Game interaction method and device, storage medium and electronic device
By generating and displaying interactive methods for virtual weapons, the problem of monotonous game interaction methods is solved, the game's fun and strategic aspects are improved, and the player's gaming experience and win rate are enhanced.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-03-18
- Publication Date
- 2026-05-29
AI Technical Summary
Existing game interaction methods are monotonous, lacking in fun and innovation, which affects the player's gaming experience and user stickiness of game products.
The first terminal device responds to the interaction command for the second virtual character, generates and configures the virtual weapon used by the first virtual character, the virtual weapon is generated according to the second virtual character, the effect of using the virtual weapon is displayed, and the interaction between virtual characters is enhanced.
It enriches the game's interaction methods, enhances the game's fun and strategic depth, improves the player's gaming experience, strengthens user stickiness, and increases the game's win rate.
Smart Images

Figure CN122097971A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more particularly to a game interaction method, a game interaction device, a computer storage medium, and an electronic device. Background Technology
[0002] In some games, multiple players from the same faction can cooperate in battle to increase their chances of winning. However, current technological solutions for this purpose often feature simplistic game interaction methods, lacking fun and innovation, which negatively impacts player experience and user engagement. Summary of the Invention
[0003] This disclosure provides a game interaction method, a game interaction device, a computer storage medium, and an electronic device, thereby increasing the richness of game interaction methods, enhancing the fun and innovation of game interaction methods, and ultimately improving the player's gaming experience and user stickiness of game products.
[0004] In a first aspect, one embodiment of this disclosure provides a game interaction method, which provides a first graphical user interface through a first terminal device. The first graphical user interface includes at least a portion of a game scene, and the game scene includes a first virtual character controlled by the first terminal device. The method includes: in response to a first interaction command for a second virtual character, controlling the configuration of a first virtual weapon for the first virtual character; wherein the first virtual weapon is generated based on the second virtual character, and the second virtual character is at least one of the following: a teammate character in the same faction as the first virtual character, or a non-player virtual character located in the game scene; and in response to a first trigger operation for the first virtual weapon, displaying the weapon usage effect of the first virtual weapon on the first graphical user interface.
[0005] Secondly, one embodiment of this disclosure provides a game interaction device that provides a first graphical user interface through a first terminal device. The first graphical user interface includes at least a portion of a game scene, and the game scene includes a first virtual character controlled by the first terminal device. The device includes: a weapon configuration module configured to execute a first interaction command in response to a second virtual character, controlling the configuration of a first virtual weapon for the first virtual character; wherein the first virtual weapon is generated based on the second virtual character, and the second virtual character is at least one of the following: a teammate character in the same faction as the first virtual character, or a non-player virtual character located in the game scene; and a weapon effect display module configured to execute a first trigger operation in response to a first virtual weapon, displaying the weapon usage effect of the first virtual weapon on the first graphical user interface.
[0006] Thirdly, one embodiment of this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the above-described game interaction method.
[0007] Fourthly, one embodiment of this disclosure provides an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the above-described game interaction method by executing the executable instructions.
[0008] Fifthly, one embodiment of this disclosure provides a computer program product, including a computer program that is executed by a processor to implement the game interaction method described above.
[0009] The technical solution disclosed herein has the following beneficial effects: The aforementioned game interaction method, in response to a first interaction command for a second virtual character, controls the configuration of a first virtual weapon for a first virtual character; wherein the first virtual weapon is generated based on the second virtual character, and the second virtual character is at least one of the following: a teammate character in the same faction as the first virtual character, or a non-player virtual character located in the game scene; in response to a first trigger operation for the first virtual weapon, the weapon usage effect of the first virtual weapon is displayed on a first graphical user interface.
[0010] In this method, when the first terminal device responds to the first interaction command with the second virtual character, it can directly generate a first virtual weapon based on the second virtual character and use it as a weapon configured for the first virtual character. On one hand, this method innovatively realizes the conversion between the second virtual character and the virtual weapon, making the second virtual character a virtual weapon held by the first virtual character. This enriches the game interaction methods between virtual characters, increases the game's fun, and allows players to determine whether to implement the above game interaction based on their current game position, thereby enhancing the strategic depth of the game, improving the player's gaming experience, and increasing user stickiness. On the other hand, this method generates a first virtual weapon held by the first virtual character based on the second virtual character. When the second virtual character is in danger, has low health, or is in extreme situations, the first virtual character can use it to bring the second virtual character out of the danger zone or use it as an attack weapon to assist teammates in continuing the battle, rather than passively waiting to be eliminated or rescued by teammates. This further enhances the game interaction methods, increases the game's fun, and improves the win rate.
[0011] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0012] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0013] Figure 1 This diagram illustrates an application scenario of one of the game interaction methods of this exemplary embodiment. Figure 2 A flowchart illustrating one of the game interaction methods of this exemplary embodiment is shown; Figure 3 A schematic diagram illustrating one embodiment of the weapon switching control is shown. Figure 4A This is a schematic diagram showing a first graphical user interface provided by a first terminal device according to one of the exemplary embodiments of the present invention; Figure 4B This is a schematic diagram showing a second graphical user interface provided by a second terminal device according to one of the exemplary embodiments of the present invention; Figure 5 This diagram illustrates a display of one type of weapon invitation cancellation control according to this exemplary embodiment; Figure 6 This illustration shows a scenario in which a first virtual character holds a first virtual weapon generated from a second virtual character, according to one of the exemplary embodiments of the present invention. Figure 7 This is a schematic diagram showing the weapon selection area during the period when a first virtual character holds a first virtual weapon, according to one of the exemplary embodiments of this invention. Figure 8 This diagram illustrates a second graphical user interface during the possession of a first virtual weapon by a first virtual character, according to one of the exemplary embodiments of the present invention. Figure 9 This diagram illustrates the display of an exit control in a first graphical user interface according to one of the exemplary embodiments of the present invention. Figure 10 This diagram illustrates the display of an exit control in a second graphical user interface according to one of the exemplary embodiments of the present invention. Figure 11 This schematic diagram illustrates the structure of a game interaction device in this exemplary embodiment. Figure 12 The schematic diagram illustrates the structure of an electronic device in this exemplary embodiment. Detailed Implementation
[0014] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0015] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0016] The flowchart shown in the attached diagram is merely an illustrative example and does not necessarily include all steps. For example, some steps may be broken down, while others may be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.
[0017] To help those skilled in the art better understand the technical solutions of this disclosure, the relevant content involved in the technical solutions of this disclosure will be introduced below.
[0018] 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 three-dimensional world, or a purely fictional three-dimensional world. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene. Optionally, the virtual scene can also be used for virtual matches between at least two virtual objects, and it has virtual resources available to both virtual objects.
[0019] Virtual characters: These are the images of various people and objects that can interact with a virtual scene, or movable objects within a virtual scene. The movable object can be at least one of virtual characters, virtual animals, or anime characters, such as people or animals displayed in a virtual scene. A virtual character can be a virtual image representing the user within the virtual scene. A virtual scene can include multiple virtual characters, each with its own shape and volume, occupying a portion of the space within the virtual scene. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual characters can be three-dimensional virtual models, each with its own shape and volume, occupying a portion of the space within the three-dimensional virtual scene. In embodiments of this disclosure, the activities of virtual characters include, but are not limited to, at least one of: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model; embodiments of this disclosure do not limit this. For example, based on the different ways of controlling virtual characters, virtual characters can be divided into user-controlled virtual characters and server-controlled virtual characters. User-controlled virtual characters are actionable character models controlled by the client in a virtual scene. Server-controlled virtual characters are virtual character models controlled by automatic control algorithms or artificial intelligence programs on the client or server.
[0020] In some games, multiple players on the same team can cooperate in combat to increase their chances of winning. For example, in some shooting games, players on the same team can interact by marking locations, simultaneously aiming at the same enemy character and attacking, or even rescuing a teammate when they are knocked down. However, current technical solutions suffer from simplistic game interaction methods, lacking fun and innovation, which negatively impacts the player experience. Furthermore, prolonged use of fixed interaction methods can lead to visual fatigue and loss of interest, ultimately affecting user engagement.
[0021] This exemplary embodiment addresses the aforementioned problems and proposes a game interaction method. In response to a first interaction command with a second virtual character on a first terminal device, the method directly generates a first virtual weapon based on the second virtual character and uses it as a weapon configured for the first virtual character. On one hand, this method innovatively realizes the conversion between the second virtual character and the virtual weapon, making the second virtual character a virtual weapon held by the first virtual character. This enriches the game interaction methods between virtual characters, increases the game's fun, and allows players to determine whether to implement the aforementioned game interaction based on their current game position, thereby enhancing the strategic depth of the game, improving the player's gaming experience, and increasing user stickiness. On the other hand, by generating the first virtual weapon based on the second virtual character, the method allows the first virtual character to lead the second virtual character out of danger or use it as an attack weapon to assist teammates in continuing the battle when the second virtual character is in extreme situations such as being in danger or having low health, rather than passively waiting for elimination or rescue by teammates. This further enhances the game interaction methods, increases the game's fun, and improves the win rate.
[0022] Figure 1 The illustration shows an implementation environment diagram provided by one exemplary embodiment of this disclosure. Next, the game interaction method and apparatus proposed in this disclosure will be applied to... Figure 1 The exemplary implementation environment shown is illustrated.
[0023] For example, such as Figure 1 As shown, the system architecture 100 may include a terminal device 101 and a server 102.
[0024] The terminal device 101 (hereinafter referred to as the terminal) can be a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal device 101 may also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server 102 can 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 network (CDN), and big data and artificial intelligence platforms.
[0025] The game interaction method and apparatus provided in the embodiments of this disclosure can be executed by a computer device, wherein the computer device can be, for example, Figure 1 The system architecture 100 shown includes devices such as terminal device 101 or server 102. For example, when the game interaction method and apparatus are running on terminal device 101, terminal device 101 stores a game application and is used to present virtual scenes in the game screen. Terminal device 101 is used to interact with users / players through a graphical user interface, for example, by downloading, installing, and running a game application through terminal device 101. The way terminal device 101 provides the graphical user interface to the user can include various methods, such as rendering it on the terminal device's display screen or presenting the graphical user interface through holographic projection. For example, the terminal device may include a touch screen and a processor. The touch screen is used to present the graphical user interface and receive operation commands generated by the user acting on the graphical user interface, which includes game screens. The processor is used to run the game, generate the graphical user interface, respond to operation commands, and control the display of the graphical user interface on the touch screen.
[0026] In this system, the user's terminal device 101 can connect to different game servers 102 via network 103. Terminal device 101 can be any device with computing hardware capable of supporting and executing software products corresponding to the game. Additionally, the terminal has one or more multi-touch screens for sensing and acquiring user input through touch or swipe operations performed at multiple points on one or more touch displays. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. Network 103 can be of various connection types, such as wired, wireless communication links, or fiber optic cables, for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G networks, 3G networks, 4G networks, 5G networks, etc. Furthermore, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. In addition, the system can include multiple databases coupled to different servers, and can continuously store information related to the game environment in the databases as different users play multiplayer games online.
[0027] This application provides a game interaction method, which can be executed by a terminal or a server. This disclosure describes a game interaction method executed by a terminal as an example. The terminal includes a touchscreen display and a processor. The touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touchscreen display, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen. When the user performs touch operations on the GUI using their finger, the GUI, upon detecting the touch operation, controls different virtual objects in the game's GUI to perform actions corresponding to the touch operation. For example, the game can be any of the following: casual game, action game, role-playing game, strategy game, sports game, puzzle game, etc. The game can include a virtual scene drawn on a graphical user interface. Furthermore, the virtual scene can include one or more virtual objects, such as virtual characters, controlled by the user (or player). Additionally, the virtual scene can include one or more obstacles, such as railings, ditches, walls, etc., to restrict the movement of virtual objects, for example, restricting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene can also include one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the graphical user interface can present one or more indicators to provide guidance information to the player. For example, the game can include virtual objects controlled by the player and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects can be controlled by a computer, such as a robot using artificial intelligence (AI) algorithms, to achieve a human-computer interaction mode. For example, virtual objects possess various skills or abilities that game players use to achieve objectives. For instance, a virtual object might possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the game player using one of several preset touch operations on the terminal's touchscreen display.The processor can be configured to respond to operation commands generated by the user's touch operation to display the corresponding game screen.
[0028] It should be noted that, Figure 1 The schematic diagram of the game interaction system shown is merely an example. The game interaction scenarios described in this disclosure are intended to more clearly illustrate the technical solutions of the embodiments of this application and do not constitute a limitation on the technical solutions provided in this disclosure. As will be known to those skilled in the art, the technical solutions provided in this disclosure are also applicable to similar technical problems.
[0029] For example, in one exemplary embodiment, at least one player / user may run the game application through terminal device 101. The server 102 provides the necessary runtime resources and data storage for the game application, and performs a series of functions such as allocating multiple terminal devices to the same game session, facilitating data interaction and screen synchronization among the multiple terminal devices. Specifically, in response to a first interaction command for a second virtual character, terminal device 101 controls the configuration of a first virtual weapon for the first virtual character; wherein the first virtual weapon is generated based on the second virtual character, and the second virtual character is at least one of the following: a teammate character in the same faction as the first virtual character, or a non-player virtual character located in the game scene; in response to a first trigger operation for the first virtual weapon, terminal device 101 displays the weapon usage effect of the first virtual weapon on a first graphical user interface.
[0030] In one embodiment of this disclosure, the game interaction method can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0031] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0032] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0033] In one possible implementation, this invention provides a game interaction method that provides a graphical user interface through a terminal device, wherein the terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0034] However, those skilled in the art will readily understand that the above application scenarios are merely illustrative and are not intended to limit the scope of this exemplary embodiment.
[0035] The following example illustrates how the game interaction method can be applied to the aforementioned terminal device. A graphical user interface is provided through the terminal device, which can be either the aforementioned local terminal device or a client device within the aforementioned cloud interaction system. Figure 2 A flowchart illustrating a game interaction method in this exemplary embodiment is shown below. Figure 2 The game interaction method provided in this embodiment includes the following steps 201-202: Step 201: In response to the first interaction command for the second virtual character, control the configuration of the first virtual weapon for the first virtual character; wherein the first virtual weapon is generated based on the second virtual character, and the second virtual character is at least one of the following: a teammate character in the same faction as the first virtual character, or a non-player virtual character located in the game scene.
[0036] Step 202: In response to the first trigger operation for the first virtual weapon, display the item usage effect of the virtual item on the first graphical user interface.
[0037] exist Figure 2In the provided technical solution, when the first terminal device responds to the first interaction command with the second virtual character, it can directly generate a first virtual weapon based on the second virtual character, which is then used as a weapon configured for the first virtual character. On one hand, this method innovatively realizes the conversion between the second virtual character and a virtual weapon, making the second virtual character a virtual weapon held by the first virtual character. This enriches the game interaction methods between virtual characters, increases the game's fun, and allows players to determine whether to implement the aforementioned game interaction based on their current game position, thereby enhancing the game's strategic depth, improving the player's gaming experience, and increasing user stickiness. On the other hand, this method generates a first virtual weapon held by the first virtual character based on the second virtual character. When the second virtual character is in danger, has low health, or is in extreme situations, the first virtual character can use it to lead the second virtual character out of the danger zone or use it as an attack weapon to assist teammates in continuing the battle, rather than passively waiting for elimination or rescue by teammates. This further enhances the game interaction methods, increases the game's fun, and improves the win rate.
[0038] Next, we will discuss specific embodiments. Figure 2 The specific implementation methods of each step in the illustrated embodiment are described in detail below: In step 201, in response to a first interaction command for the second virtual character, control is used to configure a first virtual weapon for the first virtual character; wherein the first virtual weapon is generated based on the second virtual character, and the second virtual character is at least one of the following: a teammate character in the same faction as the first virtual character, or a non-player virtual character located in the game scene.
[0039] The first virtual character is a virtual character controlled by the player through a first terminal device. For example, the first virtual character can be displayed in the game scene from either a first-person or third-person perspective. In a first-person perspective, the first virtual character appears in the game scene only as a part of its body (e.g., an arm); while in a third-person perspective, the first virtual character appears in the game scene in its full or half-body form. The second virtual character can be a teammate of the first virtual character, for example, a virtual character controlled by a real player through another terminal device (e.g., a second terminal device). The second virtual character can also be a non-player character (NPC) located in the game scene, i.e., a virtual character driven by system programs or artificial intelligence.
[0040] Optionally, virtual weapons in the gaming field can be virtual firearms, virtual armor, etc. In the embodiments of this disclosure, virtual weapons can also be weapons generated by a second virtual character. Optionally, virtual weapons can cause damage to virtual characters in a virtual scene, or increase the attack value of the virtual character equipped with the virtual weapon.
[0041] In this embodiment, a virtual character in the game scene can simultaneously wield multiple virtual weapons. This means a virtual character can have multiple weapon slots in a single game and can switch between the currently used virtual weapons during gameplay. Each weapon slot may or may not be equipped with a virtual weapon.
[0042] For example, when the first terminal device responds to a first interactive command for a second virtual character, it controls the configuration of a first virtual weapon for the first virtual character.
[0043] Next, the specific process of step 201 will be described by way of example with reference to specific embodiments.
[0044] In an optional embodiment of this disclosure, for the first interactive instruction for the second virtual character involved in step 201 above, the first terminal device displays a weapon conversion control on the first graphical user interface in response to the first virtual character and the second virtual character meeting preset conditions; and generates a first interactive instruction for the second virtual character in response to a second trigger operation on the weapon conversion control.
[0045] In this embodiment, the first interaction instruction for the second virtual character may be generated by the first terminal device in response to a second trigger operation for the weapon conversion control.
[0046] Regarding the preset conditions in the above embodiments, in an optional embodiment of this disclosure, the preset conditions include at least one of the following: The distance between the first virtual character and the second virtual character is less than the distance threshold; The second virtual character is within the field of view of the first virtual character; The first virtual character picks up a target virtual item that matches the second virtual character.
[0047] In an optional embodiment of this disclosure, when the first terminal device detects that the distance between the first virtual character and the second virtual character is less than a distance threshold, it determines that the two can interact, and then displays weapon conversion controls on the first graphical user interface.
[0048] In another optional embodiment of this disclosure, if the first terminal device detects that the second virtual character is within the field of view of the first virtual character, it can determine that the two can interact, and then the weapon conversion control can be displayed on the first graphical user interface.
[0049] In another optional embodiment of this disclosure, if the first terminal device detects that the first virtual character has picked up a target virtual item that matches the second virtual character, it can determine that the two can interact, and then display weapon conversion controls on the first graphical user interface. Optionally, the target virtual item in this embodiment may be a special virtual item that the first virtual character searches for and picks up from the game scene, or a special virtual item that the first virtual character obtains by completing a specific game task, etc., which are not described in detail or specifically limited in this embodiment.
[0050] Virtual items can be virtual weapons or other types of items, such as weapon support items or other virtual items unrelated to virtual weapons.
[0051] For example, the target virtual item is a virtual item that matches the second virtual character. For instance, the target virtual item may be a virtual item that matches the virtual weapon used by the second virtual character, or the target virtual item may be a virtual item that can only be used by the second virtual character, etc. The embodiments of this disclosure do not impose any special limitations on this.
[0052] Understandably, the target virtual item can be a special virtual item set by the system to instruct the player to perform the aforementioned game interaction behaviors, and it can be distinguished from ordinary virtual items in the game scene. Optionally, to increase the game's challenge and fun, the number of special virtual items in the game scene can be configured to be less than the number of ordinary virtual items, thereby increasing the difficulty for the first virtual character to pick up the target virtual item.
[0053] In addition to the above embodiments, the preset conditions may also include other conditions, such as detecting that the first virtual character has acquired a specific skill that matches the second virtual character. The specific skill shown in the above embodiments is different from the ordinary skills possessed by the virtual character, or it is an additional skill acquired by the virtual character, and it is a skill that can be used in conjunction with the second virtual character. For example, continuing with the shooting game example, the first virtual character can acquire shooting skills through virtual firearms. When the first terminal device acquires an additional flying skill, and this skill needs to be combined with the warhorse currently used by the second virtual character to achieve the warhorse flying skill, it can be determined that the two can interact. Then, a weapon conversion control can be displayed on the first graphical user interface to execute the subsequent step of the first terminal device controlling the configuration of the first virtual weapon for the first virtual character in response to the first interactive command for the second virtual character.
[0054] In one optional embodiment of this disclosure, in response to the first virtual character meeting a second preset condition, a weapon conversion control is displayed on a first graphical user interface; in response to a second trigger operation on the weapon conversion control, a first interactive instruction for the second virtual character is generated.
[0055] The second preset condition may include at least one of the following: The first virtual character picks up a special virtual item; wherein, the special virtual item may be a virtual item picked up by the player controlling the first virtual character from the game scene, or a virtual item obtained by the player controlling the first virtual character to complete a specific task. The embodiments disclosed herein do not impose any special limitations on this.
[0056] The first virtual character acquires a special skill; wherein, the special skill may be a game skill picked up by the player from the game scene, or a game skill acquired by the player to complete a specific task. The embodiments disclosed herein do not impose any special limitations on this.
[0057] After understanding the preset conditions shown in the above embodiments, a weapon conversion control can be displayed on the first graphical user interface after detecting that the first virtual character and the second virtual character meet at least one of the preset conditions shown in the above embodiments; and in response to a second trigger operation on the weapon conversion control, a first interactive command for the second virtual character can be generated. The following will combine... Figure 3 The display of the weapon conversion control in the above embodiment is illustrated by way of example.
[0058] Reference Figure 3 The image shown is a schematic diagram of one type of weapon conversion control provided in this embodiment of the present disclosure; as shown... Figure 3 The image shows a game scene displayed on the first graphical user interface provided by the first terminal device. Taking four virtual characters in the same game faction as an example, if there is a first virtual character 301 and a second virtual character 302 in the current game scene, when the first terminal device detects that the first virtual character 301 and the second virtual character 302 meet the preset conditions, a weapon conversion control 303 can be provided on the first graphical user interface so that the player can trigger the first interactive command for the second virtual character through the second trigger operation of the weapon conversion control 303, thereby enabling the first terminal device to configure the first virtual weapon for the first virtual character.
[0059] It should be explained that, in addition to the above embodiments, the first interaction command for the second virtual character can also be triggered in other ways, such as voice, eye-tracking technology, or specific touch methods pre-configured by the system. The embodiments disclosed herein do not exhaustively list or impose any special limitations on these methods.
[0060] Furthermore, having learned about the relevant exemplary implementations of generating the first interaction command for the second virtual character, the following will describe various implementations of step 201 above in conjunction with specific embodiments.
[0061] In an optional embodiment of this disclosure, the step of controlling the configuration of a first virtual weapon for the first virtual character in response to a first interaction command for the second virtual character includes at least one of the following implementation methods: Implementation method 1: In response to a first interaction command for a second virtual character, upon receiving a second interaction command sent through a second terminal device, control the configuration of a first virtual weapon for the first virtual character.
[0062] The second terminal device is a terminal device used to control the second virtual character. Optionally, when the second virtual character is controlled by a real player, the second terminal device is a terminal device used by the real player to control the second virtual character; when the second virtual character is an NPC character controlled by the system or artificial intelligence, the second terminal device is a terminal device virtualized by the system or artificial intelligence. The embodiments of this disclosure do not impose any special limitations on this.
[0063] In this embodiment, the first terminal device can trigger the configuration of the first virtual weapon for the first virtual character only if it receives the second interaction instruction sent from the second terminal device.
[0064] In implementing embodiment 1, in an optional embodiment of this disclosure, in response to a first interactive instruction for the second virtual character, a weapon generation invitation instruction is sent to a second terminal device to display the weapon generation invitation information contained in the weapon generation invitation instruction on a second graphical user interface provided by the second terminal device; in response to receiving a second interactive instruction sent through the second terminal device, control is used to configure a first virtual weapon for the first virtual character.
[0065] The second interactive instruction is a command generated by the second terminal device in response to the weapon generation invitation information and to perform an agreement operation.
[0066] Optionally, the aforementioned consent operation can be implemented based on a trigger operation executed by the "consent invitation control" provided on the second graphical user interface, or it can be implemented by recognizing a specific trigger operation pre-configured by the system. For example, when the weapon generation invitation information contained in the weapon generation invitation command is displayed on the second graphical user interface, if the system recognizes the swipe operation performed by the player, it determines that the player has performed a consent operation for the weapon generation invitation information, and then generates a second interaction command and sends it to the first terminal device.
[0067] Understandably, the second terminal device can accept the weapon generation invitation from the first terminal device by agreeing to it, or it can reject the invitation by refusing it. Similarly, the rejection can be triggered by a "reject invitation control" provided on the second graphical user interface, or it can be triggered by recognizing a specific pre-configured trigger. For example, when the weapon generation invitation information is displayed on the second graphical user interface, if the system recognizes a double-click by the player, it determines that the player has rejected the invitation and generates a third interaction command, which is then sent to the first terminal device. This third interaction command is generated by the second terminal device in response to the rejection of the weapon generation invitation.
[0068] For example, taking a real player controlling a second virtual character through a second terminal device, to ensure player flexibility, the real player can choose to accept or ignore (also known as reject) the weapon generation invitation information displayed on the second graphical user interface. When the real player chooses to accept the invitation, a second interaction command is generated and sent to the first terminal device. When the first terminal device receives the second interaction command sent through the second terminal device, it controls the configuration of the first virtual weapon for the first virtual character. When the real player chooses to reject the invitation, a third interaction command is generated and sent to the first terminal device. When the first terminal device receives the third interaction command sent through the second terminal device, it generates a prompt message (e.g., "The other party has rejected your invitation") to allow the player controlling the first virtual character to promptly receive the rejection information, thereby facilitating the player's subsequent combat strategy formulation, such as continuing to invite, or selecting other teammate characters or other NPC characters to send weapon generation invitation commands.
[0069] It should be noted that the triggering operations involved in the embodiments of this disclosure can be touch operations that can be performed on the touch screen of the terminal device, or non-touch operations, such as voice operations, gesture operations, or eye-tracking operations. The embodiments of this disclosure do not impose any special limitations on this, and will not be repeated in the following embodiments.
[0070] In an optional embodiment, the weapon generation invitation information may be displayed on the second graphical user interface provided by the second terminal device in the form of one or more combinations of text, icons, images, special effects, components, etc. The embodiments disclosed herein do not impose any special limitations on this.
[0071] In an optional embodiment of this disclosure, the first terminal device responds to a first interactive command for the second virtual character and displays a weapon generation invitation message for the first virtual character on a first graphical user interface. This allows the player to visually determine, based on the weapon generation invitation message displayed on the first graphical user interface, that an invitation message has been sent to the second virtual character. This visualization of game information ensures the effectiveness of the operation and improves the player's operating experience.
[0072] To facilitate understanding, the following will use a shooting game scenario as an example, combined with... Figure 4A , Figure 4B The display content of the first graphical user interface involved in the above embodiments and the display content displayed on the second graphical user interface of the above embodiments are described by way of example.
[0073] Figure 4A This diagram illustrates a display schematic of a first graphical user interface provided by a first terminal device according to one of the exemplary embodiments of this invention. Figure 3 Based on the game scene shown, refer to Figure 4A As shown, the current game scene displayed on the first graphical user interface includes a first virtual character 301 and a second virtual character 302. When the first terminal device responds to the first interaction command for the second virtual character, it displays a weapon generation invitation message for the first virtual character on the first graphical user interface. This weapon generation invitation message for the first virtual character could be, for example,... Figure 4A The first invitation message shown is 401: "I would like to invite you to become a weapon."
[0074] Furthermore, in response to the first interactive command for the second virtual character, the first terminal device can also send a weapon generation invitation command to the second terminal device, for reference... Figure 4B As shown, the weapon generation invitation information for the second virtual character, contained in the weapon generation invitation command, is displayed on the second graphical user interface provided by the second terminal device. Optionally, as... Figure 4B As shown, the weapon generation invitation information for the second virtual character may include a second invitation message 402 displayed on the second graphical user interface: "He invites you to become a weapon", a reject invitation control 403, and an accept invitation control 404.
[0075] In the above Figure 4BBased on the above, when the second terminal device responds to the "agree" operation of the "agree" invitation control 404, it generates a second interaction command and sends the second interaction command to the first terminal device; the first terminal device, upon receiving the second interaction command sent through the second terminal device, controls the configuration of the first virtual weapon for the first virtual character. When the second terminal device responds to the "reject" operation of the "reject" invitation control 403, it generates a third interaction command and sends the third interaction command to the first terminal device; the first terminal device, upon receiving the third interaction command sent through the second terminal device, displays a prompt message on the first graphical user interface, such as "The other party has rejected your invitation."
[0076] Implementation method 2: In response to a first interaction command for a second virtual character, when the second virtual character is in a first target state, control is used to configure a first virtual weapon for the first virtual character.
[0077] In the first target state, the virtual character's life attribute parameters are less than the first life attribute parameter threshold. The life attribute of a virtual character is an attribute used in the game world to represent the virtual character's survivability in combat. In the field of game technology, life attributes are usually represented by character attributes such as "health points" or "life points".
[0078] For example, when a first terminal device responds to a first interaction command for a second virtual character and detects that the second virtual character is in a target state where its health attribute parameter is less than a first health attribute parameter threshold, it can directly configure a first virtual weapon for the first virtual character. For instance, if the second virtual character's health is below 5% when the first virtual character sends an invitation to the second virtual character (at which point the first health attribute parameter threshold is 5%), the first virtual weapon can be directly configured for the first virtual character without the consent of the player controlling the second virtual character.
[0079] In addition to the above-described implementation methods, it can also be implemented through the following implementation method 3: Implementation method 3: In response to a first interaction command for a second virtual object, control the configuration of a first virtual weapon for a first virtual character.
[0080] In this embodiment, the first terminal device can directly control the configuration of the first virtual weapon for the first virtual character in response to the first interaction command for the second virtual object.
[0081] Furthermore, after the step of sending the weapon generation invitation command to the second terminal device is executed in the above embodiment, the player controlling the first virtual character can also withdraw the issued weapon generation invitation within a specific time period. The following will provide an illustrative description with reference to specific embodiments.
[0082] In an optional embodiment of this disclosure, after the step of sending a weapon invitation command to a second terminal device in response to a first interactive command for a second virtual character, the method further includes: displaying a weapon invitation cancellation control on a first graphical user interface; and prior to the step of controlling the configuration of a first virtual weapon for a first virtual character in response to receiving a second interactive command sent through the second terminal device, the method further includes: deleting the weapon generation invitation command sent to the second terminal device in response to a third triggering operation of the weapon invitation cancellation control, and / or clearing the weapon generation invitation information displayed on the second graphical user interface.
[0083] In this embodiment, the player can cancel the invitation operation within the time period after the first terminal device sends a weapon invitation command to the second terminal device, and before the first terminal device receives a second interactive command sent by the second terminal device to execute the step of controlling the configuration of the first virtual weapon for the first virtual character, or before the first terminal device receives a third interactive command sent by the second terminal device to display corresponding prompt information on the first graphical user interface.
[0084] For example, after the first terminal device sends a weapon invitation command to the second terminal device, a weapon invitation cancellation control can be displayed on the first graphical user interface, allowing the player to perform the aforementioned invitation cancellation operation through the weapon invitation cancellation control displayed on the first graphical user interface. For example, refer to... Figure 5 As shown, a weapon invitation cancellation control 501 is displayed on the first graphical user interface. Players can perform a third trigger operation on the weapon invitation cancellation control 501 to delete the weapon generation invitation command sent to the second terminal device, and / or clear the weapon generation invitation information displayed on the second graphical user interface.
[0085] For example, the aforementioned time period can be divided into several time periods: The first time period is the period when the first terminal device generates a weapon generation invitation command, but the second terminal device has not yet received the weapon generation invitation command. During this first time period, when the first terminal device responds to the third trigger operation on the weapon invitation cancellation control, it only needs to delete the weapon generation invitation command sent to the second terminal device. The second time period is the period when the second terminal device receives the weapon generation invitation command but has not yet displayed the weapon generation invitation information contained in the weapon generation invitation command on the second graphical user interface. During this second time period, when the first terminal device responds to the third trigger operation on the weapon invitation cancellation control, it deletes the weapon generation invitation command sent to the second terminal device, thus eliminating the need to perform the step of displaying the weapon generation invitation information on the second graphical user interface, achieving a "silent" withdrawal of the weapon generation invitation information. The third time period is the period when the second terminal device receives the weapon generation invitation command and displays the weapon generation invitation information contained in the weapon generation invitation command on the second graphical user interface. During this third time period, when the first terminal device responds to the third trigger operation of the weapon invitation cancellation control, it can clear the weapon generation invitation information displayed on the second graphical user interface; or, it can delete the weapon generation invitation instruction sent to the second terminal device while clearing the weapon generation invitation information displayed on the second graphical user interface.
[0086] It is understandable that after the first terminal device receives a second interactive instruction from the second terminal device to execute the step of configuring the first virtual weapon for the first virtual character, or after the first terminal device receives a third interactive instruction from the second terminal device to display corresponding prompt information on the first graphical user interface, due to Figure 5 If the weapon generation invitation message "I want to invite you to become a weapon" and the weapon invitation cancellation control 501 become invalid for the first virtual character, then both should be cleared or hidden.
[0087] In this embodiment, by providing a weapon invitation cancellation control on the first graphical user interface, players can withdraw weapon generation invitations within a specific time period, thereby improving the logic and flexibility of player operations and enhancing the player's gaming experience.
[0088] Furthermore, when executing the step of configuring the first virtual weapon for the first virtual character, the first virtual weapon is generated based on the second virtual character.
[0089] Optionally, the step of generating the first virtual weapon based on the second virtual character can be to directly use the second virtual character as the first virtual weapon configured for the first virtual character, thereby achieving the fusion of the first and second virtual characters. For example, refer to... Figure 6As shown, when the first terminal device responds to the first interaction command for the second virtual character 302, it controls the first virtual character 301 to lift the second virtual character 302, so that the second virtual character 302 is directly configured as the first virtual weapon for the first virtual character 301. In this embodiment, when the first virtual weapon is generated based on the second virtual character, the first virtual weapon maintains the model appearance of the second virtual character. One possible manifestation is that the second virtual character is held in the hand in a gun-holding posture, performing shooting actions, etc.
[0090] Optionally, the first virtual weapon can be generated based on the second virtual character, or it can be a virtual weapon transformed from the second virtual character, which is then used as the first virtual weapon configured for the first virtual character. Alternatively, the virtual weapon used by the second virtual character can be used as the first virtual weapon configured for the first virtual character. In this embodiment, the first virtual weapon is a gun model, which can be a conventional gun model, or, in this case, a corresponding type of gun model generated, while the model of the second virtual character is not displayed in the scene.
[0091] To facilitate understanding of the first virtual weapon generated based on the second virtual character, the first virtual weapon will be illustrated by example in the context of a shooting game.
[0092] In an optional embodiment, in a shooting game, the first virtual weapon is a shooting weapon, and the shooting weapon is configured with at least one of the following: The number of virtual bullets equipped with shooting weapons is unlimited; The maximum number of virtual bullets that a shooting weapon's magazine can carry is equal to the number of targets. The shooting weapons are equipped with target attack parameters.
[0093] For example, the system configures an unlimited number of virtual bullets for the shooting weapon generated based on the second virtual character. In existing game mechanics, players control a first virtual character to search for and pick up virtual weapons and virtual bullets configured for those weapons in the game scene. This embodiment of the disclosure can directly configure an unlimited number of virtual bullets for the first virtual weapon generated based on the second virtual character, thus eliminating the need for the player to search for and pick them up from the game scene.
[0094] For example, the maximum number of virtual bullets in a magazine for a shooting weapon can be set to a target number; in an optional embodiment, the target number is typically configured to be higher than that of a regular shooting tool. For instance, the maximum number of virtual bullets in a magazine for a regular shooting tool is typically 30, while the maximum number of virtual bullets in a magazine for a shooting weapon can be set to 100.
[0095] Reference Figure 7As shown, when the first virtual character wields a shooting weapon generated based on the second virtual character, the weapon selection area 701 on the first graphical user interface displays a weapon icon 702 for the shooting weapon generated based on the second virtual character. To the right of the weapon icon 702, the system displays the number of virtual bullets configured for it as "∞", signifying that the number of virtual bullets equipped for the shooting weapon is unlimited. To the right of the weapon icon 702, the system also displays the maximum number of virtual bullets configured for the shooting weapon's magazine, set to 100 rounds. It should be explained that the number of virtual bullets configured for the magazine corresponding to the shooting weapon is the amount of virtual bullets that can be released when the shooting weapon does not need to be reloaded. After the target number of virtual bullets has been released, the player needs a certain amount of time to reload the magazine.
[0096] Optionally, target attack parameters can also be configured for the shooting weapon. These parameters may include, for example, the virtual weapon's reload speed, recoil, and damage inflicted on the target.
[0097] In an optional embodiment of this disclosure, the number of targets and target attack parameters involved in the above embodiments are confirmed by at least one of the following methods: Method 1: The system default configuration method.
[0098] For example, the system can configure default parameter values for the maximum number of virtual bullets in the magazine of the first virtual weapon (i.e., the shooting weapon), and default parameter values for target attack parameters of the shooting weapon.
[0099] Method 2: Determine based on the attack parameters of the second virtual weapon currently possessed by the first virtual character.
[0100] For example, the target attack parameters can be determined based on the attack parameters of the second virtual weapon currently possessed by the first virtual character. For instance, the target attack parameters can be configured to be the same as those of the second virtual weapon currently possessed by the first virtual character; or, the target attack parameters can be configured to be superior to those of the second virtual weapon currently possessed by the first virtual character. For example, the target attack parameters configured for a shooting weapon, compared to those of the second virtual weapon currently possessed by the first virtual character, could include faster reload speed, less recoil, higher damage to enemy virtual characters, and higher defensive parameters for friendly characters or the first virtual character itself.
[0101] In this method, when the first virtual character holds a first virtual weapon generated based on the second virtual character, the embodiments of this disclosure configure the first virtual weapon with attributes that are different from ordinary virtual weapons. For example, it is configured with an unlimited amount of virtual bullet storage, a higher limit on the number of virtual bullets in the magazine corresponding to ordinary shooting props, and attack parameters that are superior to ordinary shooting props. This makes the attack capability stronger during the "combination" of the first virtual character and the second virtual character, thereby increasing the fun of the function and the interactivity between the characters.
[0102] In an optional embodiment, when the first virtual character holds a first virtual weapon generated based on the second virtual character, virtual weapon accessories can also be added to the first virtual weapon configured for the first virtual character.
[0103] For example, the first virtual weapon may or may not have the ability to equip virtual weapon accessories. When virtual weapon accessories can be equipped on a virtual weapon, the player can choose to equip the first virtual weapon with virtual weapon accessories or choose not to equip it with virtual weapon accessories.
[0104] When virtual weapon accessories are equipped on virtual weapons, these accessories can be optional auxiliary and offensive attachments that are equipped on the virtual weapon within the virtual environment. They can also be used to adjust the attribute values of the virtual character. For example, in shooting games, virtual weapons can be virtual firearms. Virtual weapon accessories can include different types of auxiliary attachments such as scopes, cheek pads, silencers, and wrist guards, as well as offensive attachments such as different types of ammunition and different types of medical supplies. Medical supplies can be used to increase the attack value of the virtual weapon. These accessories can be used to configure the virtual weapon, allowing it to be used in combination with the virtual weapon to increase its attribute values.
[0105] For example, players can add different virtual weapon attachments to their first virtual weapon to achieve different weapon effects. For instance, by adding different types of scopes to the first virtual weapon, players can achieve different magnification levels to view game scenes from different perspectives, thereby enhancing the richness and strategic depth of the game content and gameplay.
[0106] Furthermore, to enhance the game's fun and the interactivity and strategy between virtual characters within the same game faction, the player controlling the first virtual character can determine whether to trigger the interaction of possessing the first virtual weapon generated from the second virtual character based on the second virtual character's status.
[0107] In an optional embodiment of this disclosure, before performing the step of configuring the first virtual weapon for the first virtual character, it is detected that the second virtual character is currently in a second target state, wherein the second target state represents the character state when the virtual character's character attribute parameter value is less than a character attribute parameter threshold and the virtual character's health attribute parameter value continues to decrease. Furthermore, while the first virtual character holds the first virtual weapon generated based on the second virtual character, the method further includes: controlling the cessation of decreasing the second virtual character's health attribute parameter value.
[0108] In existing game mechanics, when the system detects that a second virtual character's attribute parameter value is below a threshold and its health attribute value continues to decrease over time or due to attacks, eventually leading to elimination from the game, for example, when its health value falls below a certain threshold, the character enters a knocked-down state (i.e., a knocked-down state). In this knocked-down state, normal game actions are impossible; for example, the character cannot shoot or walk, and can only crawl. In this state, the character needs to wait for teammates to rescue them to return to normal. In this embodiment, when the system detects that a second virtual character is in a second target state where its attribute parameter value is below the threshold and its health attribute value continues to decrease over time or due to attacks, the system can lock and freeze the second virtual character's health attribute value while the first virtual character is holding a first virtual weapon generated from the second virtual character. This prevents the second virtual character from further decreasing its health over time or due to attacks, until the first virtual character no longer holds the first virtual weapon generated from the second virtual character.
[0109] It should be noted that after generating a weapon based on the second virtual character and equipping it to the first virtual character, the second virtual character is in a state of following or being carried while the first virtual character moves with the weapon. When the first and second virtual characters are released from this state, the second virtual character will be displayed at the current location of the first virtual character. In this way, the purpose of taking the second virtual character away from the dangerous scene is achieved.
[0110] In this embodiment, for the first virtual character (the inviter), not only can inviting the second virtual character to generate its virtual weapon allows the second virtual character to escape dangerous combat zones and more safely save teammates, but it also allows obtaining virtual weapons with superior attack parameters to improve survival rate and win rate, thereby enhancing game fun and strategic depth, and ultimately improving the player's gaming experience. For the second virtual character (the invitee), during the generation of the first virtual weapon, the second virtual character's health attribute parameters can be locked and frozen, preventing its health from decreasing over time or due to attacks. This improves survival rate instead of passively waiting for health to deplete until elimination, thus enhancing game fun and strategic depth, and ultimately ensuring a better player gaming experience.
[0111] In an optional embodiment of this disclosure, while the first virtual character holds a first virtual weapon generated based on the second virtual character, the method further includes: displaying the first virtual weapon in a weapon selection area on a first graphical user interface and hiding the second virtual weapon held by the first virtual character.
[0112] The second virtual weapon is a virtual weapon that the first virtual character possesses before acquiring the first virtual weapon. The second virtual weapon can be a weapon that the system configures for the first virtual character by default, or a weapon that the first virtual character picks up from the game scene, etc. The embodiments disclosed herein do not impose any special restrictions on this.
[0113] For example, while the first virtual character holds the first virtual weapon generated based on the second virtual character, the first virtual weapon is only displayed in the weapon selection area on the first graphical user interface, and the second virtual weapon originally owned by the first virtual character is hidden, so that the first virtual character cannot switch to other virtual weapons while holding the first virtual weapon, even if all other weapons other than the first virtual weapon are disabled.
[0114] For ease of understanding, the following will combine Figure 3 and Figure 7 The weapon selection area before the first virtual character possesses the first virtual weapon and the weapon selection area during the period when the first virtual character possesses the first virtual weapon are described by example.
[0115] Reference Figure 3 As shown, when the first virtual character does not yet possess the first virtual weapon generated based on the second virtual character, the weapon selection area on the first graphical user interface displays two virtual weapons possessed by the first virtual character (corresponding to the second virtual weapon in the above embodiment). Players can freely switch between the two virtual weapons during combat so that the first virtual character can possess different second virtual weapons.
[0116] In the above Figure 3 Based on this, after the first virtual character possesses the first virtual weapon, refer to Figure 7 As shown, the weapon selection area 701 on the first graphical user interface only displays the weapon icon 702 corresponding to the first virtual weapon, while the second virtual weapons originally owned by the first virtual character are hidden so that they are not displayed in the weapon selection area 701.
[0117] It should be noted that the weapon icon 702 corresponding to the first virtual weapon displayed in the weapon selection area 701 preferably matches the weapon appearance of the first virtual weapon in the game scene. For example, the step of generating the first virtual weapon based on the second virtual character can be as follows: Figure 7 In the case of the scheme shown where the second virtual character is directly used as the first virtual weapon configured for the first virtual character, thereby realizing the combination of the first virtual character and the second virtual character, the weapon icon 702 corresponding to the first virtual weapon is a horizontally lying human-shaped icon.
[0118] Alternatively, in an optional embodiment of this disclosure, while the first virtual character holds the first virtual weapon generated based on the second virtual character, the method further includes: displaying the first virtual weapon in a weapon selection area on a first graphical user interface in a first display mode, and displaying the second virtual weapon owned by the first virtual character in a second display mode.
[0119] The first display mode represents the display mode in which the first virtual weapon is in a triggerable state, and the second display mode represents the display mode in which the second virtual weapon owned by the first virtual character is in a non-triggerable state.
[0120] For example, to help players understand their currently owned virtual weapons, all virtual weapons owned by the first virtual character can be displayed in the weapon selection area of the first graphical user interface; that is, the weapon selection area displays the weapon icons of the first and second virtual weapons. However, the first virtual weapon is displayed in a first display mode to indicate that it is in a triggerable state, and the second virtual weapon is displayed in a second display mode to indicate that it is in a non-triggerable state. For example, the first display mode can be a highlighted display mode, and the second display mode can be a grayscale display mode.
[0121] Having understood the specific implementation of step 201 above, which controls the configuration of the first virtual weapon for the first virtual character in response to the first interactive command for the second virtual character, we continue to refer to step 202, where the first terminal device displays the weapon usage effect of the first virtual weapon on the first graphical user interface in response to the first trigger operation for the first virtual weapon.
[0122] The first trigger operation can be triggered by the "weapon control" provided on the graphical user interface. Taking the first virtual weapon as a shooting weapon as an example, refer to... Figure 7 As shown, the first triggering operation can be a click, swipe, or other touch operation performed on the weapon control 703 or weapon control 704 provided on the graphical user interface. The first triggering operation can also be a click, swipe, or other touch operation performed on the first virtual weapon in the weapon selection area. In addition, the first triggering operation can also be a voice-triggered operation, an eye-tracking technology-triggered operation, etc., and this disclosure does not impose any special limitations in this regard.
[0123] For example, when the first virtual character holds the first virtual weapon generated based on the second virtual character, the player can trigger and display the weapon usage effect of the first virtual weapon on the first graphical user interface through a first trigger operation on the first virtual weapon.
[0124] It is understandable that the weapon effect of the first virtual weapon can be determined based on its weapon type. For example, when the first virtual weapon is a shooting weapon, its weapon effect is the same as that of firing bullets.
[0125] In one optional embodiment of this disclosure, based on the above embodiment of adding virtual weapon accessories to the first virtual weapon, in response to a first trigger operation for the first virtual weapon, the weapon usage effect of the first virtual weapon is displayed on the first graphical user interface, including: in response to the first trigger operation for the first virtual weapon, displaying the weapon usage effect of the first virtual weapon after adding virtual weapon accessories on the first graphical user interface.
[0126] For example, the weapon usage effect of the first virtual weapon can also be updated based on the superimposed virtual weapon attachments. For instance, assuming the first virtual weapon is a shooting weapon, without any virtual weapon attachments (scopes), the weapon usage effect of the first virtual weapon is simply firing bullets as a shooting weapon. If a virtual weapon attachment (scope) is superimposed on this shooting weapon, then the weapon usage effect of the first virtual weapon after adding the virtual weapon attachment is that the shooting weapon fires bullets by activating the configured "scope" attachment.
[0127] It should be noted that the weapon performance of the first virtual weapon after adding virtual weapon accessories is determined based on the weapon type of the first virtual weapon and the superimposed virtual weapon accessories. The embodiments disclosed herein are not exhaustive or subject to special limitations.
[0128] In the above embodiments, the description is based on the display content on the first graphical user interface. In the optional embodiments provided in this disclosure, the display content of the second graphical user interface provided by the second terminal device during the period when the first virtual character holds the first virtual weapon generated according to the second virtual character will be described by way of example in conjunction with specific embodiments.
[0129] In one optional embodiment of this disclosure, in response to a first interaction command for a second virtual character, a game screen synchronization command is sent to a second terminal device, so that the second terminal device responds to the game screen synchronization command and displays the same view as the first graphical user interface on a second graphical user interface provided by the second terminal device.
[0130] The second terminal device is a terminal device used to control the second virtual character.
[0131] For example, after the first virtual weapon is generated based on the second virtual character, since the second virtual character cannot be controlled, the first terminal device, in response to the first interaction command for the second virtual character, simultaneously sends a game screen synchronization command to the second terminal device, so that the second terminal device displays the same viewpoint as the first graphical user interface through its provided second graphical user interface. That is, a viewpoint with the first virtual character as the main subject.
[0132] The following will be Figure 7 Based on the perspective view of the first graphical user interface shown, Figure 8 The image shown is the second graphical user interface (GUI) display screen, which has the same viewpoint as the first GUI, and is a viewpoint with the first virtual character as the main subject.
[0133] In one optional embodiment of this disclosure, the weapon controls on the second graphical user interface are hidden, or the weapon controls on the second graphical user interface are rendered as untouchable.
[0134] For example, while the first virtual character holds the first virtual weapon generated based on the second virtual character, the second virtual character is in a state uncontrollable by the player, meaning the player cannot control the second virtual character to perform any actions, such as running, jumping, or triggering the corresponding weapon effects. To address this, while the second graphical user interface displays the same viewpoint as the first graphical user interface, the weapon controls on the second graphical user interface are either hidden or rendered untriggerable.
[0135] For example, continue to refer to Figure 8 As shown, with Figure 7In contrast, the second graphical user interface displays only the same viewpoint as the first graphical user interface, but the weapon controls used to control the weapon's effects are hidden; the joystick for controlling the direction selection of the second virtual character is rendered as untouchable.
[0136] Furthermore, based on the above embodiments, the first virtual character and the second virtual character can be restored to independently controlled virtual character states, that is, the combined state between the first virtual character and the second virtual character can be exited.
[0137] In an optional embodiment of this disclosure, after the step of configuring the first virtual weapon for the first virtual character in any of the above embodiments, the method further includes: displaying an exit control on a first graphical user interface; controlling the first virtual character to present the first character attribute information at the current moment in response to a fourth trigger operation on the exit control; and controlling the second virtual character to present the second character attribute information before configuring the first virtual weapon for the first virtual character.
[0138] The character attribute information includes at least one of the following: the character's state and the character's health attribute parameters. For example, the character state can be a knocked-down state, a prone state, a standing state, etc., and the health attribute parameters can be the character's health points, health, etc.
[0139] For example, refer to Figure 9 As shown, an exit control 901 is displayed on the first graphical user interface. When the first terminal device responds to a fourth trigger operation on the exit control 901, it can control the first virtual character and the second virtual character to exit the aforementioned combined state, that is, to make the first virtual character display the first character attribute information (at least one of character state and health attribute parameters) at the current moment. And, to make the second virtual character display the second character attribute information (at least one of character state and health attribute parameters) before the first virtual character was configured with the first virtual weapon.
[0140] For example, suppose that before configuring the first virtual weapon generated based on the second virtual character for the first virtual character, the first virtual character's character state is standing with 100% health, while the second virtual character's character state is knocked down with 10% health. During the configuration of the first virtual weapon based on the second virtual character, the first virtual character is attacked by an enemy virtual character, causing its health to change. At the moment the first terminal device responds to the fourth trigger operation for the exit control, the first virtual character's health is updated to 58%, and it is in a prone position. Therefore, controlling the first virtual character to display its current character attribute information could be that its character state is prone and its health is 58%, while the second virtual character is knocked down and its health is 10%.
[0141] It should be noted that, in response to the fourth trigger operation for the exit control, the life attribute parameter value of the second virtual character is continuously reduced until it is rescued / improved by items such as medicine, or until the life attribute parameter value reaches zero and it is eliminated.
[0142] In addition to the embodiment where the player controlling the first virtual character can trigger the exit control, the player controlling the second virtual character can also trigger the exit control. Specific embodiments are as follows: In an optional embodiment of this disclosure, in response to receiving a target interaction command sent through a second terminal device, the first virtual character is controlled to present the first character attribute information at the current moment, and the second virtual character is controlled to present the second character attribute information before configuring the first virtual weapon for the first virtual character.
[0143] Among them, the target interaction instruction is an interaction instruction generated by the second terminal device in response to the fifth trigger operation of the exit control displayed on the second graphical user interface, and the role attribute information includes: the role status of the virtual character and the life attribute parameters of the virtual character.
[0144] Reference Figure 10 As shown, an exit control 902 is displayed on the second graphical user interface. In response to the fifth trigger operation of the exit control 902, the second terminal device generates a target interaction command and sends it to the first terminal device. In response to receiving the target interaction command, the first terminal device controls the first virtual character to present the first character attribute information at the current moment, and controls the second virtual character to present the second character attribute information before configuring the first virtual weapon for the first virtual character.
[0145] It should be noted that when the second virtual character displays the attribute information of the second character before the first virtual character is equipped with the first virtual weapon, the player controlling the second virtual character can regain control of the second virtual character to continue to control the second virtual character to perform operations such as movement.
[0146] In another optional embodiment of this disclosure, in response to the first virtual character's first character attribute information at the current moment satisfying the preset character attribute parameter conditions, the first virtual character is controlled to present the first character attribute information at the current moment, and the second virtual character is controlled to present the second character attribute information before configuring the first virtual character with the first virtual weapon.
[0147] The character attribute information includes at least one of the following: the character status of the virtual character and the life attribute parameters of the virtual character.
[0148] In an optional embodiment, the first character attribute information corresponding to the first virtual character at the current moment satisfying the preset character attribute parameter conditions may include at least one of the following: The first virtual character is shown in a knocked-down state; The life attribute parameter value of the first virtual character is less than the threshold value of the second life attribute parameter.
[0149] For example, when the first virtual character is knocked down, it loses its combat ability and cannot use the first virtual weapon to participate in the battle, thus automatically exiting the combination effect shown in the above embodiment. Alternatively, the combination effect shown in the above embodiment may also automatically exit if the first virtual character's health attribute parameter value is less than the second health attribute parameter threshold.
[0150] In addition to the above embodiments, the first virtual character can also be configured with an effective duration (e.g., a countdown effect) for holding the first virtual weapon generated based on the second virtual character. When the countdown ends, the combination effect shown in the above embodiments will automatically exit.
[0151] Through the above embodiments, on the one hand, this method innovatively realizes the conversion between a second virtual character and a virtual weapon, which then serves as the virtual weapon held by the first virtual character. This enriches the game interaction methods between virtual characters, enhances the game's fun, and allows players to determine whether to implement the aforementioned game interaction based on their current game position, thereby increasing the strategic depth of the game, improving the player's gaming experience, and strengthening user stickiness. On the other hand, this method generates a first virtual weapon held by the first virtual character based on the second virtual character. When the second virtual character is in extreme situations such as danger or low health, the first virtual character can use it to lead the second virtual character out of the danger zone or use it as an attack weapon to assist teammates in continuing to participate in the battle, rather than passively waiting for elimination or rescue by teammates. This further enhances the game interaction methods, increases the game's fun, and improves the win rate.
[0152] To implement the above-mentioned game interaction method, one embodiment of this disclosure provides a game interaction device. Figure 11 The schematic diagram illustrates the architecture of the game interaction device.
[0153] The game interaction device 1100 includes a weapon configuration module 1101 and a weapon effect display module 1102.
[0154] The weapon configuration module 1101 is configured to execute a first interactive command in response to a second virtual character, controlling the configuration of a first virtual weapon for the first virtual character; wherein the first virtual weapon is generated based on the second virtual character, and the second virtual character is at least one of the following: a teammate character in the same faction as the first virtual character, or a non-player virtual character located in the game scene; the weapon effect display module 1102 is configured to execute a first trigger operation in response to the first virtual weapon, displaying the weapon usage effect of the first virtual weapon on a first graphical user interface.
[0155] In one optional embodiment of this disclosure, the weapon configuration module 1101 is specifically configured to perform at least one of the following: In response to a first interactive command for a second virtual character, upon receiving a second interactive command sent via a second terminal device, the system controls the configuration of a first virtual weapon for the first virtual character; wherein, the second terminal device is a terminal device that controls the second virtual character. In response to a first interaction command for a second virtual character, when the second virtual character is in a first target state, control is used to configure a first virtual weapon for the first virtual character; wherein, the life attribute parameter of the virtual character in the first target state is less than a first life attribute parameter threshold.
[0156] In an optional embodiment of this disclosure, the device may further include a control display module and an instruction generation module. The control display module is configured to display a weapon conversion control on a first graphical user interface in response to the first virtual character and the second virtual character meeting preset conditions. The instruction generation module is configured to generate a first interactive instruction for the second virtual character in response to a second trigger operation on the weapon conversion control.
[0157] In an optional embodiment of this disclosure, the preset conditions include at least one of the following: The distance between the first virtual character and the second virtual character is less than the distance threshold; The second virtual character is within the field of view of the first virtual character; The first virtual character picks up a target virtual item that matches the second virtual character.
[0158] In an optional embodiment of this disclosure, the weapon configuration module 1101 is specifically configured to execute, in response to a first interactive instruction for a second virtual character, send a weapon generation invitation instruction to a second terminal device to display the weapon generation invitation information contained in the weapon generation invitation instruction on a second graphical user interface provided by the second terminal device; and in response to receiving a second interactive instruction sent through the second terminal device, control the configuration of a first virtual weapon for the first virtual character; wherein, the second interactive instruction is an instruction generated by the second terminal device in response to performing an agreement operation on the weapon generation invitation information.
[0159] In an optional embodiment of this disclosure, the device may further include a clearing module, wherein the control display module may be configured to display a weapon invitation cancellation control on a first graphical user interface; the clearing module is configured to perform, in response to a third triggering operation on the weapon invitation cancellation control, delete the weapon generation invitation instruction sent to the second terminal device, and / or clear the weapon generation invitation information displayed on the second graphical user interface.
[0160] In an optional embodiment of this disclosure, the device may further include a character state detection module and a parameter control module. The character state detection module is configured to detect that the second virtual character is currently in a second target state, wherein the second target state represents the character state when the virtual character's life attribute parameter value is less than a first life attribute parameter threshold and the virtual character's life attribute parameter value continues to decrease. The parameter control module is configured to control the cessation of decreasing the second virtual character's life attribute parameter value.
[0161] In an optional embodiment of this disclosure, the control display module may further be configured to display a first virtual weapon in the weapon selection area on the first graphical user interface and hide a second virtual weapon owned by the first virtual character; or, the control display module may further be configured to display the first virtual weapon in a first display mode and the second virtual weapon owned by the first virtual character in a second display mode in the weapon selection area on the first graphical user interface; wherein, the first display mode represents the display mode in which the first virtual weapon is in a triggerable state, and the second display mode represents the display mode in which the second virtual weapon owned by the first virtual character is in a non-triggerable state.
[0162] In one optional embodiment of this disclosure, the first virtual weapon is a shooting weapon, and the shooting weapon is configured with at least one of the following: The number of virtual bullets equipped with shooting weapons is unlimited; The maximum number of virtual bullets that a shooting weapon's magazine can carry is equal to the number of targets. The shooting weapons are equipped with target attack parameters.
[0163] In an optional embodiment of this disclosure, the device may further include an accessory adding module configured to add virtual weapon accessories to a first virtual weapon; and a weapon effect display module 1102 specifically configured to display the weapon usage effect of the first virtual weapon after adding virtual weapon accessories on a first graphical user interface in response to a first trigger operation for the first virtual weapon.
[0164] In an optional embodiment of this disclosure, the device may further include an instruction sending module configured to execute a game screen synchronization instruction sent to a second terminal device in response to a first interaction instruction for the second virtual character, so that the second terminal device displays the same viewpoint as the first graphical user interface on a second graphical user interface provided by the second terminal device in response to the game screen synchronization instruction; wherein the second terminal device is a terminal device for controlling the second virtual character.
[0165] In one optional embodiment of this disclosure, the weapon controls on the second graphical user interface are hidden, or the weapon controls on the second graphical user interface are rendered as untouchable.
[0166] In an optional embodiment of this disclosure, the device may further include a character presentation module, wherein the control display module may be configured to display an exit control on a first graphical user interface; the character presentation module is configured to, in response to a fourth trigger operation for the exit control, control a first virtual character to present first character attribute information at the current moment, and control a second virtual character to present second character attribute information before configuring a first virtual weapon for the first virtual character; or, the character presentation module may be configured to, in response to receiving a target interaction instruction sent through a second terminal device, control the first virtual character to present first character attribute information at the current moment, and control the second virtual character to present second character attribute information before configuring a first virtual weapon for the first virtual character; wherein the target interaction instruction is an interaction instruction generated by the second terminal device in response to a fifth trigger operation for the exit control displayed on the second graphical user interface, and the character attribute information includes at least one of: the character state of the virtual character and the life attribute parameters of the virtual character.
[0167] In an optional embodiment of this disclosure, the character presentation module may also be configured to respond to the first virtual character's first character attribute information at the current moment satisfying the preset character attribute parameter conditions, control the first virtual character to present the first character attribute information at the current moment, and control the second virtual character to present the second character attribute information before configuring the first virtual weapon for the first virtual character; wherein, the character attribute information includes at least one of the virtual character's character state and the virtual character's life attribute parameters.
[0168] The game interaction device 1100 provided in this embodiment can execute the technical solution of the game interaction method in any of the above embodiments. Its implementation principle and beneficial effects are similar to those of the game interaction method. Please refer to the implementation principle and beneficial effects of the game interaction method. It will not be repeated here.
[0169] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the present invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the present invention described in the "Exemplary Methods" section above.
[0170] According to embodiments of the present invention, a program product for implementing the above-described method may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0171] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0172] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0173] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, radio frequency (RF) and so on, or any suitable combination thereof.
[0174] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0175] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.
[0176] Those skilled in the art will understand that various aspects of the present invention can be implemented as systems, methods, or program products. Therefore, various aspects of the present invention can be specifically implemented in the following forms: entirely in hardware, entirely in software (including firmware, microcode, etc.), or in a combination of hardware and software, collectively referred to herein as “circuit,” “module,” or “system.”
[0177] The following reference Figure 12 To describe an electronic device 1200 according to this embodiment of the present invention. Figure 12 The electronic device 1200 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.
[0178] like Figure 12 As shown, the electronic device 1200 is presented in the form of a general-purpose computing device. The components of the electronic device 1200 may include, but are not limited to: at least one processing unit 1210, at least one storage unit 1220, a bus 1230 connecting different system components (including storage unit 1220 and processing unit 1210), and a display unit 1240.
[0179] The storage unit stores program code, which can be executed by the processing unit 1210 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 1210 can perform, as follows: Figure 2 Steps 201 to 202 are shown in the figure.
[0180] Storage unit 1220 may include readable media in the form of volatile storage units, such as random access memory (RAM) 12201 and / or cache memory 12202, and may further include read-only memory (ROM) 12203.
[0181] Storage unit 1220 may also include a program / utility 12204 having a set (at least one) of program modules 12205, such program modules 12205 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may include an implementation of a network environment.
[0182] Bus 1230 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.
[0183] Electronic device 1200 can also communicate with one or more external devices 2000 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1200, and / or any device that enables electronic device 1200 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 1250. Furthermore, electronic device 1200 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 1260. As shown, network adapter 1260 communicates with other modules of electronic device 1200 via bus 1230. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1200, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, Redundant Arrays of Independent Disks (RAID) systems, tape drives, and data backup storage systems.
[0184] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.
[0185] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0186] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0187] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0188] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.
Claims
1. A game interaction method, characterized in that, The method includes providing a first graphical user interface (GUI) via a first terminal device, wherein the GUI includes at least a portion of a game scene, and the game scene contains a first virtual character controlled by the first terminal device. In response to a first interaction command for a second virtual character, control is used to configure a first virtual weapon for the first virtual character; wherein the first virtual weapon is generated based on the second virtual character, and the second virtual character is at least one of the following: a teammate character in the same faction as the first virtual character, or a non-player virtual character located in the game scene; In response to a first trigger operation for the first virtual weapon, the weapon usage effect of the first virtual weapon is displayed on the first graphical user interface.
2. The method according to claim 1, characterized in that, The step of controlling the configuration of a first virtual weapon for the first virtual character in response to a first interactive command for the second virtual character includes at least one of the following: In response to a first interaction command for the second virtual character, upon receiving a second interaction command sent via a second terminal device, the system controls the configuration of the first virtual weapon for the first virtual character; wherein, the second terminal device is a terminal device that controls the second virtual character; In response to a first interaction command for the second virtual character, when the second virtual character is in a first target state, the system controls the configuration of the first virtual weapon for the first virtual character; wherein, the life attribute parameter of the virtual character in the first target state is less than a first life attribute parameter threshold.
3. The method according to claim 1, characterized in that, The method further includes: In response to the first virtual character and the second virtual character meeting preset conditions, a weapon conversion control is displayed on the first graphical user interface; In response to a second trigger operation on the weapon switching control, a first interactive command is generated for the second virtual character.
4. The method according to claim 3, characterized in that, The preset conditions include at least one of the following: The distance between the first virtual character and the second virtual character is less than a distance threshold; The second virtual character is located within the field of view of the first virtual character; The first virtual character picks up a target virtual item that matches the second virtual character.
5. The method according to claim 2, characterized in that, The step of controlling the configuration of the first virtual weapon for the first virtual character upon receiving a second interactive instruction sent through a second terminal device, in response to a first interactive instruction for the second virtual character, includes: In response to a first interaction command for the second virtual character, a weapon generation invitation command is sent to the second terminal device to display the weapon generation invitation information contained in the weapon generation invitation command on the second graphical user interface provided by the second terminal device; In response to receiving a second interactive instruction sent through the second terminal device, the system controls the configuration of the first virtual weapon for the first virtual character; wherein, the second interactive instruction is an instruction generated by the second terminal device in response to performing an agreement operation on the invitation information generated for the weapon.
6. The method according to claim 5, characterized in that, After the step of sending a weapon invitation command to the second terminal device in response to a first interaction command for the second virtual character, the method further includes: Display a weapon invitation cancellation control in the first graphical user interface; Before the step of controlling the configuration of the first virtual weapon for the first virtual character in response to receiving a second interactive command sent via the second terminal device, the method further includes: In response to a third trigger operation on the weapon invitation cancellation control, the weapon generation invitation instruction sent to the second terminal device is deleted, and / or the weapon generation invitation information displayed on the second graphical user interface is cleared.
7. The method according to claim 1, characterized in that, Prior to the step of configuring the first virtual weapon for the first virtual character, the method further includes: The second virtual character is detected to be in a second target state, wherein the second target state represents the character state when the value of the virtual character's life attribute parameter is less than the first life attribute parameter threshold and the value of the virtual character's life attribute parameter continues to decrease; While the first virtual character holds the first virtual weapon generated based on the second virtual character, the method further includes: Control stops reducing the life attribute parameter value of the second virtual character.
8. The method according to claim 1, characterized in that, The method further includes: The first virtual weapon is displayed in the weapon selection area on the first graphical user interface, while the second virtual weapon owned by the first virtual character is hidden; Alternatively, the first virtual weapon may be displayed in the weapon selection area of the first graphical user interface in a first display mode, and the second virtual weapon owned by the first virtual character may be displayed in a second display mode; wherein the first display mode represents the display mode in which the first virtual weapon is in a triggerable state, and the second display mode represents the display mode in which the second virtual weapon owned by the first virtual character is in a non-triggerable state.
9. The method according to claim 1, characterized in that, The first virtual weapon is a shooting weapon, and the shooting weapon is configured with at least one of the following: The number of virtual bullets equipped with the shooting weapon is unlimited; The maximum number of virtual bullets that the magazine of the shooting weapon can carry is the number of targets. The firing weapon is equipped with target attack parameters.
10. The method according to claim 1 or 9, characterized in that, After the step of configuring the first virtual weapon for the first virtual character, the method further includes: Add virtual weapon accessories to the first virtual weapon; Wherein, the step of displaying the weapon usage effect of the first virtual weapon on the first graphical user interface in response to a first trigger operation for the first virtual weapon includes: In response to a first trigger operation on the first virtual weapon, the weapon usage effect of the first virtual weapon after adding the virtual weapon accessory is displayed on the first graphical user interface.
11. The method according to claim 1, characterized in that, The method further includes: In response to a first interaction command for a second virtual character, a game screen synchronization command is sent to a second terminal device, so that the second terminal device responds to the game screen synchronization command and displays the same view as the first graphical user interface on a second graphical user interface provided by the second terminal device; wherein, the second terminal device is a terminal device used to control the second virtual character.
12. The method according to claim 11, characterized in that, The weapon controls on the second graphical user interface are hidden, or the weapon controls on the second graphical user interface are in an untouchable state.
13. The method according to claim 1, characterized in that, After the step of configuring the first virtual weapon for the first virtual character, the method further includes: Display an exit control on the first graphical user interface; In response to the fourth trigger operation on the exit control, the first virtual character is controlled to display the first character attribute information at the current moment, and the second virtual character is controlled to display the second character attribute information before configuring the first virtual weapon for the first virtual character; Alternatively, in response to receiving a target interaction command sent through a second terminal device, the first virtual character is controlled to present the first character attribute information at the current moment, and the second virtual character is controlled to present the second character attribute information before configuring the first virtual weapon for the first virtual character; The target interaction instruction is an interaction instruction generated by the second terminal device in response to the fifth trigger operation of the exit control displayed on the second graphical user interface. The character attribute information includes at least one of the following: the character state of the virtual character and the life attribute parameters of the virtual character.
14. The method according to claim 1, characterized in that, After the step of configuring the first virtual weapon for the first virtual character, the method further includes: In response to the first virtual character's first character attribute information at the current moment satisfying the preset character attribute parameter conditions, the first virtual character is controlled to present the first character attribute information at the current moment, and the second virtual character is controlled to present the second character attribute information before configuring the first virtual character with the first virtual weapon; The character attribute information includes at least one of the following: the character status of the virtual character and the life attribute parameters of the virtual character.
15. A game interaction device, characterized in that, A first graphical user interface is provided through a first terminal device, the first graphical user interface including at least a portion of a game scene, the game scene including a first virtual character controlled by the first terminal device, the device comprising: The weapon configuration module is configured to execute a first interaction command in response to a second virtual character, and control the configuration of a first virtual weapon for the first virtual character; wherein the first virtual weapon is generated based on the second virtual character, and the second virtual character is at least one of the following: a teammate character in the same faction as the first virtual character, or a non-player virtual character located in the game scene; The weapon effect display module is configured to perform a first trigger operation in response to the first virtual weapon, and display the weapon usage effect of the first virtual weapon on the first graphical user interface.
16. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the game interaction method according to any one of claims 1 to 14.
17. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the game interaction method according to any one of claims 1 to 14 by executing the executable instructions.