in the second attribute indicator bar; wherein the third attribute indicator bar is used to indicate the size by which the attribute value of the second attribute of the first virtual object can be increased; the device for using the virtual prop further includes: a fifth control module, used to control the sub-indicator bar in the second attribute indicator bar to cover the third attribute indicator bar at the preset rate after the attribute value of the second attribute of the first virtual object increases at a preset rate; or, control the sub-indicator bar in the second attribute indicator bar to grow at the preset rate and control the third attribute indicator bar to decrease at the preset rate.

[0016] In the above scheme, the movable graphic element is displayed in the interface of the virtual scene. The first display module is used to display the movable graphic element at a target position in the interface and control the movable graphic element to move along the target path. The device for using the virtual prop further includes: a movement module, used to cancel the display of the graphic element after controlling the movable graphic element to stop moving; to display the graphic element again at the target position and control the graphic element to move along the target path; and to control the movable graphic element to stop moving in response to a re-triggering operation of the use control, and to control the first virtual object to obtain virtual resources when the stopping position of the movable graphic element is again in the first area.

[0017] In the above scheme, the first control module is further configured to control the movable graphic element to move at a first speed when the first virtual object is in a moving state; and to control the movable graphic element to move at a second speed when the first virtual object is in a stationary state; wherein the first speed is greater than the second speed.

[0018] In the above scheme, the virtual props have levels, and the protection values ​​of the virtual protective layers corresponding to different levels of virtual props are different. The virtual props equipped by the first virtual object are of the target level, and the virtual props of the target level correspond to a virtual protective layer with a target protection value. The protection value is used to indicate the damage value that the virtual protective layer can block. The third control module is also used to control the first virtual object to obtain a virtual protective layer with a target protection value if the stopping position of the movable graphic element is in the first area.

[0019] In the above scheme, the device for using the virtual props further includes: a first cancellation display module, used to cancel the display of the movable graphic element when the display duration of the movable graphic element at the stopping position reaches a second duration threshold after the movable graphic element stops moving.

[0020] In the above scheme, the device for using the virtual props further includes: a second cancellation display module, which is used to cancel the display of the movable graphic element when the display duration of the movable graphic element reaches a third duration threshold after the movable graphic element has been displayed and no trigger operation for the use control has been received.

[0021] In the above scheme, the device for using the virtual prop further includes: a sixth display module, used to display target prompt information and display the usage control using a target display style after displaying the movable graphic element; wherein, the target prompt information is used to prompt that by controlling the first virtual object to perform the operation, the movable graphic element is controlled to stop in the first area to obtain the virtual protection layer; the target display style is used to highlight the usage control.

[0022] In the above scheme, the device for using the virtual props further includes: a second switching module, which, after the movable graphic element is displayed, if a prop changing operation to change the virtual prop is received, cancels the display of the movable graphic element and switches the virtual prop equipped by the first virtual object to the virtual prop corresponding to the prop changing operation.

[0023] In the above scheme, the virtual prop is a playable virtual music prop, and the device for using the virtual prop further includes: a sixth control module, used to display a kill control when there is a third virtual object in a downed state within a second preset range centered on the first virtual object, provided that the first virtual object possesses the virtual prop; wherein the third virtual object and the first virtual object are in different factions; in response to a trigger operation on the kill control, controlling the first virtual object to use the virtual music prop to perform a second performance operation and play a kill animation; and when the kill animation finishes playing, controlling the state of the third virtual object to switch from the downed state to the dead state.

[0024] In the above scheme, the device for using the virtual props further includes: a seventh control module, used to control the fourth virtual object to obtain a virtual protection layer when there is a fourth virtual object within a third preset range centered on the first virtual object, and if the stopping position of the movable graphic element is in the first area; wherein the fourth virtual object and the first virtual object are in the same camp.

[0025] In the above scheme, the virtual scene includes a target area, and the first control module is further configured to display movable graphic elements when the first virtual object is in the target area; or, when the first virtual object is equipped with the virtual prop, randomly display the movable graphic elements.

[0026] This application provides an electronic device, including: Memory is used to store executable instructions or computer programs. The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the method of using virtual props provided in the embodiments of this application.

[0027] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs, which, when executed by a processor, implement the method of using virtual items provided in this application.

[0028] This application provides a computer program product, including computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, they implement the method for using virtual items provided in this application.

[0029] The embodiments of this application have the following beneficial effects: This application links the use of virtual props with the movement, stopping, and position determination of movable graphic elements, transforming the acquisition conditions of the virtual protective layer into the position determination results of graphic elements. This clarifies the precise correspondence between interactive commands and effects, improves the accuracy of determination to reduce the ineffective computational overhead of electronic devices and improve resource utilization, reduces the logical coupling between interactive triggering and effect activation, and can form a generalized technical framework based on position determination logic, breaking the problem of the independent logic of virtual prop function implementation and improving the reusability and scalability of the technology. Attached Figure Description

[0030] Figure 1 This is a schematic diagram of the structure of the virtual props usage system provided in the embodiments of this application; Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application; Figure 3 This is a first flowchart illustrating the method of using virtual props provided in this application embodiment; Figure 4 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 1 ; Figure 5 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 2 ; Figure 6 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 3 ; Figure 7 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 4 ; Figure 8 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 5 ; Figure 9 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 6 ; Figure 10This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 7 ; Figure 11 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 8 ; Figure 12 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 9 ; Figure 13 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 ; Figure 14 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 one; Figure 15 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 two; Figure 16 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 three; Figure 17 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 Four; Figure 18 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 five; Figure 19 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 six; Figure 20 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 seven; Figure 21 This is a second flowchart illustrating the method of using virtual props provided in the embodiments of this application; Figure 22 This is a third flowchart illustrating the method of using virtual props provided in the embodiments of this application; Figure 23 This is a fourth flowchart illustrating the method of using virtual props provided in the embodiments of this application. Detailed Implementation

[0031] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0032] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0033] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0034] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0035] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for descriptive purposes only and is not intended to limit the scope of this application.

[0036] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0037] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0038] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0039] 2) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on the terminal and needs to work in conjunction with the server. That is, there needs to be a corresponding server and service program on the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application, such as virtual scene clients (such as game clients) and video clients.

[0040] 3) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional.

[0041] For example, a virtual scene can include the sky, land, and ocean. The land can include environmental elements such as deserts and cities. Users (i.e., players) can control virtual objects to perform activities within this virtual scene. These activities include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, and throwing at least one of these. The virtual scene can be displayed from a first-person perspective (e.g., the user plays as a virtual object in the game from their own perspective); it can also be displayed from a third-person perspective (e.g., the user chases after a virtual object in the game); or it can be displayed from a bird's-eye view. Users can switch freely between these perspectives.

[0042] 4) Virtual objects: These are interactive images of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in the virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.

[0043] For example, the virtual object can be a player character controlled through client-side operations, artificial intelligence (AI) trained and set up for virtual scene battles, or a non-player character set up for interaction in the virtual scene. PlayerCharacter (NPC). The number of virtual objects participating in the interaction in the virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.

[0044] 5) Virtual props: In a virtual scene, users can control virtual objects to interact with other virtual objects through virtual props. For example, the virtual prop can be a throwing prop, a shooting prop, or a virtual music prop.

[0045] During the research process, the inventors discovered the following technical problems in the relevant technology: In related technologies, because various props and skills adopt independent development logic, and some effects are only passive or simply click-triggered, a unified design specification for interaction triggering and effect activation has not been established. This makes it impossible to build a precise correspondence between user operations and effect activation, resulting in some effect triggers being out of the user's control. It also makes the logic coupling between interaction triggering and effect activation too high, which easily leads to ambiguous command judgment and invalid calculations. At the same time, there is no general technical framework to support it. The development of similar props requires rebuilding the logic, which not only causes redundancy in development resources, but also requires electronic devices to allocate computing and storage resources separately for each independent logic, reducing the efficiency of device resource utilization. Ultimately, this results in poor reusability and scalability of the technology.

[0046] Based on this, embodiments of this application provide a method, apparatus, electronic device, computer-readable storage medium, and computer program product for using virtual props, thereby improving the resource utilization rate of electronic devices.

[0047] See Figure 1 , Figure 1 This is a schematic diagram of the structure of the virtual props usage system provided in the embodiments of this application. Figure 1 The virtual prop usage system 100 shown is designed to support the use of a virtual prop. The terminal 400 is connected to the server 200 via a network 300, which can be a wide area network, a local area network, or a combination of both.

[0048] The terminal 400 is used to display a first virtual object equipped with virtual props in a virtual scene, and to display the corresponding usage controls for the virtual props. It also displays movable graphic elements and controls the movable graphic elements to move. Terminal 400 is also used to respond to user trigger operations on the control, control the first virtual object to perform corresponding operations using virtual props, control the movable graphic elements to stop moving, and send an interaction request to server 200 through network 300.

[0049] After receiving an interaction request, server 200 determines whether the stopping position of the movable graphic element is in the first area. If the stopping position of the movable graphic element is in the first area, server 200 generates response data containing the virtual protection layer activation instruction and feeds it back to terminal 400 through network 300. The terminal 400 is also used to control the first virtual object to obtain a virtual protection layer after receiving the response data, so as to block attacks on the first virtual object.

[0050] In other embodiments, the method for using virtual props provided in this invention can also be implemented independently by a terminal. The terminal has a client installed that can implement the method for using virtual props. In a virtual scene, the client displays a first virtual object equipped with virtual props and displays the corresponding usage controls for the virtual props; displays movable graphic elements and controls the movable graphic elements to move; in response to a trigger operation on the usage controls, controls the first virtual object to use the virtual props to perform corresponding operations and controls the movable graphic elements to stop moving; if the stopping position of the movable graphic elements is in a first area, controls the first virtual object to obtain a virtual protection layer, which is used to block attacks on the first virtual object.

[0051] The client running on the terminal can also embed a plugin for using virtual items, enabling the use of virtual items locally on the client. For example, in a virtual scene, the terminal displays a first virtual object equipped with virtual items and the corresponding usage controls for the virtual items; it displays movable graphic elements and controls their movement; in response to a trigger operation on the usage controls, it controls the first virtual object to use the virtual items to perform the corresponding operation and controls the movable graphic elements to stop moving; if the stopped position of the movable graphic elements is in a first area, it controls the first virtual object to obtain a virtual protection layer, which is used to block attacks on the first virtual object.

[0052] In some embodiments, server 200 may be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminal 400 may be a smartphone, tablet, laptop, desktop computer, set-top box, smart voice interaction device, smart home appliance, virtual reality device, vehicle terminal, aircraft, portable music player, personal digital assistant, dedicated messaging device, portable gaming device, smart speaker, and smartwatch, but is not limited thereto. Terminals and servers can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0053] The electronic device that implements the method of using virtual props provided in the embodiments of this application will be described next. See also Figure 2 , Figure 2This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. In practical applications, the electronic device can be implemented as various types of terminals such as laptops, tablets, desktop computers, smartphones, smart speakers, smartwatches, smart TVs, and vehicle terminals. It can also be implemented as a server or as a device cluster composed of servers and terminals. Figure 2 The illustrated electronic device includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The various components of the electronic device are coupled together via a bus system 540. It is understood that the bus system 540 is used to implement communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in… Figure 2 The general labeled all buses as Bus System 540.

[0054] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0055] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0056] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.

[0057] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.

[0058] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0059] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, and driver layer, for implementing various basic business functions and handling hardware-based tasks.

[0060] The network communication module 552 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including Bluetooth, WiFi, and Universal Serial Bus (USB).

[0061] Presentation module 553 enables the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 associated with user interface 530 (e.g., a display screen, a speaker, etc.).

[0062] The input processing module 554 is used to detect one or more user inputs or interactions from one or more input devices 532, and to translate the detected inputs or interactions.

[0063] In some embodiments, the device for using virtual items provided in this application can be implemented in software. Figure 2 A device 555 for using virtual props stored in memory 550 is shown. This device can be software in the form of programs and plugins, and includes the following software modules: a first display module 5551, a first control module 5552, a second control module 5553, and a third control module 5554. These modules are logically connected and can therefore be arbitrarily combined or further separated according to the functions they implement. The functions of each module will be described below.

[0064] In some embodiments, the terminal or server can implement the method of using virtual props provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a local client, which is a program that needs to be installed in the operating system to run, such as an instant messaging APP or a web browser APP; it can also be a mini-program, that is, a program that only needs to be downloaded into the browser environment to run; or it can be a mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of client, module or plug-in.

[0065] Below, based on the electronic device and system provided in the embodiments of this application, the method of using the virtual props provided in the embodiments of this application will be described.

[0066] See Figure 3 , Figure 3 This is a first flowchart illustrating the method of using virtual items provided in this application embodiment. In practical applications, this method can be implemented by the terminal or the server alone, or by the terminal and the server working together. The following example uses a terminal implementation and will be combined with... Figure 3 The steps shown illustrate the method of using the virtual props provided in the embodiments of this application.

[0067] In step 101, in the virtual scene, the first virtual object equipped with virtual props is displayed, and the corresponding usage controls for the virtual props are displayed.

[0068] In practical applications, the terminal is equipped with a game application, which can be any of the following: open-world game, multiplayer online role-playing game, first-person shooter game, third-person shooter game, multiplayer online tactical competitive game, virtual reality application, 3D map program, or multiplayer shooting survival game.

[0069] For offline, single-player games, in response to a trigger action on the game application, the game application's interface can be displayed, showing a virtual scene within it. For multiplayer online games, in response to a trigger action on the game application, the terminal can send a data retrieval request to the server. The server can then send data to the terminal to display the game application's interface, allowing the virtual scene to be displayed on the terminal.

[0070] Virtual props are digital functional items used in virtual scenes. They can be equipped by a first virtual object and have preset functions. After the first virtual object equips a virtual prop in the virtual scene, the display interface of the virtual scene will simultaneously present a usage control that uniquely corresponds to the virtual prop. By triggering the usage control, the first virtual object will perform the usage operation matching the virtual prop. Virtual props can include various musical instrument virtual props, such as virtual guitars, virtual pianos, virtual ukuleles, virtual drum kits, virtual flutes, etc., all of which can be equipped by the first virtual object in the virtual scene. After being equipped, their respective exclusive usage controls will be displayed in the virtual scene. Triggering the corresponding usage control will allow the first virtual object to perform the operation action matching that musical instrument virtual prop.

[0071] It is understandable that equipping virtual props is the process of establishing a binding association between the virtual prop and the first virtual object in a virtual scene. After being equipped, the virtual prop will be presented in a visual form attached to the first virtual object. The specific equipment presentation states include handheld state, back-carrying state, and attached state. In the handheld state, the virtual prop is located at the position of the first virtual object's hand model and is directly held and displayed by the first virtual object's hand model. In the back-carrying state, the virtual prop is located at the position of the first virtual object's back model and is attached to the first virtual object's back for display. In the attached state, the virtual prop is fixed at the position of the first virtual object's waist, arm, or other limb model, forming an integrated display with the first virtual object. After the first virtual object is equipped with virtual props, the virtual prop will move and perform actions in the virtual scene in sync with the first virtual object, changing its position and posture synchronously, and continuously maintaining the binding display relationship with the first virtual object.

[0072] It should be noted that the first virtual object is a digital character model directly controlled by the user (the current object) in the virtual scene. The first virtual object can perform various interactive operations such as movement and action execution in the virtual scene. The first virtual object supports the equipment operation of virtual props and can bind virtual props to itself in a visual form such as handheld state, back state, and attached state. The status display, prop equipment, and subsequent interactive operations of the first virtual object are all presented in real time in the display interface of the virtual scene. It is the core subject for users to realize various operation interactions in the virtual scene.

[0073] In actual implementation, when the first virtual object is equipped with a virtual item, a virtual equipment icon can be displayed at the associated location of the first virtual object to indicate that the first virtual object is equipped with a virtual item.

[0074] In some embodiments, differentiated control display strategies can be adopted before and after triggering the virtual item equipping operation to simplify the interface display layout of the virtual scene and improve the smoothness and ease of operation for users to manipulate virtual objects and use virtual items. Specifically, before displaying the first virtual object equipped with the virtual item and the corresponding usage control of the virtual item, the virtual item control corresponding to the virtual item is displayed, and at least one functional control for controlling the first virtual object is displayed. Correspondingly, displaying the first virtual object equipped with the virtual item and the corresponding usage control of the virtual item can be implemented in the following ways: in response to the triggering operation of the virtual item control, the first virtual object is controlled to equip the virtual item, and the first virtual object equipped with the virtual item is displayed; the display of at least one functional control is canceled, and the corresponding usage control of the virtual item is displayed.

[0075] Here, the virtual prop control is displayed in the interface of the virtual scene. It is a visual interactive control that provides a dedicated trigger entry for the first virtual object to perform virtual prop equipment operations. The virtual prop control is continuously displayed before the first virtual object completes the virtual prop equipment. The virtual prop control has an independent visual identifier and interactive area, and is the core operation carrier for starting the process of the first virtual object equipping virtual props.

[0076] In actual implementation, the virtual scene interface displays a prop control display position. In response to a trigger operation on the prop control display position, at least one candidate virtual prop control is displayed. The at least one candidate virtual prop control includes a virtual prop control corresponding to the virtual prop. In response to a trigger operation on the virtual prop control corresponding to the virtual prop, the virtual prop control corresponding to the virtual prop is displayed in the prop control display position.

[0077] Functional controls are visual interactive controls in the virtual scene display interface used to support the first virtual object in completing basic operation behaviors such as movement, skill release, and scene interaction. At least one functional control must be set. Functional controls must meet the normal operational needs of the first virtual object when it is not equipped with virtual items, and are key controls to ensure the basic interactive capabilities of the first virtual object. Functional controls cover various basic operation types such as movement control controls, skill trigger controls, scene interaction controls, and view adjustment controls. At least one functional control should be configured according to the interactive needs of the virtual scene to ensure that the first virtual object can complete all basic interactive actions when it is not equipped with virtual items.

[0078] It should be noted that de-displaying at least one functional control involves updating the interface by hiding the functional controls in the virtual scene display while the first virtual object initiates the virtual item equipping process. The de-displayed functional controls can be some non-core controls or all functional controls, thus optimizing the interface layout after equipping. Displaying the corresponding usage control for the virtual item involves updating the interface within a designated area of ​​the virtual scene display after de-displaying the functional controls. This display uniquely matches the usage control of the first virtual object's currently equipped virtual item. Showing the usage control provides users with a dedicated entry point for using the virtual item, catering to the core interactive needs of the first virtual object after equipping the virtual item.

[0079] Understandably, once the first virtual object equips the virtual props, the equipment status of the virtual props will be synchronized to the first virtual object's visual character model in real time. Users can intuitively view the changes in the appearance of the first virtual object holding, carrying, and attaching virtual props through the virtual scene display interface, and get immediate feedback on the equipment operation results.

[0080] In practical applications, the control for virtual props can be displayed in the original display area of ​​the function control by default, or it can be displayed in the edge interactive area of ​​the virtual scene display interface according to the needs of convenient operation. The display position of the control takes into account both user operation habits and the overall aesthetics of the interface, thus optimizing the operation experience.

[0081] In addition, after the first virtual object actively removes the virtual props or the virtual props automatically become invalid, the electronic device will immediately restore the display of all previously canceled functional controls, while canceling the display of the usage controls corresponding to the virtual props, restoring the layout of the interface controls to the initial configuration state, and ensuring the closed-loop integrity of the interaction process.

[0082] In actual implementation, the interface elements of virtual prop controls and at least one functional control are rendered sequentially in the virtual scene display interface. The point data of user operation is collected in real time. The user operation point data is compared and verified with the preset rendering coordinate range of the virtual prop controls. After the verification is consistent, the binding data of the first virtual object and the virtual prop is generated. The appearance rendering parameters of the first virtual object are updated according to the binding data to display the first virtual object equipped with the virtual prop. At the same time, the display status parameters of at least one functional control are modified to cancel the interface display of the corresponding functional control. Then, the rendering data of the control to be used is retrieved according to the preset parameters of the virtual prop, and the rendering display of the control to be used corresponding to the virtual prop is completed in the virtual scene display interface.

[0083] As an example, see Figure 4 , Figure 4 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 1 The display shows at least one functional control indicated by dashed box 401 and an item control display position 402. In response to a trigger operation on the item control display position 402, at least one candidate virtual item control is displayed, including a virtual item control 403. In response to a trigger operation on the virtual item control 403, the virtual item control corresponding to the virtual item is displayed in the item control display position (as indicated by 404). In response to a trigger operation on the virtual item control, a first virtual object 405 equipped with the virtual item is displayed. The display of at least one functional control indicated by dashed box 401 is canceled, and the usage control 406 corresponding to the virtual item is displayed.

[0084] In this way, by switching the display of corresponding controls before and after equipping virtual props on the first virtual object, displaying virtual prop controls and function controls before equipping, and canceling function controls and displaying virtual prop usage controls after equipping, the problem of user misoperation caused by redundant controls and cluttered interface in the virtual scene interface is solved. This achieves the technical effect of dynamic adaptation of interface layout, simplifies interactive operation, and improves the smoothness and accuracy of virtual object control and virtual prop usage.

[0085] In some embodiments, in order to further standardize the usage mechanism of virtual props and ensure the stability and rationality of virtual scene interaction, corresponding constraint rules can be set for the equipment duration and control state of virtual props. Specifically, when the equipment duration of the first virtual object reaches the first duration threshold, the first virtual object is controlled to cancel the equipment of the virtual prop, and the state of the virtual prop control is switched from the use state to the cooldown state.

[0086] Here, the first duration threshold is a preset time value. The first duration threshold is used to limit the maximum duration for which the first virtual object equips the virtual item. The first duration threshold is the core criterion for determining whether to perform the cancellation operation. The first duration threshold can be set to a fixed value or dynamically adjusted value according to the type and functional strength of the virtual item. The time unit can be a conventional unit such as seconds or minutes.

[0087] Specifically, controlling the first virtual object to unequip virtual items involves removing the binding association between the first virtual object and the virtual items, removing the visual display effects of the virtual items being held, carried, or attached to the first virtual object, and restoring the appearance of the first virtual object to its initial state without virtual items.

[0088] It should be noted that the cooldown state of the virtual item control is the interactive restriction state that the virtual item control enters after the first virtual object cancels the virtual item. The virtual item control cannot respond to trigger operations while in the cooldown state. The virtual item control will remain in the cooldown state for a preset time. Only after the preset time expires can it be restored to the normal triggerable state, thereby realizing the constraint and control of repeated virtual item equipping.

[0089] In practical applications, when the duration of the first virtual object equipping the virtual prop reaches the first duration threshold, the display of the usage control corresponding to the virtual prop is canceled, and at least one functional control is displayed.

[0090] In practical implementation, a countdown timer can be displayed for equipping a virtual item to the first virtual object. When the countdown indicates that the duration of equipping the virtual item has reached a first duration threshold, the first virtual object is controlled to cancel equipping the virtual item, and the virtual item control's state is switched from active to cooldown. Alternatively, graphical elements can be used to dynamically display the duration of equipping the virtual item to the first virtual object. When the graphical elements indicate that the duration of equipping the virtual item has reached the first duration threshold, the first virtual object is controlled to cancel equipping the virtual item, and the virtual item control's state is switched from active to cooldown. These graphical elements include progress bars, countdown rings, fill blocks, and timer icons, which visually represent the duration of equipping the virtual item to the first virtual object.

[0091] In actual implementation, a continuous timer is started from the moment the first virtual object completes the virtual prop equipment. The timer duration is compared with the first duration threshold in real time. When the timer duration is consistent with the first duration threshold, the binding association between the first virtual object and the virtual prop is released, the equipment status parameters of the first virtual object are updated, and the interaction status parameters of the virtual prop control are modified to switch the usage status of the virtual prop control to the cooldown state.

[0092] As an example, see Figure 5 , Figure 5 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 2 The graphical element indicated by 501 dynamically displays the duration for which the first virtual object is equipped with the virtual item. When the graphical element indicates that the duration for which the first virtual object is equipped with the virtual item reaches a first duration threshold (as indicated by 502), the first virtual object is controlled to cancel the virtual item (as indicated by 503), and the state of the virtual item control 504 is switched from the use state to the cooldown state.

[0093] In this way, by setting a threshold for the duration of virtual props equipped on the first virtual object and automatically canceling the equipment, while switching the virtual prop control to a cooldown state, the problem of unbalanced virtual scene interaction caused by unlimited continuous use of virtual props and repeated and frequent triggering of controls can be solved. This achieves automated control of the virtual prop usage cycle and control state, standardizes the prop usage rhythm, and improves the stability and fairness of virtual scene interaction.

[0094] In step 102, the movable graphic element is displayed and its movement is controlled.

[0095] Here, movable graphic elements are visual graphic carriers presented in the virtual scene display interface. Movable graphic elements can perform displacement operations under the control of electronic devices. The visual form (such as shape, size, color, transparency, and dynamic effects) and movement characteristics (such as movement direction, speed, and trajectory type, which can be preset as uniform straight line, curve, or variable speed movement) of movable graphic elements can be flexibly configured according to the virtual scene design and skill requirements (e.g., presented as aperture, trajectory line, virtual prop model, etc.).

[0096] It should be noted that movable graphic elements include various visual types such as circles, bars, dots, and icons. All different types of movable graphic elements can be displayed and moved within the virtual scene display interface. The movement paths of movable graphic elements include various preset path forms such as straight-line movement paths, curved movement paths, and circular loop movement paths. The corresponding movement path can be selected to control the movement of the movable graphic element according to the interaction requirements of the virtual scene. Movable graphic elements have two movement speed modes: fixed movement speed and adjustable movement speed. The fixed movement speed is the preset standard movement speed, while the adjustable movement speed can be dynamically adjusted according to the usage status of the virtual prop. The movement directions of movable graphic elements include various forms such as unidirectional movement, bidirectional reciprocating movement, circular clockwise movement, and circular counterclockwise movement. The movement of movable graphic elements can be controlled to execute the corresponding directional movement according to preset rules. Movable graphic elements are displayed by default within the preset interactive area of ​​the virtual scene display interface, and their display position does not obstruct the core display area of ​​the first virtual object and virtual prop usage controls. The display styles of movable graphic elements include solid color fill style, gradient fill style, border style, dynamic effect style, etc., and the display style is consistent with the overall visual style of the virtual scene.

[0097] Among them, controlling the movement of movable graphic elements involves driving the movable graphic elements to perform continuous displacement operations within a specified area of ​​the virtual scene display interface according to preset operating rules. Controlling the movement of movable graphic elements is a preliminary execution step for determining the effect of virtual props.

[0098] It should be noted that when the first virtual object is equipped with virtual props, movable graphic elements will be displayed randomly and at irregular intervals. The movable graphic elements appear suddenly in the virtual scene display interface. This can enhance the randomness and fun of the virtual prop usage process, avoid fixed and repetitive interaction processes, increase the challenge of real-time response of user operations, make the use of virtual props more dynamic and unpredictable, and enrich the overall interactive experience of the virtual scene.

[0099] In some embodiments, to adapt to diverse display triggering requirements in virtual scenes and improve the flexibility of displaying movable graphic elements, various adaptation rules can be set for the display triggering conditions of movable graphic elements. Specifically, the virtual scene includes a target area, and correspondingly, the display of movable graphic elements can be achieved in the following ways: displaying movable graphic elements when the first virtual object is in the target area; or, randomly displaying movable graphic elements when the first virtual object is equipped with virtual props.

[0100] Here, the target area is a pre-defined spatial range within the virtual scene. It serves as the spatial determination area for triggering the display of movable graphical elements. The shape, size, and spatial position of the target area are pre-defined within the virtual scene. The target area can be a single independent spatial region or multiple discretely distributed spatial regions. Types of target areas include interactive trigger areas, task execution areas, combat areas, and special function areas of the scene. Different types of target areas can correspond to different styles of movable graphical elements. A first virtual object is considered to be within the target area if its spatial coordinates fall within the coordinate range of the target area, and its overall model or core positioning points enter the spatial boundary of the target area.

[0101] Random display of movable graphic elements refers to the display of movable graphic elements triggered in a manner without a fixed time pattern during the continuous state of the first virtual object being equipped with virtual props. The display trigger time of movable graphic elements does not follow a fixed time interval or fixed time node. Movable graphic elements appear and complete the display at random times during the process of equipping virtual props.

[0102] In practical applications, the display of movable graphic elements will be randomly determined between the minimum and maximum trigger intervals.

[0103] In actual implementation, the spatial coordinates of the first virtual object are acquired in real time. A pre-defined coordinate range for the target area is retrieved, and the spatial coordinates of the first virtual object are compared with the coordinate range of the target area. If the spatial coordinates of the first virtual object fall within the coordinate range of the target area, a rendering command for the movable graphic element is triggered, completing frame rendering and image presentation of the movable graphic element at the corresponding position in the virtual scene. Alternatively, after the first virtual object is equipped with a virtual prop and its active status is marked, during the duration of the virtual prop's equipping, the rendering trigger time for the movable graphic element is randomly determined within a preset time interval. When the trigger time is reached, the rendering command for the movable graphic element is triggered, completing frame rendering and image presentation of the movable graphic element.

[0104] As an example, see Figure 6 , Figure 6 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 3 Display movable graphic element 601 and control the movable graphic element 601 to move.

[0105] In this way, by triggering the display of movable graphic elements in two independent ways—based on the spatial conditions of the target area and the status of virtual props and equipment—the problem of rigid display logic for movable graphic elements can be solved. This enables multi-dimensional adaptation of the display rules for movable graphic elements in virtual scenes, improving the flexibility and scene adaptability of the display logic. At the same time, by relying on the random display method when equipping virtual props, the randomness and richness of virtual scene interaction are increased, optimizing the overall interactive experience of virtual scenes.

[0106] In some embodiments, after the movable graphical element is displayed in the virtual scene, to clearly guide the first virtual object to complete subsequent interactive operations, the display of prompts and the style optimization of the control usage are performed simultaneously. With the help of dedicated prompts and highlighted display styles, the operation purpose and interaction path can be clearly defined, reducing the operational understanding cost of acquiring the virtual protection layer. Specifically, after displaying the movable graphical element, target prompts are displayed, and the control usage is displayed using the target display style; wherein, the target prompts indicate that by controlling the first virtual object to perform an operation, the movable graphical element is stopped in the first area to obtain the virtual protection layer; the target display style is used to highlight the control usage.

[0107] Here, the target prompt information is the interactive guidance information displayed after the movable graphic element is shown. The target prompt information clearly informs the user to control the first virtual object to perform the corresponding operation, stopping the movable graphic element in the first area to obtain the virtual protection layer. This complete operational logic provides clear operational guidance and avoids misunderstandings in the interaction process. The target prompt information can be displayed in plain text, static icons, dynamic icons, or a combination of text and icons. It can be displayed in a single format or in a combination of multiple formats. For example, the target prompt information can be displayed as plain text stating "Control the first virtual object to stop the movable graphic element in the first area to obtain the virtual protection layer," or it can use an arrow icon paired with brief text to intuitively indicate the operation direction and core purpose in the virtual scene interface.

[0108] In practical applications, target prompts can be displayed in the associated area of ​​movable graphic elements.

[0109] Target display styles are differentiated visual presentations set for controls. They enhance visual recognizability through adjustments to color, size, and dynamic effects. The core function of target display styles is to make controls more easily identifiable by the user in a virtual scene interface. Target display styles include highlighting, magnification, blinking borders, and enhanced color. These styles remain active throughout the control's display lifecycle and automatically dissipate once the movable graphic element is docked.

[0110] In practice, when the display duration of the control using the target display style reaches the preset duration threshold, the display using the target display style can be canceled.

[0111] As an example, see Figure 7 , Figure 7 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 4 When the movable graphic element 701 is displayed, the target prompt message 702 is displayed, and the control is displayed using the target display style indicated by 703.

[0112] Thus, by simultaneously displaying target prompts after showing movable graphic elements and highlighting the controls in a target display style, the problems of unclear operation guidance and insufficient recognition of interactive controls during virtual scene interaction can be solved, leading to difficulties in understanding operations and misoperations. The operation logic of controlling the first virtual object and docking movable graphic elements to obtain the virtual protection layer is clearly defined, improving the recognition efficiency of operation commands and the coherence of the interaction process, and ensuring the accuracy and smoothness of virtual scene interaction operations.

[0113] In some embodiments, to adapt to the interaction rhythm of virtual objects in different states, different movement speeds can be set for movable graphic elements to ensure the smoothness and rationality of the interaction process. Specifically, controlling the movement of movable graphic elements can be achieved in the following way: when the first virtual object is in a moving state, the movable graphic element is controlled to move at a first speed; when the first virtual object is in a stationary state, the movable graphic element is controlled to move at a second speed; wherein the first speed is greater than the second speed.

[0114] Understandably, the first virtual object being in a moving state means that the operator continuously changes its coordinate position in the virtual scene by inputting commands, with the displacement value being greater than zero per unit time, and the position information being updated in real time with the scene rendering frames. The first virtual object being in a stationary state means that the operator has not issued any displacement commands to the first virtual object, or has issued a stop displacement command, and the first virtual object maintains a fixed coordinate position in the virtual scene with no position change, and the displacement value being equal to zero per unit time.

[0115] The first speed is the movement rate of movable graphic elements adapted to the moving state of the first virtual object. The first speed is the distance the movable graphic element moves in the virtual scene per unit time. The first speed belongs to a preset dynamic adaptation rate, and its range is pre-defined according to the interaction rhythm of the virtual scene. The second speed is the movement rate of movable graphic elements adapted to the stationary state of the first virtual object. The second speed is the distance the movable graphic element moves in the virtual scene per unit time. The second speed belongs to a preset static adaptation rate, and its range is shorter than that of the first speed.

[0116] For example, when the first virtual object is in a moving state, the movable graphic element moves at a first speed of 5 virtual units per frame; when the first virtual object is in a stationary state, the movable graphic element moves at a second speed of 2 virtual units per frame, realizing differentiated movement control of the movable graphic element according to the state change of the first virtual object.

[0117] In practical applications, during the transition frame where the first virtual object switches from a moving state to a stationary state, the movement speed of the movable graphic elements smoothly decreases from the first speed to the second speed, without any screen stuttering caused by abrupt speed changes. Conversely, during the transition frame where the first virtual object switches from a stationary state to a moving state, the movement speed of the movable graphic elements smoothly increases from the second speed to the first speed, ensuring smooth speed transitions and visual consistency.

[0118] In actual implementation, the coordinate data of the first virtual object in the virtual scene is collected in real time, and the displacement difference of the first virtual object within a unit rendering frame is calculated. If the displacement difference is greater than the preset displacement threshold, the first virtual object is determined to be in a moving state. The pre-stored first velocity value is retrieved as the movement rate parameter of the movable graphic element, and the coordinate position of the movable graphic element in the virtual scene is updated frame by frame according to the movement rate parameter. If the displacement difference is less than or equal to the preset displacement threshold, the first virtual object is determined to be in a stationary state. The pre-stored second velocity value is retrieved as the movement rate parameter of the movable graphic element, and the coordinate position of the movable graphic element in the virtual scene is updated frame by frame according to this parameter. The first velocity value is configured to be greater than the second velocity value in the preset parameter library. During the coordinate position update process, the rate parameter is kept in frame-level synchronization with the state of the first virtual object, and the rate adjustment process is a smooth transition without instantaneous jumps.

[0119] In this way, by directly linking the movement speed of movable graphic elements to the movement and stationary states of the first virtual object, and configuring the first speed to be greater than the second speed, the problems of unbalanced interaction rhythm and stiff visual performance caused by the single movement speed of movable graphic elements and their disconnect from the state of the virtual object can be solved. This achieves dynamic adaptation between the movement rate of movable graphic elements and the behavior state of the first virtual object, making the element movement logic in the virtual scene more in line with actual operating habits, improving the smoothness and rationality of the interaction process, and ensuring the accuracy and stability of element movement control.

[0120] In some embodiments, to avoid virtual elements without interactive triggers occupying display resources for extended periods and to reduce redundant UI displays, element display can be canceled when the element's display duration reaches a preset time and no corresponding operation is performed. This optimizes the UI display and improves resource utilization. Specifically, after displaying a movable graphic element, if no trigger operation is received for using the control, the movable graphic element's display duration reaches a third time threshold, at which point the display is canceled.

[0121] It is understandable that the failure to receive a trigger operation for the control means that the user never performs any effective triggering action on the control, such as clicking, pressing, sliding, or long-pressing. The control does not generate any corresponding trigger command throughout the process and remains in an untriggered initial state.

[0122] The third duration threshold is a pre-set time value used to limit the maximum time a movable graphic element can remain displayed in the interactive interface without receiving a trigger operation on the control. It also serves as the core time criterion for determining whether to cancel the display of a movable graphic element. The third duration threshold can be set according to the interaction type of the virtual scene, the operation response rhythm, the interface display requirements, and the time consumed by the user's regular operations. Canceling the display of a movable graphic element involves stopping the rendering process of the movable graphic element in the interactive interface of the virtual scene, causing the movable graphic element to change from a visible state to an invisible state.

[0123] In practical applications, a countdown timer is displayed for the movable graphic element. If no trigger operation is received for the use of the control, the movable graphic element is canceled from display when the countdown timer indicates that the display duration of the movable graphic element has reached the third duration threshold.

[0124] In actual implementation, starting from when the movable graphic element completes the interface rendering and display, the display duration of the movable graphic element is accumulated frame by frame. It is detected in real time whether a trigger operation for the control is received. If no trigger operation for the control is detected, and the value of the display duration accumulated frame by frame is equal to the preset third duration threshold value, the interface rendering process of the movable graphic element is stopped, and the movable graphic element is then canceled from display.

[0125] As an example, see Figure 8 , Figure 8 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 5 The countdown timer for the movable graphic element indicated by 801 is displayed. If no trigger operation for using the control is received, the movable graphic element is canceled from display when the countdown timer indicated by 801 indicates that the display duration of the movable graphic element has reached the third duration threshold.

[0126] Thus, by automatically canceling the display of movable graphic elements after the display duration reaches the third time threshold when no trigger operation for the control is received, the problem of movable graphic elements continuously occupying interface display space, causing interface element redundancy and interfering with the user's visual attention can be solved. This achieves automatic control of the virtual element display lifecycle, optimizes the interface display layout and visual presentation effect, and improves the simplicity of the interactive interface and the rationality of resource utilization.

[0127] In step 103, in response to the trigger operation for using the control, the first virtual object is controlled to perform the corresponding operation using the virtual prop, and the movable graphic element is controlled to stop moving.

[0128] Among them, the triggering operation refers to the behavior of the user to trigger a certain function or event by interacting with the display interface of the terminal. The triggering operation can include one or more of the following: single click operation, double click operation, long press operation, drag operation, swipe operation, hover operation, shortcut key, voice control, and gesture operation. The triggering operations provided in the embodiments of this application can be referred to the above description, and will not be repeated hereafter.

[0129] It should be noted that controlling the first virtual object to use virtual props to perform corresponding operations is based on triggering operations. This drives the first virtual object, which is equipped with virtual props, to perform exclusive actions or functions that match the functions of the virtual props in the virtual scene. Controlling the first virtual object to use virtual props to perform corresponding operations is the core interactive feedback corresponding to the triggering operation.

[0130] Controlling a movable graphic element to stop moving is a control action that immediately terminates the displacement of the movable graphic element after recognizing a trigger operation on the control, fixing the movable graphic element at its current position on the virtual scene display interface. Controlling the movable graphic element to stop moving provides a fixed basis for subsequent position determination.

[0131] In some embodiments, to further enrich the usage forms and interactive effects of virtual props and strengthen the collaborative linkage between virtual objects of the same faction, the specific types and usage logic of virtual props are refined and defined. Virtual props are set as playable virtual music props, and based on the triggering of the use of virtual music props, sound effect playback and attribute value adjustment of virtual objects of the same faction are realized. Specifically, the virtual prop is a playable virtual music prop. Correspondingly, in response to the triggering operation of the use control, controlling the first virtual object to use the virtual prop to perform the corresponding operation can be achieved in the following way: in response to the triggering operation of the use control, controlling the first virtual object to use the virtual music prop to perform a first performance operation and play the sound effect corresponding to the virtual prop; when a second virtual object exists within a first preset range centered on the first virtual object, controlling the first attribute value of the second virtual object to increase; wherein, the second virtual object and the first virtual object are of the same faction.

[0132] Here, playable virtual music props are virtual props in the virtual scene that differ from ordinary functional props. They possess their own unique performance interaction logic. Playable virtual music props can drive virtual objects to complete visual performance actions through trigger operations, while simultaneously binding and outputting matching exclusive audio. They have dual interactive attributes of visual action display and auditory sound effect feedback, serving as functional virtual props for collaboration among virtual objects of the same faction. Virtual music props can be further subdivided into various types according to interaction form and sound effect type, such as string instruments, wind instruments, percussion instruments, and vocal instruments. Different types of virtual music props correspond to completely different first performance operation animations and independent exclusive sound effect data. The increase in the first attribute value triggered by different virtual music props can also be set with different values. Playable virtual music props can specifically include virtual musical instruments such as virtual guitars, virtual drum kits, virtual guzheng, virtual flutes, virtual pianos, and virtual trumpets, or virtual instruments with sound-producing and playing functions such as virtual bells, virtual vocal cords, and virtual chimes. When triggered, all of the above virtual music props can perform playing actions in conjunction with the first virtual object and play matching exclusive sound effects.

[0133] The first performance operation is a set of unique visual performance actions performed by the first virtual object when it triggers the use of a virtual music prop. The first performance operation includes continuous animations of body movements, posture changes, and prop manipulation actions that match the type of virtual music prop. The execution of the first performance operation is completely synchronized with the use of the virtual music prop, and is the most intuitive visual representation of the virtual music prop's usage behavior. The first performance operation can correspond to different visual actions depending on the type of virtual music prop. For example, when the first virtual object uses a virtual guitar, it performs plucking and arm swinging movements; when using a virtual piano, it performs pressing and striking movements; when using a virtual guzheng, it performs plucking and striking movements; and when using a virtual drum kit, it performs striking movements. All of these continuous actions are the first performance operations matched with the virtual music prop.

[0134] It should be noted that the sound effects corresponding to virtual props are pre-recorded and uniquely bound audio data to each virtual music prop. These sound effects include various forms such as exclusive instrument timbres, customized melody fragments, and rhythm-appropriate sound effects. The sound effects play synchronously the moment the first virtual object initiates its first performance action, with the playback duration closely matching the full execution duration of the first performance action. The sound effects corresponding to virtual props support independent audio parameter adjustment. The playback volume, pitch, and tempo of the sound effects can be dynamically adjusted according to the usage status of the virtual music prop. During playback, the sound effects are layered with other audio within the virtual scene to prevent audio conflicts and ensure clear and independent transmission to the user's receiving end.

[0135] Understandably, the first preset range centered on the first virtual object is a three-dimensional or two-dimensional spatial region defined by the real-time coordinates of the first virtual object in the virtual scene as the center and a pre-set fixed distance value as the radius. This first preset range is the core spatial criterion for determining whether a second virtual object can obtain attribute gains; only second virtual objects within this spatial region meet the spatial prerequisite for attribute value increases. The spatial shape of the first preset range can be set to various forms such as a perfect circle, square, or sector. The radius value of the first preset range can be customized according to the game mode, map size, and actual interaction needs of the virtual scene. In casual interaction mode, the radius value of the first preset range is larger than that in competitive mode.

[0136] The second virtual object is an independent virtual character controlled by other users in the virtual scene, apart from the first virtual object that performs the performance operation. The second virtual object has independent coordinates, attribute status and interaction permissions in the virtual scene. The second virtual object can form different interactive relationships with the first virtual object, such as cooperation or opposition, depending on the team or faction affiliation settings.

[0137] It should be noted that the first attribute value is a core numerical parameter used to quantify the basic abilities, survivability, or functional effects of the second virtual object in the virtual scene. The magnitude of the first attribute value directly determines the second virtual object's combat ability, endurance, or the strength of its functional effectiveness. The first attribute value is a key quantitative indicator reflecting the core state of the virtual object. The first attribute value can be basic survival values ​​such as the second virtual object's health, shield, energy, and stamina, or it can be ability enhancement values ​​such as attack power bonus, defense power bonus, and movement speed bonus. All of the above values ​​are first attribute values ​​that can be increased when the first virtual object plays virtual music props.

[0138] Furthermore, "same faction" refers to the identity relationship between the first and second virtual objects within the same virtual scene, belonging to the same team, group, faction, or cooperative organization. Virtual objects of the same faction are set to interact in a mutually supportive and cooperative manner, without any hostile attack or interference relationships. This is the core identity condition for determining the effectiveness of attribute bonuses. If multiple second virtual objects of the same faction exist simultaneously within the first preset range, all second virtual objects that meet the spatial and faction conditions will simultaneously receive the first attribute value increase effect. The attribute bonus process of multiple second virtual objects does not interfere with each other, nor is there a distinction in effectiveness priority.

[0139] In actual implementation, in response to the trigger operation of the control, the pre-bound performance action frame sequence is retrieved, driving the first virtual object to perform the first performance operation matching the type of virtual music prop. At the same time, the audio data pre-associated with the virtual music prop is read and played synchronously. The coordinate data of the first virtual object in the virtual scene is collected in real time. Based on the coordinates, a first preset range of coordinate intervals is calculated and defined according to the preset radius parameter. All virtual characters within the coordinate interval are traversed frame by frame to identify the second virtual object. For the identified second virtual object, its faction identification information is compared with that of the first virtual object. If the faction identifications of the two are consistent, the increment value of the first attribute value is calculated according to the preset gain rule, and the first attribute value of the second virtual object is updated in real time.

[0140] As an example, see Figure 9 , Figure 9 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 6 In response to a trigger operation using control 901, the first virtual object 902 is controlled to perform a first performance operation using virtual music props and play the sound effect corresponding to the virtual props; when a second virtual object 903 exists within a first preset range centered on the first virtual object 902, the first attribute value of the second virtual object 903 is increased.

[0141] In this way, by setting virtual props as playable virtual music props, when the control is triggered, the first virtual object is simultaneously driven to perform the first performance operation and play the matching sound effect. At the same time, the first virtual object is used as the center to define the range and the first attribute value is added to the second virtual object based on the same faction judgment. This can solve the problems of the traditional virtual props' single interaction, lack of intuitive feedback for the collaboration and linkage of virtual objects of the same faction, and ambiguity in the determination of the triggering and effective range of attribute gains. It can realize the audio-visual integrated interactive presentation of virtual props, accurately complete the attribute gain control of the collaboration of the same faction, enrich the forms of team collaboration interaction in the virtual scene, and enhance the immersion and strategy of virtual interaction.

[0142] In some embodiments, movable graphic elements are displayed in the interface of a virtual scene, and the interface also displays a graphic carrier, which includes a first area; correspondingly, the movable graphic elements can be controlled to move by continuously moving back and forth on the graphic carrier.

[0143] The virtual scene interface is the core display carrier for the virtual scene to output visual content to the user. The virtual scene interface undertakes the rendering and display functions of all virtual elements, interactive controls and graphic carriers. Users complete all visual perception and interactive operations through the virtual scene interface.

[0144] A graphic carrier is a dedicated, independently defined area within a virtual scene interface. It has fixed boundaries, display form, and layout. Graphic carriers are specifically designed to limit the movement space of movable graphic elements and provide the basic framework for the division and display of the primary area. Graphic carriers can be horizontally positioned sliders, vertically arranged bar dials, circular rotating dials, or arc-shaped progress tracks within the virtual scene interface. They can also be rectangular pointer tracks. These interface units with fixed boundaries that provide continuous movement space for movable graphic elements are all specific implementations of graphic carriers.

[0145] Understandably, controlling the continuous back-and-forth movement of movable graphic elements on a graphic carrier involves driving the movable graphic elements to move continuously along a preset trajectory on the graphic carrier. Once the movable graphic element reaches one boundary of the graphic carrier, it automatically switches its movement direction and moves to the other boundary. This movement process is uninterrupted, without pauses or intervals, continuously cycling through forward and reverse movements. The back-and-forth movement trajectory of the movable graphic element on the graphic carrier can be adapted to the shape of the graphic carrier: a straight graphic carrier corresponds to a straight back-and-forth trajectory, an arc-shaped graphic carrier to an arc-shaped back-and-forth trajectory, and a circular graphic carrier to a circular back-and-forth trajectory. All trajectories are strictly limited to the boundaries of the graphic carrier. The boundary determination of the back-and-forth movement of the movable graphic element is based on the extreme positions at both ends of the graphic carrier. The moment the displayed coordinates of the movable graphic element reach the boundary coordinates of the graphic carrier, reverse movement is immediately triggered, and the initiation of reverse movement is seamlessly connected to the original movement direction.

[0146] As an example, see Figure 10 , Figure 10 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 7 The movable graphic element 1001 is controlled to move to the right on the graphic carrier. When the graphic element reaches the rightmost end of the graphic carrier indicated by 1002, it moves to the left, and so on, continuously moving back and forth.

[0147] In this way, by confining movable graphic elements to the graphic carrier of the virtual scene interface to perform continuous back-and-forth movement, the problems of messy movement trajectories, unconstrained movement range, insufficient accuracy in determining the stopping position, and difficulty in controlling the interaction rhythm can be solved. This achieves the standardization of the movement trajectory of movable graphic elements and the precise limitation of the movement range, allowing the interaction process to maintain a stable and continuous movement rhythm. At the same time, it provides a stable and reliable foundation for the subsequent matching and determination of the stopping position of movable graphic elements with the first area, improving the smoothness and accuracy of the overall interactive operation.

[0148] In some embodiments, by setting multiple first regions corresponding to different protection values, the stopping position of a movable graphic element is directly associated with the protection strength of the virtual protection layer. This enriches the differentiated effects of the virtual protection layer, enhances the randomness and strategy of the interaction process, and makes the gameplay of virtual interaction more layered and interesting. Specifically, there are multiple first regions, and different first regions correspond to different protection values ​​of the virtual protection layer. The protection value indicates the damage value that the virtual protection layer can block. Correspondingly, if the stopping position of a movable graphic element is in a first region, controlling the first virtual object to obtain the virtual protection layer can be achieved in the following way: if the stopping position of a movable graphic element is in a first region on the graphic carrier, controlling the first virtual object to obtain a virtual protection layer with the corresponding protection value.

[0149] Here, the first region is a pre-defined, clearly defined, and visually distinct area on the graphic carrier (e.g., distinguished by lines or color blocks). Each first region has its own visual identifier and is the core locational basis for determining whether a movable graphic element can provide a virtual protective layer for the first virtual object after it stops. The size and shape of each first region can be set according to interactive needs, and it does not overlap with other first regions. The protection value is the core numerical parameter that quantifies the damage-blocking ability of the virtual protective layer. The magnitude of the protection value directly determines the upper limit of single or cumulative damage that the virtual protective layer can block. When the virtual protective layer is damaged, the corresponding damage value is first deducted from the protection value. If the damage value exceeds the protection value, the excess portion will then affect the attributes of the first virtual object itself. When the protection value is 0, the virtual protective layer automatically becomes ineffective.

[0150] Multiple first regions can be arranged in various specific ways on the graphic carrier, such as circular partitioning, strip partitioning, block partitioning, and fan-shaped partitioning. Different arrangement forms are adapted to different graphic carrier shapes and interaction scenarios. For example, circular partitioning divides multiple concentric circular first regions with the center of the graphic carrier as the center. Strip partitioning divides multiple long strip-shaped first regions evenly along the length of the graphic carrier. All arrangement forms of multiple first regions are independent of each other and have no overlap or coverage. Moreover, each first region has a clear visual distinction mark (such as different colors and different textures) to facilitate intuitive differentiation by users.

[0151] It should be noted that there is a one-to-one correspondence between the first region and the protection value. That is, each first region on the graphic carrier uniquely corresponds to a fixed protection value. The protection values ​​corresponding to different first regions are different, and each protection value belongs to only one independent first region. A strict one-to-one correspondence is formed between the first region and the protection value. Furthermore, not all first regions can obtain a virtual protection layer.

[0152] In actual implementation, the protection values ​​corresponding to different first regions can be set to explicit gradient values. The gradient values ​​can be set according to the position, size, or interaction difficulty of the first region on the graphic carrier, showing an increasing or decreasing distribution pattern. For example, in a circular partition, the first region closer to the center of the graphic carrier has a higher corresponding protection value (e.g., 10, 20, 30, 40 from the outside to the inside). In a bar partition, the protection values ​​corresponding to the first region from left to right increase sequentially. The gradient difference can be set uniformly (e.g., increasing by 10 each time) or customized (e.g., 10, 25, 45) to adapt to different interaction difficulty requirements.

[0153] Among them, the virtual protection layer with the corresponding protection value is a virtual protection layer whose protection value is exactly the same as the protection value bound to the first area where the movable graphic element stops. The damage blocking ability of the virtual protection layer is strictly determined by the protection value of the corresponding first area. The higher the protection value, the more damage the virtual protection layer can block.

[0154] In practical applications, the area of ​​different first regions on the graphic carrier can be adjusted according to the corresponding protection value, following the principle that the size of the protection value is inversely proportional to the area of ​​the first region. For example, the area of ​​the first region with a protection value of 40 is set to 50 pixels × 50 pixels, and the area of ​​the first region with a protection value of 10 is set to 150 pixels × 150 pixels. By increasing the difficulty of obtaining the virtual protection layer with a high protection value through area differences, the strategic and interesting aspects of the interaction are enhanced. At the same time, the area ratio can be adjusted according to the difficulty of the virtual scene.

[0155] In actual implementation, different protection values ​​are pre-bound to multiple first regions on the graphic carrier. After the movable graphic element stops moving, the stopping position coordinates of the movable graphic element on the graphic carrier are obtained. The stopping position coordinates are compared with the coordinate range of each first region on the graphic carrier to determine the first region to which the stopping position coordinates belong. The protection value pre-bound to the first region is retrieved, and the first virtual object is controlled to generate a virtual protection layer with the corresponding protection value.

[0156] As an example, see Figure 11 , Figure 11 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 8 The first regions 1101, 1102, 1103, 1104, and 1105 correspond to different protection values ​​of the virtual protection layer. The first region 1101 corresponds to a protection value of 0, meaning that the virtual protection layer cannot be obtained. If the stop position of the movable graphic element is in the first region 1103 on the graphic carrier, the first virtual object is controlled to obtain a virtual protection layer with a protection value corresponding to the first region 1103.

[0157] In this way, by setting multiple first regions with different protection values ​​on the graphic carrier, and assigning virtual protection layers with corresponding protection values ​​to the first virtual objects according to the stopping position of movable graphic elements on the graphic carrier, the problems of single acquisition method of virtual protection layer, no gradient difference in protection strength, low correlation between interactive operation and protection effect, and lack of strategic gameplay can be solved. This enables differentiated and precise configuration of the protection capability of virtual protection layer, directly binds the interaction result to the virtual protection strength, improves the randomness, strategy and fun of defense-related interactions in virtual scenes, and makes the judgment of protection effect clearer and more intuitive.

[0158] In some embodiments, by setting a second region in the graphical carrier and matching it with debuff effects, the gains during the interaction process can be balanced, increasing the risk and strategic nature of the interaction, avoiding the monotony of gameplay caused by a single positive reward, and enhancing the overall strategic and challenging nature of the interaction. Specifically, the graphical carrier includes a second region; if the stopping position of a movable graphical element is in the second region, the first virtual object is controlled to receive a debuff effect.

[0159] Here, the second region is a pre-defined, clearly defined, and independently visualized area on the graphic carrier, distinct from the first region. The second region has its own unique location and visual identifier on the graphic carrier. It is the sole area that determines when a movable graphic element stops, triggering the first virtual object to acquire a debuff. The second region and the first region are independent of each other and do not overlap, together forming the complete area division of the graphic carrier. The display style of the second region differs from that of the first region.

[0160] It should be noted that debuffs are negative effects applied to the first virtual object, reducing its basic abilities or survivability in the virtual scene. Debuffs include various forms such as attribute reduction, movement restriction, and status weakening. They are the opposite of the virtual protective layer buffs triggered in the first area, used to balance the benefits and risks of the interaction process. Controlling the first virtual object to receive debuffs involves adjusting its attributes or status according to preset debuff parameters after determining that the movable graphic element's stopping position is in the second area. The timing of the debuff's execution is synchronized with the stopping position determination result, and the specific type and intensity of the debuff are directly determined by preset rules. Debuffs include various specific types such as reduced health, slowed movement speed, weakened attack power, reduced defense, and extended skill cooldowns. Different types of debuffs can take effect individually or in combination, and the duration and severity of the debuffs can be customized according to different virtual scene modes such as casual and competitive.

[0161] Understandably, the second region and the first region are divided in a non-overlapping and gapless manner on the graphic carrier. The stopping position of a movable graphic element can only fall into one of the first region or the second region, so there will be no ambiguity in position or the element falling into two regions at the same time, thus ensuring the uniqueness and accuracy of the region determination result.

[0162] Furthermore, the debuffs triggered by the second area have a preset duration. The debuffs continuously affect the first virtual object within this duration, and automatically disappear after the duration expires. The attributes or state of the first virtual object automatically revert to their original state; the debuffs do not permanently affect the first virtual object. The number of second areas on the graphical carrier can be set to one or more. Multiple second areas can correspond to debuffs of different intensities and types. Moving graphical elements falling into different second areas will bring differentiated debuffs to the first virtual object, further enriching the risk levels and gameplay diversity of the interaction.

[0163] As an example, see Figure 12 , Figure 12 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 9 The graphic carrier includes a second region 1201. If the stop position of the movable graphic element is in the second region 1201, the first virtual object is controlled to obtain a debuff effect.

[0164] Thus, by setting a second region in the graphical carrier and controlling the first virtual object to obtain a debuff effect when the stop position of the movable graphical element is in the second region, the problems of only having positive gains in the interaction, lack of risk-based gameplay, monotonous interaction results, and insufficient overall mechanism balance can be solved. This achieves two-way differentiated feedback of gains and debuffs in the interaction effect, making the interaction process both rewarding and risky, improving the strategic, exciting, and mechanism-balanced nature of virtual interaction, while enriching the judgment dimensions and gameplay levels of the interaction results.

[0165] In some embodiments, to further optimize the display layout and resource consumption of the virtual scene interface, the display duration and cancellation operation of the movable graphic element after it stops moving can be further limited. Specifically, after the movable graphic element stops moving, when the display duration of the movable graphic element at the stopping position reaches a second duration threshold, the movable graphic element is cancelled from display.

[0166] The display duration is the length of time a movable graphic element remains visually displayed at its stopping position, starting from the moment it stops moving. The display duration is accumulated in real-time, with timing precision consistent with the virtual scene's refresh rate. The second duration threshold is a pre-configured critical value used to determine whether to cancel the display operation. This second duration threshold is a fixed time parameter that can be flexibly set according to the virtual scene's interaction flow and interface layout requirements. It is the sole time criterion for triggering the cancellation of the movable graphic element's display.

[0167] It is understandable that canceling the display of movable graphic elements means that after the display duration of movable graphic elements reaches the second duration threshold, the movable graphic elements are removed from the rendering process of the virtual scene interface, and the interface processing operation of the visualization is terminated. After the display is canceled, the movable graphic elements no longer occupy the interface display space, and the virtual scene interface is restored to a state where there are no movable graphic elements.

[0168] In practical applications, after the movable graphic element stops moving, if the display duration of the movable graphic element at the stop position does not reach the second duration threshold, a close control for the movable graphic element is displayed. In response to the trigger operation of the close control, the display of the movable graphic element is canceled.

[0169] In actual implementation, after the movable graphic element stops moving, a countdown timer is displayed for the duration the movable graphic element is displayed at the stopped position. When the countdown timer indicates that the duration the movable graphic element is displayed at the stopped position has reached the second duration threshold, the movable graphic element is canceled from display.

[0170] If a movable graphic element is displayed on a graphic carrier, the display of the graphic carrier is simultaneously canceled when the display duration of the movable graphic element at the stop position reaches the second duration threshold.

[0171] As an example, see Figure 13 , Figure 13 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 When the display duration of the movable graphic element 1301 at the stop position reaches the second duration threshold, the display of the movable graphic element 1301 is canceled.

[0172] In this way, by timing the display duration according to a preset second duration threshold after the movable graphic element stops moving and automatically canceling the display element, the problems of movable graphic elements remaining on the interface for a long time after stopping, occupying interface display resources, causing visual redundancy and interfering with subsequent interaction processes can be solved. This achieves automated management of the life cycle of interface interactive elements, timely releases interface display resources, maintains the simplicity and regularity of the virtual scene interface, and improves the overall interface display efficiency and the smoothness of interactive operations.

[0173] In some embodiments, after equipping a virtual item with a first virtual object, if the attribute value of the second attribute of the first virtual object has not reached the maximum attribute value, the attribute value of the second attribute of the first virtual object is controlled to increase at a preset rate.

[0174] Here, the second attribute is a functional attribute within the first virtual object's own attribute system, independent of basic attack and basic defense. The second attribute characterizes the first virtual object's survivability, mobility, and other states, and is a dynamically adjustable attribute type. The attribute value is a specific numerical value that quantifies the current state of the first virtual object's second attribute. The magnitude of the attribute value directly reflects the actual level of the second attribute, and the attribute value can be dynamically adjusted by increasing or decreasing under preset rules. The maximum attribute value is the upper limit of the second attribute that the first virtual object can achieve; the maximum attribute value is the termination boundary for the growth of the second attribute value, and the attribute value of the second attribute cannot exceed the maximum attribute value.

[0175] It should be noted that the second attribute can be the same as or different from the first attribute. For example, if the first attribute is health points, the second attribute can also be health points, or it can be an attribute type different from the first attribute, such as energy points, stamina points, or defense points.

[0176] It should be noted that the preset rate is a pre-defined increment of the second attribute value per unit time. The preset rate is a fixed numerical parameter that determines how quickly the second attribute value increases. When the second attribute value increases at the preset rate, it continuously increases the attribute value according to the preset rate when the activation condition is met. The attribute value gradually increases at a uniform speed or a fixed rhythm until the termination condition is reached.

[0177] Furthermore, the preset total attribute increase value corresponding to the second attribute is a fixed value. When the sum of the current attribute value of the second attribute of the first virtual object and this fixed value does not exceed the maximum attribute value, the attribute value of the second attribute increases by the aforementioned fixed value. When the sum of the current attribute value of the second attribute of the first virtual object and this fixed value exceeds the maximum attribute value, the attribute value of the second attribute only increases to the maximum attribute value, and the actual increase value is the difference between the maximum attribute value and the current attribute value. For example, taking the maximum attribute value of the second attribute as 100 and the preset fixed total attribute increase value as 20: when the current attribute value of the second attribute of the first virtual object is 60, the sum of the current attribute value and the fixed total attribute increase value does not exceed the maximum attribute value, so the attribute value of the second attribute directly increases by 20; when the current attribute value of the second attribute of the first virtual object is 85, the sum of the current attribute value and the fixed total attribute increase value exceeds the maximum attribute value, so the attribute value of the second attribute only increases by 15, making the attribute value reach the maximum attribute value of 100.

[0178] Thus, by automatically increasing the attribute value of the second attribute that has not reached its maximum value at a preset rate after the first virtual object is equipped with virtual props, the problems of virtual props only being able to increase attributes momentarily, the single method of attribute replenishment, insufficient endurance of key character attributes, and poor interactive experience caused by abrupt changes in values ​​can be solved. This achieves continuous and stable automatic recovery of the second attribute, making the attribute changes of the first virtual object smoother and more controllable, effectively improving the survival and endurance of virtual objects in virtual scenes, and optimizing the functionality and practicality of virtual props and the overall interactive experience.

[0179] In some embodiments, a second attribute indicator bar is displayed, which is used to indicate the attribute value of a second attribute of the first virtual object; a sub-indicator bar corresponding to the magnitude of the attribute value is displayed within the second attribute indicator bar; a third attribute indicator bar is spliced ​​to the end of the sub-indicator bar in the second attribute indicator bar; wherein the third attribute indicator bar is used to indicate the magnitude by which the attribute value of the second attribute of the first virtual object can be increased; after the attribute value of the second attribute of the first virtual object is controlled to increase at a preset rate, the sub-indicator bar in the second attribute indicator bar is controlled to cover the third attribute indicator bar at a preset rate; or, the sub-indicator bar in the second attribute indicator bar is controlled to increase at a preset rate, and the third attribute indicator bar is controlled to decrease at a preset rate.

[0180] Here, the second attribute indicator bar is a bar-shaped visual component in the virtual scene interface used to intuitively display the state of the second attribute of the first virtual object. The overall length of the second attribute indicator bar corresponds to the maximum attribute value of the second attribute of the first virtual object, and the second attribute indicator bar is fixedly displayed in the interface associated area of ​​the first virtual object. The sub-indicator bar is a bar-shaped visual part inside the second attribute indicator bar used to represent the current attribute value of the second attribute of the first virtual object. The display length of the sub-indicator bar is directly proportional to the current attribute value of the second attribute of the first virtual object, and the length of the sub-indicator bar is adjusted synchronously as the current attribute value changes. The third attribute indicator bar is displayed seamlessly inside the second attribute indicator bar, at the end of the sub-indicator bar. The third attribute indicator bar and the sub-indicator bar are within the same display area of ​​the second attribute indicator bar, forming a continuous bar-shaped display structure.

[0181] It should be noted that the third attribute indicator bar is a bar-shaped visual part inside the second attribute indicator bar used to intuitively represent the increase in the attribute value of the second attribute of the first virtual object. The display length of the third attribute indicator bar is directly proportional to the increase in the attribute value of the second attribute of the first virtual object.

[0182] It should be noted that the sub-indicator bar covers the third attribute indicator bar at a preset rate. This means that as the attribute value of the second attribute of the first virtual object increases at the preset rate, the length of the sub-indicator bar gradually extends at the preset rate, and the extended area of ​​the sub-indicator bar gradually occupies the original display area of ​​the third attribute indicator bar until the third attribute indicator bar is completely covered. Conversely, the sub-indicator bar grows at a preset rate while the third attribute indicator bar decreases at a preset rate. This means that as the attribute value of the second attribute of the first virtual object increases at the preset rate, the length of the sub-indicator bar gradually increases at the preset rate, while the length of the third attribute indicator bar gradually decreases at the same preset rate. The changes in the lengths of both correspond synchronously to the actual increase in the attribute value of the second attribute.

[0183] The preset rate is a fixed increase rate of the attribute value per unit time that is pre-set for the second attribute of the first virtual object. It is a constant numerical parameter that remains unchanged during the growth of the second attribute value. It is not affected by external factors such as the virtual scene environment, the operation behavior of the first virtual object, or other virtual effects. The attribute value of the second attribute increases strictly according to this fixed rate until it reaches the maximum attribute value and then stops growing.

[0184] The second attribute indicator bar, sub-indicator bar, and third attribute indicator bar can be visualized using different colors. For example, the sub-indicator bar can use a basic bright color to indicate the current attribute value, and the third attribute indicator bar can use an auxiliary bright color to indicate the attribute value that can be added. Different color combinations can help users quickly distinguish between the current value and the recoverable value of the second attribute, improving the recognizability of the information displayed on the interface.

[0185] In actual implementation, the rendering coordinates and pixel filling of the second attribute indicator are completed based on the interface rendering frame cycle. The pixel ratio of the indicator length is calculated according to the maximum attribute value, current attribute value, and increaseable attribute value of the second attribute. The splicing, positioning, and drawing of the third attribute indicator are completed according to the coordinates of the end of the sub-indicator within the interface rendering area. The single-frame attribute growth value is matched with the rendering frame update frequency at a preset rate. The pixel extension rendering of the sub-indicator is performed frame by frame. The pixel area of ​​the sub-indicator covers the pixel area of ​​the third attribute indicator, or the pixel growth rendering of the sub-indicator and the pixel reduction rendering of the third attribute indicator are performed simultaneously. Each rendering frame completes the numerical mapping of attribute value and indicator length, real-time update of rendering coordinates, and redrawing of interface pixels, realizing frame-synchronized rendering matching of the growth of the second attribute value and the display change of the indicator.

[0186] In practical applications, the termination state of controlling the sub-indicator to cover the third attribute indicator at a preset rate is as follows: the sub-indicator completely covers the third attribute indicator along its length, the third attribute indicator is completely obscured and no longer displayed, and the length of the sub-indicator corresponds to the maximum attribute value of the second attribute. The termination state of controlling the sub-indicator to grow at a preset rate and the third attribute indicator to decrease at a preset rate is as follows: the length of the third attribute indicator gradually shrinks to zero, and the length of the sub-indicator synchronously grows to correspond to the maximum attribute value of the second attribute, and the length changes of both stop synchronously.

[0187] As an example, see Figure 14 , Figure 14 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 First, display the second attribute indicator bar indicated by the dashed box 1401, and display the sub-indicator bar 1402 corresponding to the size of the attribute value within the second attribute indicator bar; at the end of the sub-indicator bar in the second attribute indicator bar, display the third attribute indicator bar 1403.

[0188] In this way, by displaying the second attribute indicator bar, sub-indicator bar, and third attribute indicator bar in layers and updating them dynamically and synchronously, the problems of no intuitive visual feedback during the virtual object attribute restoration process, unclear perception of restoreable attribute values, and asynchronous attribute value changes and interface display can be solved. This enables the real-time visualization of the current attribute value and the attribute value that can be increased, allowing the attribute value growth process to be intuitively displayed through the dynamic changes of the indicator bar, improving the accuracy and consistency of the interface visual feedback, and enhancing the user's perception of changes in the virtual object attribute status.

[0189] In some embodiments, in addition to obtaining shield-type virtual resources, the first virtual object can also obtain other types of virtual resources such as health points, energy points, attribute bonuses, and virtual items based on the same triggering method. Specifically, movable graphic elements are displayed in the interface of the virtual scene. Correspondingly, displaying and controlling the movement of movable graphic elements can be achieved in the following ways: displaying movable graphic elements at the target position in the interface and controlling the movable graphic elements to move along the target path; after controlling the movable graphic elements to stop moving, de-displaying the graphic elements; displaying the graphic elements again at the target position and controlling the graphic elements to move along the target path; responding to a re-triggering operation for using the control, controlling the movable graphic elements to stop moving, and when the stopping position of the movable graphic elements is again in the first area, controlling the first virtual object to obtain virtual resources.

[0190] Here, the virtual scene interface is the visual display interface output by the terminal device running the virtual scene. The virtual scene interface is responsible for the functions of presenting the visual content of the virtual scene, displaying movable graphic elements, laying out interactive controls, and responding to user operations. It is the core interface for virtual object interaction and graphic element movement.

[0191] It should be noted that the target position is a fixed display point pre-defined using pixel coordinates within the virtual scene interface. The target position serves as the initial starting point for the movable graphic element's display and also as the unified reset point when the movable graphic element's display cycle restarts. The display center of the movable graphic element coincides with the coordinate center of the target position. The target path is a continuous movement trajectory pre-planned based on interface coordinates within the virtual scene interface. The target path directly defines the movable graphic element's movement direction, range, and trajectory shape. The movable graphic element can only complete its displacement along the target path and will not deviate from the preset trajectory.

[0192] Canceling the display of a graphic element terminates the rendering process of the movable graphic element in the virtual scene interface after it stops moving, completely removing it from the visual display area without leaving any visual trace. Re-displaying the graphic element restarts the rendering process at the target location in the virtual scene interface after the cancellation operation, loading the visual materials of the movable graphic element and completing the interface display, allowing the movable graphic element to reappear at the preset starting point in the virtual scene interface. Re-triggering occurs after the user's initial trigger operation on the same control, for the second or subsequent clicks, touches, or other interactive operations. Re-triggering is used to initiate the stop-movement action in the subsequent loop of the movable graphic element's process. The first area is a pre-defined continuous coordinate range in the virtual scene interface based on the target path. The first area is a dedicated judgment area for determining whether the first virtual object can acquire virtual resources; only when the stopping position of the movable graphic element falls within the first area does it meet the positional condition for acquiring virtual resources.

[0193] In practical applications, the target path can be set to various forms such as a straight line, a curved path, or a reciprocating path. The total length, direction of movement, and distance traveled per unit time of the target path are all preset fixed parameters. The speed at which the movable graphic element moves along the target path remains constant throughout the entire process and does not change with the movement. The movable graphic element that is displayed again is completely consistent with the initially displayed movable graphic element in terms of appearance, size, color, and other visual parameters. At the same time, the speed and trajectory of movement along the target path are exactly the same as the initial movement process, ensuring the consistency of the cyclical interaction process.

[0194] It should be noted that there can be one or more first regions. That is, the first region in the virtual scene interface can be set as a single independent coordinate interval, or it can be set as multiple independent coordinate intervals according to the interaction requirements. Multiple first regions are distributed at different positions along the target path. If the stopping position of the movable graphic element falls into any of the first regions, it satisfies the position determination condition for the first virtual object to obtain virtual resources.

[0195] Acquiring virtual resources occurs when a first virtual object, after meeting the first area's judgment conditions at the stopping position of a movable graphic element, obtains virtual resources, virtual items, or attribute buffs within the virtual scene that possess corresponding functional effects. These virtual resources directly impact the first virtual object's state and abilities. Virtual resources are virtual rights and items within the virtual scene that only affect the first virtual object. They can directly alter the first virtual object's attribute values, survival status, or interactive abilities. The first virtual object must meet preset interaction conditions to acquire and activate the corresponding virtual resource. Virtual resources encompass various types, including attribute buffs, status recovery, virtual items, and functional effects. Different types of virtual resources can exist independently or in combination, and the corresponding virtual resource types can be flexibly set according to the interaction logic of the virtual scene. For example, virtual resources can specifically be virtual shields, health points, energy points, attack power bonuses, defense power buffs, recovery virtual items, or time-limited special effects. Acquiring any one of these virtual resources will result in a corresponding improvement in the first virtual object's state or abilities.

[0196] As an example, see Figure 15 , Figure 15 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 Second, display a movable graphic element at the target position indicated by 1501 in the interface, and control the movable graphic element to move along the target path (to the right); after the movable graphic element stops moving in the first area indicated by 1502, cancel the display of the graphic element; display the graphic element again at the target position, and control the graphic element to move along the target path (to the right); when the stopping position of the movable graphic element is again in the first area (as indicated by 1503), control the first virtual object to obtain virtual resources.

[0197] In this way, by setting movable graphic elements to be repeatedly displayed at the target location, to move cyclically along the target path, and to determine the conditions for obtaining virtual resources in response to the re-triggering operation of the control, the problems of graphic elements not being reusable after a single interaction, virtual resource acquisition being only executed once, and the lack of continuity in the interaction process can be solved. This enables the cyclical reuse of the graphic element movement process and the resource acquisition mechanism, maintains the stability and unity of the interaction logic and the interface display, and allows the first virtual object to continuously acquire virtual resources through continuous repeated interactions, thereby improving the coherence and repeatability of virtual scene interaction.

[0198] In some embodiments, after displaying the movable graphic element, if a virtual item change operation is received, the movable graphic element is de-displayed, and the virtual item equipped by the first virtual object is switched to the virtual item corresponding to the virtual item change operation.

[0199] The process of changing virtual props involves replacing and adjusting the virtual props currently equipped by the first virtual object based on the initiated prop change operation. The core of changing virtual props is altering the first virtual object's equipment object, making it compatible with the new virtual prop's functions and effects. Canceling the display of movable graphic elements immediately terminates the rendering and display process of movable graphic elements in the virtual scene interface upon receiving the prop change operation instruction, completely removing the movable graphic elements from the virtual scene interface and stopping all movement and display-related actions. Switching to the virtual prop corresponding to the prop change operation involves unbinding the first virtual object from its original virtual prop equipment and setting the target virtual prop of the prop change operation to the newly equipped virtual prop of the first virtual object, completing the complete replacement of the virtual prop equipment object.

[0200] The virtual items corresponding to the item-changing operation are various virtual items in the virtual scene that allow the first virtual object to switch equipment and possess different functions and interactive logic, covering multiple item types such as attack, support, function, and recovery. For example, the virtual items corresponding to the item-changing operation can include virtual firearms, virtual weapons, virtual shield generation items, health recovery items, energy replenishment items, skill enhancement items, and other virtual items with different functions.

[0201] In actual implementation, the target virtual item control that displays the target virtual item responds to the trigger operation on the target virtual item control by canceling the display of movable graphic elements and switching the virtual item equipped by the first virtual object to the target virtual item.

[0202] As an example, see Figure 16 , Figure 16 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10Third, after displaying the movable graphic element, in response to the trigger operation on the target virtual prop control 1601, the display of the movable graphic element is canceled, and the virtual prop equipped by the first virtual object is switched to the target virtual prop.

[0203] In this way, by responding to the prop-changing operation after displaying the movable graphic element, the display of the movable graphic element is immediately canceled and the virtual prop switching is completed, realizing real-time matching between virtual prop switching and the state of interface elements, ensuring the continuity of the interaction process and the immediacy of the operation response, and making the prop switching process of the first virtual object smoother and more efficient.

[0204] In some embodiments, a collaborative protection mechanism is formed among virtual objects of the same faction to enhance the overall survivability and combat capability of the faction, and strengthen the interactive depth and overall experience of faction cooperation in the virtual scene. Specifically, when a fourth virtual object exists within a third preset range centered on the first virtual object, if the stopping position of the movable graphic element is in the first area, the fourth virtual object is controlled to obtain a virtual protection layer; wherein, the fourth virtual object and the first virtual object are of the same faction.

[0205] Here, the third preset range is a spatial determination area pre-defined using coordinate parameters, centered on the real-time position of the first virtual object in the virtual scene. This third preset range is used to determine whether there are other virtual objects (the fourth virtual object) that can collaboratively acquire the virtual protection layer, and is the core spatial determination condition for triggering faction synergy benefits. The fourth virtual object is an independent virtual character unit in the virtual scene. The fourth virtual object belongs to the same faction as the first virtual object, and is the target virtual object that can acquire the virtual protection layer after meeting the spatial range conditions. "Same faction" refers to the preset role affiliation grouping relationship for virtual objects in the virtual scene. Virtual objects belonging to the same faction have collaborative association attributes and can share the synergy benefit effects corresponding to their faction.

[0206] It should be noted that the shape of the third preset range can be set to a spherical, rectangular, or circular area. The radius and size of the third preset range can be flexibly adjusted according to the collaborative needs of the virtual scene. The virtual scene will detect the distribution of virtual objects within the third preset range around the first virtual object in real time. The number of fourth virtual objects can be one or more. When multiple fourth virtual objects belonging to the same faction as the first virtual object exist simultaneously within the third preset range, all fourth virtual objects that meet the conditions can simultaneously obtain a virtual protection layer, realizing multi-role faction collaborative protection.

[0207] As an example, see Figure 17 , Figure 17 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10Fourth, when there is a fourth virtual object 1702 within the third preset range centered on the first virtual object 1701, if the stopping position of the movable graphic element is in the first area, control the fourth virtual object 1702 to obtain a virtual protection layer.

[0208] In this way, by extending the successful interaction effect of the first virtual object to the fourth virtual object in the same faction and within a specified range, and giving the fourth virtual object that meets the conditions a virtual protective layer, the problems of interaction benefits only affecting a single virtual object, lack of faction cooperation mechanism, and difficulty in improving the overall survivability of the team in the virtual scene are solved. The faction-based sharing of interaction benefits is realized, the collaborative relationship between virtual objects in the same faction is strengthened, the team cooperation gameplay in the virtual scene is enriched, and the overall depth of interaction and team combat experience are effectively improved.

[0209] In some embodiments, the virtual prop is a playable virtual music prop. When the first virtual object possesses the virtual prop, and a third virtual object in a downed state exists within a second preset range centered on the first virtual object, a kill control is displayed. The third virtual object and the first virtual object are on opposite sides. In response to a trigger operation on the kill control, the first virtual object is controlled to use the virtual music prop to perform a second performance operation and play a kill animation. When the kill animation finishes playing, the state of the third virtual object is controlled to switch from a downed state to a dead state.

[0210] Here, the second preset range is a spatial detection area pre-defined by scene coordinate parameters, centered on the real-time position of the first virtual object in the virtual scene. The second preset range is the core spatial determination condition for determining whether to display the kill control.

[0211] It should be noted that the downed state is a temporary restricted state for the third-party virtual object in the virtual scene. While downed, the third-party virtual object can move at a low speed but cannot perform normal combat operations such as attacking, using skills, or interacting with the scene. When the downed state lasts for a preset duration, the third-party virtual object will automatically switch from the downed state to the dead state. The downed state is distinct from the third-party virtual object's normal activity state and final death state, and is a prerequisite for triggering the display of kill controls and subsequent state transitions. In the downed state, the third-party virtual object appears as a prone limb lying on the virtual scene ground. The virtual character cannot maintain a standing posture, and its limb movements are limited to crawling or lying down. The overall visual appearance is clearly different from a normally standing virtual character, directly demonstrating the virtual character's restricted combat capabilities.

[0212] Understandably, the different factions represent a pre-defined opposing grouping relationship between the first and third virtual objects. Virtual objects from different factions have an inherent antagonistic attribute and no cooperative or profit-sharing relationship. The virtual scene determines the effective objects of the interaction process based on faction affiliation. The kill control is a unique interactive control generated in the virtual scene interface for specific conditions. The kill control will only appear when all four conditions are met: the first virtual object holds a virtual music item, the third virtual object is downed, the third virtual object is within a second preset range, and the third virtual object belongs to a different faction. The kill control is the sole interactive trigger point for users to initiate subsequent performance operations and animation playback.

[0213] The second performance action is a unique performance action performed by the first virtual object using virtual music props after the first virtual object responds to the kill control's trigger action. It is executed synchronously with the kill animation and is a key action that triggers the state switch of the third virtual object. For example, the first virtual object can use a virtual guitar to perform strumming, a virtual drum to perform percussion, or a virtual saxophone to perform playing, etc., as the second performance action.

[0214] It's important to note that the "death" state is a permanent, terminated state for a third-party virtual object within the virtual environment. A third-party virtual object in the death state completely loses all abilities, including movement, attacking, skill activation, and scene interaction. Once the death state takes effect, it cannot be reversed to a downed or normal state; it is the final state of the third-party virtual object in this combat process. Controlling the transition from a downed to a death state is a state change operation executed immediately after the kill animation has fully played. This operation directly clears the downed state marker of the third-party virtual object, simultaneously loads the character's visuals and scene logic corresponding to the death state, and the third-party virtual object permanently leaves the downed state and takes on all the attributes of the death state.

[0215] In practical applications, the execution duration of the second performance operation corresponds one-to-one with the type of virtual music prop. During the execution of the second performance operation, the first virtual object will display the exclusive performance body movements of the corresponding instrument, while simultaneously playing highly matched instrument performance sound effects. The progress of the second performance operation's actions and sound effects is completely synchronized with the playback progress of the kill animation. The kill animation uses an independent rendering thread for screen rendering and includes exclusive visual effects, character action effects, and scene lighting effects. The playback duration of the kill animation is a preset fixed value and is completely consistent with the total execution duration of the second performance operation. The kill animation will not be interrupted or skipped during playback, maintaining a smooth and complete visual presentation throughout.

[0216] The kill animation is a unique visual animation that plays synchronously with the virtual scene when the first virtual object uses a virtual music prop to perform a second performance. The kill animation has an independent and complete playback flow, starting and progressing simultaneously with the second performance. The completion of the kill animation is the sole prerequisite for triggering the third virtual object to switch from a downed state to a dead state. For example, when the first virtual object uses a virtual guitar to perform a second performance, the kill animation might show the sound wave effects from the guitar playing sweeping over the third virtual object; when using a virtual drum to perform a second performance, the kill animation might show the vibration effects triggered by the drumbeats enveloping the third virtual object. The animation is synchronized with the performance throughout until it finishes playing.

[0217] Furthermore, "the first virtual object owns virtual items" means that the first virtual object has acquired, unlocked, or possessed virtual music items in the virtual scene, and has the ownership and usage rights to those virtual music items. Owning virtual items only means that the virtual items belong to the first virtual object; it does not mean that the first virtual object has currently switched the virtual music items to an equipped state and made them active and usable in real time. Virtual items can be obtained by consuming virtual resources or picked up in the virtual scene.

[0218] As an example, see Figure 18 , Figure 18 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 Fifth, when there is a third virtual object 1802 in a downed state within the second preset range centered on the first virtual object 1801, the kill control 1803 is displayed; in response to the trigger operation of the kill control 1803, the first virtual object 1801 is controlled to use virtual music props to perform a second performance operation and play a kill animation (not shown); when the kill animation finishes playing, the state of the third virtual object is controlled to switch from the downed state to the dead state indicated by 1804.

[0219] In this way, by triggering a unique process for downed enemy characters based on virtual music props, a coherent interactive chain is formed, integrating range detection, faction determination, control display, performance operation, kill animation, and state switching. This solves the problems of monotonous handling of downed enemies, homogenized combat interaction, and asynchronous operation and animation in virtual scenes. It realizes a distinctive and differentiated faction combat interaction logic, making character state switching more ritualistic and scene-recognizable, and greatly improving the richness and overall experience of virtual scene combat gameplay.

[0220] In step 104, if the stop position of the movable graphic element is in the first region, the first virtual object is controlled to obtain a virtual protection layer.

[0221] Here, the stopping position of the movable graphic element is in the first area. After the movable graphic element stops moving, the final coordinate point of the movable graphic element is compared with the coordinate range of the first area predefined in the virtual scene display interface. The result of the judgment is that the stopping coordinate point of the movable graphic element falls completely within the coordinate range of the first area. This judgment is the core prerequisite for triggering the control of the first virtual object to obtain the virtual protection layer.

[0222] It should be noted that the virtual protection layer is used to block attacks on the first virtual object. It is a digital protective function carrier attached to the first virtual object within the virtual scene. During its effective period, the virtual protection layer provides attack isolation for the first virtual object. It can block various attacks launched by other objects within the virtual scene against the first virtual object, preventing the first virtual object from suffering state loss or attribute reduction due to attacks. The virtual protection layer moves synchronously with the first virtual object within the virtual scene, always maintaining complete protective coverage. The virtual protection layer can be a visualized energy shield, light barrier, defensive aura, protective barrier, or other digital protective form. All types of virtual protection layers can achieve the core protective function of blocking attacks and protecting the first virtual object.

[0223] The virtual protection layer can block various attack types in the virtual scene, including melee attacks, ranged attacks, and skill attacks. The blocking effect of the virtual protection layer remains consistent across different attack types, comprehensively protecting the state of the primary virtual object from attacks. The virtual protection layer is displayed visually around the primary virtual object, and its display style, color, and transparency can be adapted to the overall visual style of the virtual scene. Users can intuitively identify the presence of the virtual protection layer through the virtual scene display interface.

[0224] In practical applications, if the stop position of the movable graphic element is not in the first area, the first virtual object will not be controlled to obtain a virtual protection layer. Only the basic operation corresponding to the virtual prop will be performed, and the protection layer-related functions will not be triggered.

[0225] In actual implementation, the real-time coordinate data of the movable graphic element in the virtual scene display interface after it stops moving is obtained. The coordinate interval parameters corresponding to the first region are retrieved from the pre-stored data. The stopping coordinates of the movable graphic element are checked point by point with the coordinate interval of the first region to determine whether the stopping coordinates of the movable graphic element fall completely within the coordinate range of the first region. If the check result is that it falls completely within the coordinate range of the first region, the virtual protection layer generation command is triggered. According to the preset virtual protection layer activation parameters, the virtual protection layer is loaded for the first virtual object to ensure that the virtual protection layer is accurately attached to the first virtual object and has the function of blocking attacks. The entire process achieves accurate determination of the stopping position and the first region through the coordinate verification algorithm and achieves rapid loading of the virtual protection layer through command triggering.

[0226] In some embodiments, the virtual protection layer has two failure triggering modes. In the first mode, the virtual protection layer can withstand any single attack, regardless of the attack damage value; the virtual protection layer will fail immediately after the attack. In the second mode, the virtual protection layer can withstand the cumulative damage from multiple attacks; the virtual protection layer will only fail when the total damage received is greater than or equal to a preset damage value. Specifically, after the first virtual object acquires the virtual protection layer, when the first virtual object is attacked, the first virtual object loses the virtual protection layer, and the attribute values ​​of the first virtual object remain unchanged; or, when the first virtual object is attacked at least once, and the sum of the damage values ​​caused by at least one attack is greater than or equal to a preset damage value, the first virtual object loses the virtual protection layer.

[0227] It's important to note that when the first virtual object is attacked, controlling it to lose its virtual protective layer while keeping its attribute values ​​unchanged means the virtual protective layer can only withstand a single attack. Regardless of the damage value or intensity of the attack, the virtual protective layer will immediately become ineffective after withstanding that attack, and the attack will not cause any loss to the first virtual object's attribute values. For example, after the first virtual object gains a virtual protective layer, even if it is hit by a light attack with a damage value of 5 or a heavy attack with a damage value of 200, the virtual protective layer will immediately disappear after being hit once, and the first virtual object's health, armor, and other attribute values ​​will not decrease in any way.

[0228] When the first virtual object is attacked at least once, and the sum of the damage from these attacks is greater than or equal to a preset damage value, the virtual object loses its virtual protective layer. This means the virtual protective layer can withstand the cumulative damage from multiple attacks. The virtual protective layer will not fail due to a single attack; it will only disappear when the sum of all the damage received reaches or exceeds the preset damage value. For example, if the preset damage value is 100, and the first virtual object is attacked three times in succession with damage values ​​of 30, 40, and 50, the sum of the three attacks is 120, reaching or exceeding the preset damage value of 100. In this case, the virtual protective layer fails; the first two attacks will not cause the virtual protective layer to disappear.

[0229] The preset damage value is a fixed value set in advance through parameters. The preset damage value serves as the upper limit threshold of the total damage that the virtual protective layer can withstand, and is the standard value for judging whether the accumulated damage has reached the limit of the virtual protective layer.

[0230] Understandably, once the first virtual object loses its virtual protection layer, all subsequent attacks will directly affect its own attribute values. The damage corresponding to the attack will deduct attribute values ​​normally. After the virtual protection layer fails, it no longer provides any protection, and the attribute value change rules revert to the regular attack judgment rules.

[0231] In this way, by setting two independent triggering mechanisms for the virtual protection layer—single attack failure and cumulative damage failure—the problem of the single method of judging the protection effect in the virtual scene and its inability to adapt to different gameplay intensities and strategic needs is solved. This enables flexible configuration and precise control of the protection logic, making the rules for the virtual protection layer more in line with diverse scene designs and improving the strategic nature and numerical balance of virtual interactive gameplay.

[0232] In some embodiments, a first attribute indicator bar is displayed, which is used to indicate the attribute value of a second attribute of the first virtual object; after the first virtual object is controlled to obtain the virtual protection layer, a protection layer bar is superimposed on the first attribute indicator bar, which is used to indicate that the first virtual object has obtained the virtual protection layer.

[0233] Here, the first attribute indicator bar is a visual bar-shaped interface element in the virtual scene interface used solely for data display. Through visual forms such as bar fill ratio and length changes, the first attribute indicator bar intuitively displays the current attribute value corresponding to the second attribute of the first virtual object in real time. It is the direct interface carrier for users to perceive the core attribute state of the first virtual object. The second attribute is the core attribute type possessed by the first virtual object in the virtual scene. The second attribute is a quantifiable and changeable virtual object attribute, including specific attribute types such as health, energy, and armor. It is the target attribute specifically pointed to by the first attribute indicator bar. The attribute value is a specific numerical value used to quantify the current state of the second attribute of the first virtual object. The attribute value includes the current remaining value and the attribute's maximum value. The increase or decrease of the attribute value directly reflects the state change of the second attribute of the first virtual object and is the core data basis for the display of the first attribute indicator bar.

[0234] It should be noted that overlaying the protective layer bar involves rendering and presenting the protective layer bar synchronously on top of the original visual display layer of the first attribute indicator bar, using interface drawing methods such as overlaying, nesting, or overlapping. The overlay process does not change the original shape, position, or indicator function of the first attribute indicator bar; it only adds visual content related to the protective layer to the existing interface elements. The protective layer bar is a unique visual bar icon in the virtual scene interface. It is bound to the virtual protective layer of the first virtual object and is displayed based on the first attribute indicator bar, used to intuitively indicate the status of the first virtual object having acquired and activated a virtual protective layer.

[0235] The first attribute indicator bar can adopt various interface forms such as horizontal, vertical, and curved bars. The second attribute can be configured with different core attributes according to the gameplay requirements of the virtual scene. The first attribute indicator bar will follow the attribute value of the second attribute in real time, and the fill status of the interface display will be updated synchronously. The protective layer bar has a unique visual style that is different from the first attribute indicator bar. It can be visually distinguished from the first attribute indicator bar through different colors, brightness, and outline effects. The superposition position of the protective layer bar can be set on the outer layer, inner layer, or end of the first attribute indicator bar to meet different interface design requirements. The display state of the protective layer bar is completely synchronized with the logical state of the virtual protective layer. When the virtual protective layer is active, the protective layer bar is immediately superimposed and displayed. When the virtual protective layer is deactivated, the protective layer bar disappears synchronously. The interface display and the activation logic of the virtual protective layer remain consistent in real time.

[0236] In practice, when a virtual protection layer has a protection value, the protection value of the virtual protection layer can be displayed at the associated position of the protection layer bar.

[0237] As an example, see Figure 19 , Figure 19 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 10 6. Display the first attribute indicator bar indicated by the dashed box 1901. After the first virtual object obtains the virtual protection layer, display the protection layer bar (as indicated by 1902) overlaid on the first attribute indicator bar.

[0238] In this way, by overlaying the protection layer bar on the first attribute indicator bar which is only used to display the second attribute value of the first virtual object, the core attribute status of the virtual object and the effective status of the virtual protection layer are presented in an integrated and visual way. This solves the problem that the effective status of the virtual protection layer cannot be displayed intuitively and that users have difficulty in quickly identifying the protection status. It achieves clear integration and efficient communication of interface status information. The purely display-type interface design will not generate additional interactive interference, allowing users to intuitively and in real time grasp the dual status of the attributes and protection of the first virtual object.

[0239] In some embodiments, virtual props have levels, and virtual props of different levels correspond to different protection values ​​of virtual protective layers. The virtual props equipped by the first virtual object are of the target level, and the virtual props of the target level correspond to a virtual protective layer with a target protection value. The protection value is used to indicate the damage value that the virtual protective layer can block. Accordingly, if the stopping position of the movable graphic element is in the first area, the control of the first virtual object to obtain a virtual protective layer can be achieved in the following way: if the stopping position of the movable graphic element is in the first area, the control of the first virtual object to obtain a virtual protective layer with a target protection value.

[0240] Here, different levels of virtual props correspond to different protection values ​​in the virtual protection layer. This is a setting where the virtual scene configures differentiated protection capabilities for virtual props of different levels. There is a fixed one-to-one mapping relationship between the level of the virtual prop and the protection value of the virtual protection layer. When the level of a virtual prop changes, the corresponding protection value of the virtual protection layer will also change accordingly. Higher-level virtual props have higher protection values ​​than lower-level virtual props. The target level is the specific level of the virtual prop that the first virtual object is currently equipped with in the virtual scene. Controlling the first virtual object to obtain a virtual protection layer with the target protection value is achieved by, based on the stopping position of the movable graphic element meeting the first area judgment condition, matching the corresponding target protection value according to the target level of the virtual prop currently equipped by the first virtual object, generating and activating a virtual protection layer with the target protection value for the first virtual object. The protection capability of the virtual protection layer is entirely determined by the target protection value.

[0241] For example, virtual items are divided into three levels: Level 1, Level 2, and Level 3. Level 1 virtual items correspond to a virtual protection layer with a protection value of 50, Level 2 virtual items correspond to a virtual protection layer with a protection value of 100, and Level 3 virtual items correspond to a virtual protection layer with a protection value of 150. When the first virtual object is equipped with a virtual item of the target level of Level 2, if the stop position of the movable graphic element in the interface is in the first area, the first virtual object will directly obtain a virtual protection layer with a protection value of 100.

[0242] In practical applications, the level of virtual items can be upgraded by the first virtual object performing various specified actions within the virtual scene. These actions include defeating virtual objects belonging to a different faction, completing preset game or exploration tasks within the virtual scene, collecting specified item materials within the virtual scene, participating in virtual matches and achieving victory or specified settlement conditions, performing performance actions, and switching states. Any of these methods can trigger the virtual item's level upgrade process, elevating the virtual item to a higher level. The protection value of the virtual protection layer corresponding to the virtual item is positively correlated with the virtual item's level.

[0243] In this way, by binding the level of virtual items with the protection value of virtual protective layers, and dynamically generating virtual protective layers with corresponding target protection values ​​based on the target level of the virtual items currently equipped by the first virtual object, and combining the stopping position of movable graphic elements to complete the protection layer acquisition judgment, the problems of fixed and singular protection strength of virtual protective layers, inability to link with the virtual item development system, and lack of hierarchical gameplay values ​​are solved. The protection effect is dynamically adapted to the level of virtual items, allowing the acquisition logic of virtual protection to be deeply integrated with item growth, effectively improving the strategic nature of virtual scene gameplay and the richness of numerical development.

[0244] In some embodiments, if the stopping position of the movable graphic element is in a first region, controlling the first virtual object to obtain a virtual protective layer can be achieved in the following way: if the stopping position of the movable graphic element is in a first position, controlling the first virtual object to obtain a virtual protective layer. The first position can be a first position in a first region.

[0245] The first position is a specific coordinate that is pre-defined and marked in the movement path of the movable graphic element in the virtual scene interaction interface. In other words, the first position is a fixed coordinate point, and the first position is marked in the interaction interface in a preset visual form.

[0246] As an example, see Figure 20 , Figure 20 This is a schematic diagram of the use of virtual props provided in the embodiments of this application. Figure 107. If the stop position of the movable graphic element 2001 is at the first position indicated by 2002, control the first virtual object 2003 to obtain a virtual protection layer.

[0247] By applying the above embodiments of this application, through a fully integrated interactive design encompassing virtual item equipment switching, dynamic replacement of interface controls, determination of the movement and stopping position of movable graphic elements in conjunction with the acquisition of virtual protective layers, multi-mode failure of protective layers, association of item levels with protection values, visualization of attribute status, music item performance bonuses, exclusive kill process for downed enemies, shared protection for teammates, automatic attribute recovery, and adaptation of graphic element movement speed to character status, this approach solves the problems of limited virtual item usage, fixed protective effects, unintuitive interface status display, weak faction cooperation and combat gameplay, and a lack of hierarchy in operation feedback and numerical systems. It achieves deep integration of item usage, gameplay determination, numerical growth, interface display, and faction cooperation and combat, making the logic of virtual item usage more flexible, the gameplay more strategic, and the user information perception clearer, thus improving the overall smoothness and richness of virtual scene interaction.

[0248] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0249] In related technologies, there are only items designed to simply restore health. These items are used by the player clicking to use them, and the game will play the corresponding usage action while restoring the character's health. Some games also have skills that restore health. These skills form a healing aura with a fixed radius centered on the character who possesses the skill. Teammates within the aura receive a continuous healing effect. These skills can also be switched to provide teammates with a movement speed bonus through specific operations. However, the healing amount and timing of these skills are preset and cannot be controlled by the player.

[0250] This reveals a lack of integration and innovation among various gameplay elements. There has never been a design that combines healing and shield restoration with musical instrument playing. While some musical instrument-based healing items incorporate playing and Quick Time Event (QTE) gameplay, they lack a logical framework that establishes different levels of healing and protection strength corresponding to playing and QTE, resulting in insufficient integration of gameplay and function. Regular healing items can only be used with a simple click, offering a monotonous operation and lacking entertainment and interactivity. Furthermore, the healing amount and timing of healing skills are fixed, offering no control over the player's experience and participation. Additionally, the technology lacks a universal protection scheme for regular QTE-type items, resulting in poor overall design extensibility and adaptability, failing to effectively combine the entertainment and practicality of the items.

[0251] Based on this, this application provides a healing musical instrument prop (i.e., a virtual prop). This prop has two usage states: a normal state and an irregular Quick Time Event (QTE) state. In the normal state, after the player takes out the musical instrument prop (i.e., the virtual prop), they will enter a state of holding the prop. The original attack button will change to a play button (i.e., using the control). When the player clicks the play button, music will play (i.e., playing the sound effect corresponding to the virtual prop), and at the same time, energy and health will be restored to other players within range. In the QTE state, while the player is holding the musical instrument prop, QTE gameplay will be triggered irregularly. When the QTE gameplay occurs, the player can complete the playing operation at the correct time according to the corresponding QTE prompt to apply a note shield effect to themselves.

[0252] The following describes the usage of the virtual props provided in the embodiments of this application from the product side.

[0253] To restore health using a guitar (a virtual item), players first need to select the item and switch to a playing state. Players must first click on the item bar (virtual item display area) in the battle interface. After the item list expands, find and click on the guitar item. The guitar's packaging can be changed as needed; this example uses a guitar for illustration. After clicking the guitar item, the game interface will switch to the guitar playing state user interface (UI), automatically hiding some battle-related UI and replacing it with a dedicated playing UI. Simultaneously, the in-game character model will pick up the guitar, officially entering the guitar-holding, playing preparation state (i.e., the first virtual object equips the virtual item).

[0254] Once the player enters guitar playing mode, the item's core healing function will be automatically triggered. Players will experience a slow recovery of health (the secondary attribute) without any additional action. Visually, the health bar will display a green area indicating the total amount of health that can be recovered. A white health progress bar will gradually increase as the recovery process progresses, until it completely covers the designated green area (the tertiary attribute indicator). Players can intuitively monitor the health recovery progress through these visual changes.

[0255] While playing the guitar, a corresponding play button will appear on the interface, which players can click to interact with the character. Each time the play button is clicked, the in-game character will simultaneously perform a corresponding guitar playing action, accompanied by a unique guitar sound effect, creating a realistic playing experience. It's important to note that this playing action is purely for musical effect and will not provide any additional bonus to the player's health recovery; health will continue to recover at its original slow, automatic pace.

[0256] While the player is playing the guitar, the game will randomly trigger QTE-related interactions to unlock additional shields. Upon triggering, a QTE progress bar will appear on the screen, accompanied by the text "Play accurately to gain a shield" (i.e., target information). Simultaneously, the game will highlight the play button on the screen with a bright light effect (i.e., target display style), clearly indicating the player's action button through visual cues. Two core interactive elements will be simultaneously generated on the QTE base corresponding to the progress bar: a judgment area (i.e., the first area) and a cursor (the movable graphic element). The cursor will immediately begin moving from left to right upon generation, providing the basis for subsequent player actions.

[0257] During the entire QTE period, the player's actions are directly reflected in the cursor state. Each time the player clicks the play button on the interface, the cursor stops immediately upon clicking. The final position of the cursor depends on the timing of the click. Depending on the cursor's final position, the player will receive two different interaction results: if the cursor stops and stays within the judgment area, the player will directly gain a note shield (i.e., a virtual protective layer), which can block one instance of damage; if the cursor stops outside the judgment area, the player will not receive any shield-related buffs.

[0258] Regardless of whether the cursor stops inside or outside the judgment area after the player clicks the play button, as long as the cursor completes the fixed action, the QTE progress bar on the interface will maintain the current result screen. This screen will remain for 2 seconds. After the screen stops, the QTE progress bar will automatically disappear from the interface, and the QTE interaction process will officially end.

[0259] When a player wielding a guitar approaches a downed enemy during a match, an execution button (i.e., a kill control) will be generated and displayed directly on the game interface. The appearance of this button is a prerequisite for triggering the guitar's execution function; this interactive prompt will only be triggered when the player is holding the guitar and within close range of the downed enemy. When the player clicks the execution button on the game interface, the game will immediately trigger the corresponding execution process. First, a unique execution guitar performance animation (i.e., the second performance action) will play, accompanied by a complete execution animation (i.e., the kill animation). During the performance of the animation, the downed enemy will be executed instantly, ultimately being eliminated as a "box" (a term used to describe players who are eliminated before the game ends), completely losing their eligibility to participate in the match and thus dying.

[0260] The following section will continue to explain the usage method of the virtual props provided in the embodiments of this application from a technical perspective.

[0261] To implement the core function of the guitar prop's health regeneration, a standardized prop operation and triggering process was designed, see [link / reference]. Figure 21 , Figure 21 This is a second flowchart illustrating the method of using virtual props provided in the embodiments of this application. The following will be combined with... Figure 21 The steps shown are explained.

[0262] In step 2101, click on the item bar.

[0263] In step 2102, the item list is expanded.

[0264] In step 2103, click on the prop.

[0265] In some embodiments, in response to a triggering action on the inventory, an item list is displayed, the item list including at least one item, the at least one item including a guitar item.

[0266] In step 2104, the player enters the handheld guitar state.

[0267] In step 2105, the list is closed.

[0268] In step 2106, the hidden battle button is replaced with a performance button.

[0269] In step 2107, the character picks up the guitar prop.

[0270] In step 2108, the total amount of health that can be restored is displayed in green on the health bar.

[0271] In response to the trigger action of the guitar item, the list is closed, some battle buttons are replaced with play buttons, the character is controlled to pick up the guitar item, and the total amount that can be restored is displayed in green on the character's health bar.

[0272] In step 2109, click the play button.

[0273] In step 2110, the character is controlled to play a musical action.

[0274] In step 2111, a guitar sound effect is played.

[0275] In addition to its basic healing function, the guitar prop also features a QTE (Quick Time Event) interaction mode that unlocks additional shield protection. See [link / reference]. Figure 22 , Figure 22 This is a schematic diagram of the third process of the method for using virtual props provided in the embodiments of this application. The following will be combined with... Figure 22 The steps shown are explained.

[0276] In step 2201, the character holds a guitar.

[0277] In step 2202, the system randomly enters the qte state.

[0278] In step 2203, it is determined whether the holding guitar state has ended.

[0279] If yes, proceed to step 2204; otherwise, proceed to step 2202.

[0280] In step 2204, the qte progress bar disappears.

[0281] In step 2205, the QTE progress bar appears the instant the state is entered.

[0282] In step 2206, the highlight effect on the play button is played.

[0283] During actual implementation, while the character is holding the guitar, a QTE progress bar and the text prompt "Play accurately to gain a shield" will randomly appear on the screen. Each time the progress bar appears, a highlighted light effect will play on the play button.

[0284] In step 2207, it is determined that the duration is greater than 5 seconds.

[0285] If yes, proceed to step 2208; otherwise, proceed to step 2209.

[0286] In step 2208, the QTE state ends and the relevant UI disappears.

[0287] In step 2209, the decision area and cursor are randomly generated.

[0288] In step 2210, the cursor moves in a uniform cyclic motion within the range of the progress bar.

[0289] A random decision area and a cursor appear on the QTE base. The cursor moves back and forth at a constant speed from left to right, with the two ends of the QTE bar as the starting and ending points. If a click on the play button is detected during the QTE progress bar, the cursor will stop at the moment of the click.

[0290] In step 2211, a click on the play button is detected.

[0291] In step 2212, the cursor stops the instant the click occurs.

[0292] In step 2213, it is determined whether the cursor is within the decision area.

[0293] If yes, proceed to step 2214; otherwise, proceed to step 2208.

[0294] In step 2214, the health bar is increased with a shield (with no upper limit on the value).

[0295] In step 2215, the next time the player takes damage, the shield will be deducted first.

[0296] In step 2216, the QTE state ends after 2 seconds, and the relevant UI disappears.

[0297] In practice, when the cursor pauses, its position coincides with the judgment area, and a musical note shield is added to the health bar. When attacked again, regardless of the attack amount, the shield can block one health bar reduction and disappears after the attack is received; if the cursor and the judgment area do not coincide, the shield buff effect will not be obtained; after the cursor is fixed, the QTE bar result will automatically disappear after 2 seconds; if there are no clicks during the 5-second QTE bar period, it will automatically disappear.

[0298] See Figure 23 , Figure 23 This is a schematic diagram of the fourth process of the method for using virtual props provided in the embodiments of this application. The following will be combined with... Figure 23 The steps shown are explained.

[0299] In step 2301, control the character to approach the downed enemy.

[0300] In some embodiments, controlling the character to approach a downed enemy is the initial operation to trigger the guitar item execution function. In response to the player's operation command, the player controls the game character to move towards the downed enemy game character, preparing for subsequent execution-related processes such as distance determination and item determination.

[0301] In step 2302, it is determined that the distance between the character and the enemy is less than 1 meter.

[0302] If yes, proceed to step 2304; otherwise, proceed to step 2303.

[0303] In some embodiments, after the controlled character approaches a downed enemy, the actual distance between the player's controlled game character and the downed enemy game character will be detected and accurately determined in real time to confirm whether the distance is less than 1 meter. This is a necessary condition for starting the subsequent execution-related judgment process. If the judgment result is that the distance is less than 1 meter, step 2304 will be executed. If the judgment result is that the distance is not less than 1 meter, step 2303 will be executed.

[0304] In step 2303, the process ends.

[0305] In some embodiments, when it is determined that the actual distance between the player-controlled game character and the downed enemy game character is not less than 1 meter, all judgment and execution processes related to the execution function of the guitar prop will be terminated directly, and no further operations will be performed.

[0306] In step 2304, it is determined whether the character possesses a guitar prop.

[0307] If yes, proceed to step 2306; otherwise, proceed to step 2305.

[0308] In some embodiments, when it is determined that the actual distance between the game character controlled by the player and the downed enemy game character is less than 1 meter, the item possession status of the game character controlled by the player will be immediately detected and determined. Specifically, it will be checked whether there is a guitar item in the game character's item bar, and at the same time, it will be confirmed whether the quantity of the guitar item is greater than 0. This is the core item condition for triggering the execution button display. If it is determined that the player has a guitar item, step 2306 will be executed; if it is determined that the player does not have a guitar item, step 2305 will be executed.

[0309] In step 2305, the process ends.

[0310] In some embodiments, when it is determined that the player-controlled game character does not have a guitar item in its inventory, or that the number of guitar items is 0, all judgment and execution processes related to the execution function corresponding to the guitar item will be terminated directly, and no further operations will be performed.

[0311] In step 2306, the execution button is displayed.

[0312] In some embodiments, after completing the dual determination and confirming that the game character controlled by the player is less than 1 meter away from the downed enemy game character and has a guitar item in the inventory with a quantity greater than 0, an execution button will be displayed to the player in the game interface, providing a visual interactive entry point for the player to trigger subsequent execution operations.

[0313] In step 2307, the character is controlled to play the execution action and animation.

[0314] In some embodiments, when a player clicks the execution button displayed on the game interface to complete the trigger operation, the system will immediately respond to the operation command, control the game character controlled by the player to play the execution guitar playing action that matches the guitar prop, and simultaneously play the corresponding execution animation to complete the action and visual presentation of the execution operation.

[0315] In step 2308, the health bar of the downed enemy is cleared and the enemy is changed to a "dead" state.

[0316] In some embodiments, while the game character controlled by the player is playing the execution action and animation, the status of the downed enemy game character will be processed accordingly. The health bar of the downed enemy game character will be completely cleared, and the game status of the downed enemy game character will be directly set to "dead" state, thus completing the entire execution process corresponding to the guitar prop.

[0317] By applying the above embodiments of this application, an innovative design that integrates playing and QTE interaction creates a fun and engaging operation scheme in battle, adding a great deal of entertainment and talking points to healing actions, effectively enhancing the gameplay. At the same time, by simplifying the operation design, it does not increase the player's operational costs too much, and cleverly combines the item's healing ability into the combat operation, allowing players to have a convenient and easy operation experience. Furthermore, thanks to the good extensibility of the scheme itself, it effectively protects the design of conventional QTE-type items, achieving a technical effect that combines fun, practicality, and extensibility.

[0318] The following description continues to illustrate the exemplary structure of the virtual props usage device 555 provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software modules of the virtual props usage device 555 may include: a first display module 5551, a first control module 5552, a second control module 5553, and a third control module 5554.

[0319] The first display module 5551 is used to display a first virtual object equipped with virtual props in a virtual scene, and to display the usage controls corresponding to the virtual props; The first control module 5552 is used to display movable graphic elements and control the movable graphic elements to move. The second control module 5553 is used to respond to the trigger operation of the control, control the first virtual object to perform the corresponding operation using the virtual prop, and control the movable graphic element to stop moving. The third control module 5554 is used to control the first virtual object to obtain a virtual protection layer if the stopping position of the movable graphic element is in the first area, and the virtual protection layer is used to block attacks on the first virtual object.

[0320] In some embodiments, the device for using the virtual prop further includes: a second display module, configured to display a virtual prop control corresponding to the virtual prop before displaying the first virtual object equipped with the virtual prop and the corresponding usage control of the virtual prop, and to display at least one functional control for controlling the first virtual object; the first display module 5551 is further configured to, in response to a trigger operation on the virtual prop control, control the first virtual object to equip the virtual prop and display the first virtual object equipped with the virtual prop; cancel the display of at least one of the functional controls and display the corresponding usage control of the virtual prop.

[0321] In some embodiments, the device for using the virtual prop further includes: a first switching module, configured to control the first virtual object to unequip the virtual prop and switch the state of the virtual prop control from the use state to the cooldown state when the duration for which the first virtual object is equipped with the virtual prop reaches a first duration threshold.

[0322] In some embodiments, the virtual prop is a playable virtual music prop, and the second control module 5553 is further configured to, in response to a trigger operation on the use control, control the first virtual object to perform a first performance operation using the virtual music prop and play a sound effect corresponding to the virtual prop; when a second virtual object exists within a first preset range centered on the first virtual object, control the first attribute value of the second virtual object to increase; wherein the second virtual object and the first virtual object are in the same camp.

[0323] In some embodiments, the movable graphic element is displayed in the interface of the virtual scene, and the interface also displays a graphic carrier, which includes the first area; the first control module 5552 is further configured to control the movable graphic element to continuously move back and forth on the graphic carrier.

[0324] In some embodiments, the number of first regions is multiple, and different first regions correspond to different protection values ​​of the virtual protection layer. The protection value is used to indicate the damage value that the virtual protection layer can block. The third control module 5554 is also used to control the first virtual object to obtain a virtual protection layer with a corresponding protection value if the stopping position of the movable graphic element is in the first region on the graphic carrier.

[0325] In some embodiments, the graphic carrier includes a second region, and the device for using the virtual prop further includes a debuff module, used to control the first virtual object to obtain a debuff effect if the stopping position of the movable graphic element is in the second region.

[0326] In some embodiments, the device for using the virtual prop further includes: a fourth control module, configured to, after the first virtual object obtains the virtual protection layer, when the first virtual object is attacked, control the first virtual object to lose the virtual protection layer and control the attribute value of the first virtual object to remain unchanged; or, when the first virtual object is attacked at least once and the sum of the damage values ​​caused by the at least one attack is greater than or equal to a preset damage value, control the first virtual object to lose the virtual protection layer.

[0327] In some embodiments, the device for using the virtual prop further includes: a fourth display module for displaying a first attribute indicator bar, the first attribute indicator bar being used to indicate the attribute value of a second attribute of the first virtual object; the device for using the virtual prop further includes: an overlay display module for overlaying and displaying a protection layer bar on the first attribute indicator bar after the first virtual object is controlled to obtain the virtual protection layer, the protection layer bar being used to indicate that the first virtual object has obtained the virtual protection layer.

[0328] In some embodiments, the device for using the virtual prop further includes: an attribute increasing module, used to control the attribute value of the second attribute of the first virtual object to increase at a preset rate when the attribute value of the second attribute of the first virtual object has not reached the maximum attribute value after the first virtual object is equipped with the virtual prop.

[0329] In some embodiments, the device for using the virtual prop further includes: a fifth display module, configured to display a second attribute indicator bar, the second attribute indicator bar being configured to indicate the attribute value of a second attribute of the first virtual object; displaying a sub-indicator bar within the second attribute indicator bar corresponding to the magnitude of the attribute value; and splicing a third attribute indicator bar at the end of the sub-indicator bar in the second attribute indicator bar; wherein the third attribute indicator bar is configured to indicate the magnitude by which the attribute value of the second attribute of the first virtual object can be increased; the device for using the virtual prop further includes: a fifth control module, configured to, after controlling the attribute value of the second attribute of the first virtual object to increase at a preset rate, control the sub-indicator bar in the second attribute indicator bar to cover the third attribute indicator bar at the preset rate; or, control the sub-indicator bar in the second attribute indicator bar to increase at the preset rate and control the third attribute indicator bar to decrease at the preset rate.

[0330] In some embodiments, the movable graphic element is displayed in the interface of the virtual scene. The first display module 5551 is used to display the movable graphic element at a target position in the interface and control the movable graphic element to move along a target path. The device for using the virtual prop further includes: a movement module, used to cancel the display of the graphic element after controlling the movable graphic element to stop moving; to display the graphic element again at the target position and control the graphic element to move along the target path; to control the movable graphic element to stop moving in response to a re-triggering operation of the use control, and to control the first virtual object to obtain virtual resources when the stopping position of the movable graphic element is again in the first area.

[0331] In some embodiments, the first control module 5552 is further configured to control the movable graphic element to move at a first speed when the first virtual object is in a moving state; and to control the movable graphic element to move at a second speed when the first virtual object is in a stationary state; wherein the first speed is greater than the second speed.

[0332] In some embodiments, the virtual props have levels, and the protection values ​​of the virtual protective layers corresponding to different levels of virtual props are different. The virtual props equipped by the first virtual object are of the target level, and the virtual props of the target level correspond to a virtual protective layer with a target protection value. The protection value is used to indicate the damage value that the virtual protective layer can block. The third control module 5554 is also used to control the first virtual object to obtain a virtual protective layer with a target protection value if the stopping position of the movable graphic element is in the first area.

[0333] In some embodiments, the device for using the virtual prop further includes: a first cancellation display module, used to cancel the display of the movable graphic element when the display duration of the movable graphic element at the stopping position reaches a second duration threshold after the movable graphic element stops moving.

[0334] In some embodiments, the device for using the virtual prop further includes: a second cancellation display module, configured to cancel the display of the movable graphic element when the display duration of the movable graphic element reaches a third duration threshold, provided that no trigger operation for the use control is received after the movable graphic element has been displayed.

[0335] In some embodiments, the device for using the virtual prop further includes: a sixth display module, configured to display target prompt information and display the usage control using a target display style after displaying the movable graphic element; wherein the target prompt information is configured to prompt that by controlling the first virtual object to perform the operation, the movable graphic element is controlled to stop in the first area to obtain the virtual protection layer; and the target display style is configured to highlight the usage control.

[0336] In some embodiments, the device for using the virtual prop further includes: a second switching module, configured to, after displaying the movable graphic element, if a prop changing operation to change the virtual prop is received, cancel the display of the movable graphic element and switch the virtual prop equipped by the first virtual object to the virtual prop corresponding to the prop changing operation.

[0337] In some embodiments, the virtual prop is a playable virtual music prop, and the device for using the virtual prop further includes: a sixth control module, configured to, when the first virtual object possesses the virtual prop, display a kill control when there is a third virtual object in a downed state within a second preset range centered on the first virtual object; wherein the third virtual object and the first virtual object are in different factions; in response to a trigger operation on the kill control, control the first virtual object to use the virtual music prop to perform a second performance operation and play a kill animation; and when the kill animation finishes playing, control the state of the third virtual object to switch from the downed state to the dead state.

[0338] In some embodiments, the device for using the virtual props further includes: a seventh control module, configured to control the fourth virtual object to obtain a virtual protection layer when a fourth virtual object exists within a third preset range centered on the first virtual object, and the stopping position of the movable graphic element is in the first region; wherein the fourth virtual object and the first virtual object are in the same camp.

[0339] In some embodiments, the virtual scene includes a target area, and the first control module 5552 is further configured to display movable graphic elements when the first virtual object is in the target area; or, when the first virtual object is equipped with the virtual prop, randomly display the movable graphic elements.

[0340] This application provides a computer program product, which includes a computer program or computer-executable instructions. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the method for using virtual items provided in this application embodiment, for example, such as... Figure 3 The method is illustrated above. The processor of the electronic device reads the computer program or computer-executable instructions from a computer-readable storage medium, and executes the computer program or computer-executable instructions, causing the electronic device to perform the virtual prop usage method described in the embodiments of this application.

[0341] This application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the method for using virtual items provided in this application, for example... Figure 3 The methods shown are as follows.

[0342] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0343] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.

[0344] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).

[0345] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0346] In summary, through a fully integrated interactive design encompassing virtual item equipment switching, dynamic replacement of interface controls, linkage between the movement and stopping positions of movable graphic elements and the acquisition of virtual protective layers, multi-mode failure of protective layers, correlation of item levels with protection values, visualization of attribute status, music item performance bonuses, a unique kill process for downed enemies, shared protection for teammates, automatic attribute recovery, and adaptation of graphic element movement speed to character status, this approach solves the problems of limited virtual item usage, fixed protective effects, unintuitive interface status display, simplistic faction cooperation and combat gameplay, and a lack of hierarchy in operational feedback and numerical systems. It achieves deep linkage between item usage, gameplay judgment, numerical growth, interface display, and faction cooperation and combat, making virtual item usage logic more flexible, gameplay more strategic, and user information perception clearer, thus improving the overall smoothness and richness of virtual scene interaction.

[0347] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for using a virtual prop, characterized in that, The method includes: In the virtual scene, the first virtual object equipped with virtual props is displayed, along with the corresponding usage controls for the virtual props; Display movable graphic elements and control the movement of the movable graphic elements; In response to a trigger operation on the control, the first virtual object is controlled to perform a corresponding operation using the virtual prop, and the movable graphic element is controlled to stop moving; If the stop position of the movable graphic element is in the first region, the first virtual object is controlled to obtain a virtual protection layer, which is used to block attacks on the first virtual object.

2. The method according to claim 1, characterized in that, Before displaying the first virtual object of the virtual item and the corresponding usage control of the virtual item, the method further includes: Display the virtual item control corresponding to the virtual item, and display at least one functional control for controlling the first virtual object; The first virtual object displaying the virtual equipment item, and displaying the corresponding usage controls for the virtual item, includes: In response to a trigger operation on the virtual item control, the first virtual object is controlled to equip the virtual item, and the first virtual object equipped with the virtual item is displayed; Cancel the display of at least one of the aforementioned functional controls and display the usage controls corresponding to the virtual props.

3. The method according to claim 2, characterized in that, The method further includes: When the duration for which the first virtual object is equipped with the virtual item reaches a first duration threshold, the first virtual object is controlled to unequip the virtual item, and the state of the virtual item control is switched from the used state to the cooldown state.

4. The method according to claim 1, characterized in that, The virtual prop is a playable virtual music prop. The step of controlling the first virtual object to use the virtual prop to perform corresponding operations in response to a trigger operation on the control includes: In response to a trigger operation on the control, the first virtual object is controlled to perform a first performance operation using the virtual music prop and play a sound effect corresponding to the virtual prop; When a second virtual object exists within a first preset range centered on the first virtual object, the first attribute value of the second virtual object is increased. The second virtual object is in the same camp as the first virtual object.

5. The method according to claim 1, characterized in that, The movable graphic element is displayed in the interface of the virtual scene, and the interface also displays a graphic carrier, which includes the first area; controlling the movable graphic element to move includes: The movable graphic element is controlled to move back and forth continuously on the graphic carrier.

6. The method according to claim 5, characterized in that, There are multiple first regions, and different first regions correspond to different protection values ​​of the virtual protection layer. The protection value is used to indicate the damage value that the virtual protection layer can block. If the stop position of the movable graphic element is in the first region, controlling the first virtual object to obtain a virtual protection layer includes: If the stop position of the movable graphic element is in the first area on the graphic carrier, the first virtual object is controlled to obtain a virtual protection layer with a corresponding protection value.

7. The method according to claim 5, characterized in that, The graphic carrier includes a second region, and the method further includes: If the stop position of the movable graphic element is in the second region, the first virtual object is controlled to obtain a debuff effect.

8. The method according to claim 1, characterized in that, After controlling the first virtual object to obtain the virtual protection layer, the method further includes: When the first virtual object is attacked, the first virtual object is controlled to lose the virtual protection layer, and the attribute values ​​of the first virtual object are controlled to remain unchanged. Alternatively, when the first virtual object is attacked at least once, and the sum of the damage values ​​caused by the at least one attack is greater than or equal to a preset damage value, the first virtual object is controlled to lose the virtual protection layer.

9. The method according to claim 1, characterized in that, The method further includes: Display a first attribute indicator bar, which is used to indicate the attribute value of the second attribute of the first virtual object; After controlling the first virtual object to obtain the virtual protection layer, the method further includes: A protection layer bar is overlaid on the first attribute indicator bar, and the protection layer bar is used to indicate that the first virtual object obtains the virtual protection layer.

10. The method according to claim 1, characterized in that, After displaying the first virtual object of the virtual props, the method further includes: If the attribute value of the second attribute of the first virtual object has not reached the maximum attribute value, the attribute value of the second attribute of the first virtual object is controlled to increase at a preset rate.

11. The method according to claim 10, characterized in that, The method further includes: Display a second attribute indicator bar, which is used to indicate the attribute value of the second attribute of the first virtual object; A sub-indicator bar corresponding to the magnitude of the attribute value is displayed within the second attribute indicator bar; At the end of the sub-indicator bar in the second attribute indicator bar, a third attribute indicator bar is spliced ​​and displayed; The third attribute indicator bar is used to indicate the magnitude of the attribute value of the second attribute that the first virtual object can increase; After the attribute value of the second attribute of the first virtual object is increased at a preset rate, the method further includes: Control the sub-indicator bars in the second attribute indicator bar to cover the third attribute indicator bar at the preset rate; Alternatively, the sub-indicator bars in the second attribute indicator bar can be controlled to grow at the preset rate, and the third attribute indicator bar can be controlled to decrease at the preset rate.

12. The method according to any one of claims 1 to 4, characterized in that, The movable graphic element is displayed in the interface of the virtual scene. Displaying the movable graphic element and controlling its movement includes: The movable graphic element is displayed at the target location in the interface, and the movable graphic element is controlled to move along the target path; After controlling the movable graphic element to stop moving, the method further includes: Cancel the display of the movable graphic element; The graphic element is displayed again at the target location, and the graphic element is controlled to move along the target path; In response to a re-triggering operation of the control, the movable graphic element is controlled to stop moving, and when the stopped position of the movable graphic element is again in the first area, the first virtual object is controlled to obtain virtual resources.

13. The method according to any one of claims 1 to 4, characterized in that, Controlling the movement of the movable graphic element includes: When the first virtual object is in a moving state, the movable graphic element is controlled to move at a first speed; When the first virtual object is stationary, the movable graphic element is controlled to move at a second speed. Wherein, the first speed is greater than the second speed.

14. The method according to any one of claims 1 to 5, characterized in that, The virtual items have levels, and the protection values ​​of the virtual protection layer corresponding to different levels of virtual items are different. The virtual items equipped by the first virtual object are of the target level. The virtual items of the target level correspond to a virtual protection layer with a target protection value. The protection value is used to indicate the damage value of the damage that the virtual protection layer can block. If the stop position of the movable graphic element is in the first region, controlling the first virtual object to obtain a virtual protection layer includes: If the stop position of the movable graphic element is in the first region, the first virtual object is controlled to obtain a virtual protection layer with a target protection value.

15. The method according to any one of claims 1 to 11, characterized in that, After controlling the movable graphic element to stop moving, the method further includes: When the display duration of the movable graphic element at the stop position reaches the second duration threshold, the display of the movable graphic element is canceled.

16. The method according to any one of claims 1 to 11, characterized in that, After displaying the movable graphic element, the method further includes: If no trigger operation is received for the control, the movable graphic element is canceled from display when the display duration of the movable graphic element reaches the third duration threshold.

17. The method according to any one of claims 1 to 11, characterized in that, After displaying the movable graphic element, the method further includes: Display the target prompt message and, using the target display style, display the control to be used; The target prompt information is used to prompt the user to perform the operation by controlling the first virtual object, thereby controlling the movable graphic element to stop in the first area to obtain the virtual protection layer; the target display style is used to highlight the control being used.

18. The method according to any one of claims 1 to 11, characterized in that, After displaying the movable graphic element, the method further includes: If a tool change operation is received to change the virtual tool, the movable graphic element is de-displayed, and the virtual tool equipped by the first virtual object is switched to the virtual tool corresponding to the tool change operation.

19. The method according to any one of claims 1 to 11, characterized in that, The virtual prop is a playable virtual music prop, and the method further includes: When the first virtual object possesses the virtual item, and a third virtual object in a downed state exists within a second preset range centered on the first virtual object, a kill control is displayed. The third virtual object is in a different camp from the first virtual object; In response to the trigger operation of the kill control, the first virtual object is controlled to perform a second performance operation using the virtual music prop and play the kill animation; When the kill animation finishes playing, control the state of the third virtual object to switch from the downed state to the dead state.

20. The method according to any one of claims 1 to 11, characterized in that, The method further includes: When a fourth virtual object exists within a third preset range centered on the first virtual object, if the stopping position of the movable graphic element is in the first region, the fourth virtual object is controlled to obtain a virtual protection layer. The fourth virtual object is in the same camp as the first virtual object.

21. The method according to any one of claims 1 to 11, characterized in that, The virtual scene includes a target area, and the display of movable graphical elements includes: When the first virtual object is located in the target area, movable graphical elements are displayed; Alternatively, when the first virtual object is equipped with the virtual prop, the movable graphic elements may be displayed randomly.

22. A device for using virtual props, characterized in that, The device includes: The first display module is used to display a first virtual object equipped with virtual props in a virtual scene, and to display the corresponding usage controls for the virtual props; The first control module is used to display movable graphic elements and control the movable graphic elements to move. The second control module is used to respond to the trigger operation of the control, control the first virtual object to perform the corresponding operation using the virtual prop, and control the movable graphic element to stop moving; The third control module is used to control the first virtual object to obtain a virtual protection layer if the stopping position of the movable graphic element is in the first area. The virtual protection layer is used to block attacks on the first virtual object.

23. An electronic device, characterized in that, The electronic device includes: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the method of using the virtual props as described in any one of claims 1 to 21.

24. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, the method of using the virtual props as described in any one of claims 1 to 21 is implemented.

25. A computer program product comprising computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, the method of using the virtual props as described in any one of claims 1 to 21 is implemented.